With Season 7 set to kick off next week, there is only a short period left to complete your Fortnite Week 12 Challenges.
And the most eye-catching of them all is the Fortnite Raids – Raid an artifact from Stealthy Stronghold and Coral Castle -which asks players to interact with Ancient Llama statues found in Stealthy Stronghold and Coral Castle.
It’s a pretty easy challenge to complete when you know where to go and the best route to take.
The other challenges for this week are pretty straight forward, and the full list includes the following tasks:
Visit the Zero Point (1)
Craft pistols (3)
Defeat a Spire Guardian (1)
Hunt predators (3)
Tame boars outside of Colossal Crops (1)
Chicken Glider at Colossal Crops (1)
Raid an artifact.
Focusing on raiding the artifact challenge, it’s a pretty easy one to tick off the list when your ready to unlock the final Season 7 rewards.
Due to the nature of the Challenge, gamers will only need to focus on the North-West of the map.
This should make it easier to complete, however, there is a good chance of there being a lot of players doing the same.
This means that when you’re running around the different locations, you could find yourself in hot water.
To complete this challenge, Fortnite gamers need to raid an artifact from Stealthy Stronghold and Coral Castle.
Challenge hunters should only need to find one artifact at each location, meaning you need a total of two from both places.
Some gamers are reporting that they found two artifacts at one location and were still able to complete the match.
The good news is that while there are a lot of people hunting for them, there are eight artifacts that you can find on the map.
There are four artifacts at the Stronghold and four at the Castle, making for an even split across each location.
For Coral Castle:
An Artifact can be found south of the main keep in a building.
An Artifact can be found perched on top of a hill just east of Coral Castle.
An Artifact is located underwater beneath part of a bridge in the north area.
An Artifact is located underwater around the middle of Coral Castle.
For Stealthy Stronghold:
An Artifact can be found southwest of the Stronghold in the direction of Pleasant Park.
Two Artifacts can be found in buildings located in the middle of the Stronghold.
An Artifact can be found north-west of the main structure on an islet almost completely surrounded by water.
It should be noted that gamers are looking for an ancient llama statue and that they only need to interact with it to complete the challenge.
No extra requirements are needed at this time.
Epic Games has confirmed that Fortnite Season 7 will begin on June 8, telling gamers this week:
“Similar to last Season, your cache of Bars will be reset when Chapter 2 Season 7 drops. Pick up Exotics, upgrade your weapons, run wild with it and spend your supply. Our fourth Wild Week, starting June 3, is all about huge discounts, so make your Bars rain before they’re gone.”
On May 12, 2021, a new TikTok video highlighted one of the smaller, hidden touches in Disney’s oldest park. It showed a secret tree in Disneyland Park that had two sets of initials carved into it: “P.P.” for Peter Pan and “W.D.” for Wendy Darling.
The comment on the TikTok video with the most likes expressed surprise that the Snow White Grotto and wishing well even existed. Commenter @athena.k.04 said: “I didn’t even know there was a wishing well or Snow White at all.”
Snow White Grotto is perhaps one of the more peaceful and quiet areas of the entire park, with light foot traffic and several benches for seating.
Another commenter, @juliechurton, remarked: “Then wouldn’t that mean it’s the secret entrance to the Lost Boys den???” This referred to Hangman’s Tree, part of the story of the 1953 Disney animated classic, “Peter Pan.”
“For the first time in forever!! A new Disney secret I didn’t know about!,” said @iheartdsny.
Disneyland Park and Disney California Adventure both recently reopened following a closure that lasted more than a year due to the COVID-19 pandemic. Guests are now asked to wear masks and practice social distancing when entering the parks.
According to The Los Angeles Times, the reopening was initially set at 25% capacity. This led to lighter crowds, meaning wait times for rides were drastically reduced when compared to pre-COVID days.
Other Disneyland Easter Eggs
While there are too many so-called hidden treasures, or “Easter eggs,” to highlight all at once in the park, we’ve covered quite a few of them in the past.
Super Mario 64 never claimed that it was a realistic rendition of a castle, but still, we have to wonder — why are so many rooms in Peach’s Castle empty? Why does she have a massive basement, but no bedroom? Did she ask her architect to include a bunch of long corridors, and forget to install a bathroom?
The inclusion of everyday facilities was probably not the main goal for Gaming Reinvented, a group of builders making a video game-themed server in Minecraft, but they’ve nevertheless filled their interpretation of Princess Toadstool’s abode with actually useful rooms. Peach has a walk-in closet, several bedrooms, and even what looks like a cafeteria for all of her household Toad servants.
And, yes, there’s a secret Wario room. Don’t ask questions.
But Minecraft Peach’s Castle, apart from being very practical for all of Peach’s needs, is also just lovely to look at. The images and trailer are clearly using a shader pack to make it look that good, but the way the sunlight streams in through the windows makes us wish we lived in the Mushroom Kingdom.
You may remember Gaming Reinvented from when we covered their blocky recreation of Tarrey Town, so you’ll be delighted to know that Tarrey Town is actually in Peach’s back garden. Seriously! Just head through the greenhouse, across the bridge, and there you have it: now you’re in Link’s world.
The server is available for anyone to access — just join their Discord — and includes references to other Super Mario games, from Super Mario Sunshine to the DS remake of Super Mario 64. There’s even a competition to find all 80 Blitties (from Bowser’s Inside Story) hidden around the place, with a prize of $120 for the first person to photograph them all.
What do you think of Gaming Reinvented’s reinvention of Peach’s Castle? Let us know in the comments!
The Resident Evil Castle Demo is the next big reveal from Capcom, offering fans another chance at experiencing the new Village experience.
Resident Evil Village is scheduled to launch in May, and the development team behind the anticipated launch have put together a new timed trial.
The good news is that everyone will be able to try out the new content before the game’s final release.
Capcom has confirmed that both the Village and Castle Demo will be available to play across PS4, PS5, Xbox One, Xbox Series X and PC in May.
But before that, gamers on PlayStation consoles get to try things out, with the Castle Demo going live today.
Publisher Capcom has confirmed that this weekend’s trial will only be available on PlayStation consoles and only for a very limited time.
Sony adds: “If you’re looking to step into the halls of Castle Dimitrescu, you’re in for a treat this weekend.
“PlayStation players will get early access to the terrifying yet beautiful inner workings of the castle, the stronghold of the illustrious Alcina Dimitrescu and her bloodthirsty daughters.
“It’s not available to play just yet, but you can go to the PlayStation Store to pre-download the Resident Evil Village Gameplay Demo in anticipation.
“To clear up any confusion, you just have to download that one demo. Everything will be automatically available to play through the Gameplay Demo during the designated times.
When you first step into the castle, you may immediately feel the contrast between the decrepit village of the first early access experience to its regal interior.
“One of the major motifs of this area, and the game in general, was creating environments filled with beauty.
“When players aren’t running for their lives, we wanted to create a setting that they could enjoy by venturing through and slowly taking in all the sights and scenes. Of course, every picture of beauty hides a face of terror.
“Players may also find themselves beneath the splendour in an underground prison, tiptoeing past cold cellar bars that offer a sharp juxtaposition to the warmth found up above.
The Resident Evil Castle Demo will be available to play for 30-minutes on April 24 in the United States, at 5pm PST.
And then the same demo will be available to play in the UK on April 25, at 6pm BST on the same consoles.
Capcom has confirmed that all platforms will be getting access to the two combined Resident Evil demos on May 1 in the United States and May 2 in the UK.
The Resident Evil Demo start time has been set for 5pm PST in the US and 1am BST in the UK.
“The final demo period will give you a total of 60 minutes to explore both the village and castle, and you’re free to use those 60 minutes however you wish.
“How much time will you spend seeking answers in the village, and how long will you brave the castle’s corridors to uncover its dark secrets?”
Back in the early ’90s, Castlevania was mostly known for being a console series, with three entries on the NES, three on the Game Boy, and four total across the 16-bit platforms (assuming, of course, you consider the PC Engine to be a true 16-bit system). But early in the series’ life, Konami released an arcade game, known as Haunted Castle, which wasn’t a port of any other outing but rather an original title. It was a flop and didn’t see much distribution, being sort of a “lost” Castlevania until the advent of emulation in the late 1990s. But Konami has been keen to keep it in circulation recently, including it as both part of the Arcade Classics Anniversary Collection in 2019, and as a separate release in part of Hamster’s Arcade Archives series.
The story in most of the other Castlevania games typically revolved around Simon Belmont (and friends, if applicable) hunting down and beating up Count Dracula, because it was the good and proper thing for vampire killers to do. In Haunted Castle, Simon gets a bit of extra motivation with his wife being kidnapped by the nefarious vampire literally seconds after walking out of the wedding chapel. The goofy manner in which the classic Wedding March song turns sour as the clouds go ominous and Simon’s lady friend is swiped away, leaving him inhis iwhite tuxedo looking mildly irritated, helps set the off-kilter tone of this incredibly frustrating entry.
Captured on Nintendo Switch (Docked)
The basics of a Castlevania game are in place – you adventure through six stages across the land, eventually ending up in Dracula’s castle, whipping skeletons, zombies, bats, and other assorted creatures, most inspired by classic Hollywood horror films. But a lot of it just feels wrong. Take for example, Simon’s design. As a muscular, leather-clad barbarian-type, he actually looks reasonably close to how he’s presented on the cover of the original NES game (and the title screen of this one), but it looks awfully strange compared to any of his console counterparts, especially his awkward walking animation. Movement is slow and attacking feels flimsy. This has rippling effects through the rest of the adventure, particularly since Simon’s sprite is so large, making it exceedingly difficult to kill the tiny bat enemies that remain a constant nuisance throughout the whole game.
Unlike most of the other Castlevania games, there aren’t any candles to whip, so weapon upgrades, subweapons, and hearts are dropped by specific enemies. But main weapon upgrade drops are uncommon, and if you miss any of them, you’ll be stuck with the default whip for quite a while. Still, it’s not like any of the weapons are particularly strong, because most enemies take multiple hits to kill. Castlevania fans will probably be familiar with the jumping hunchback enemies, and they make an appearance here, but they also take at least two whacks to dispose of and it’s nearly impossible to clear them out without taking damage, especially since they often attack three at a time. You’ll find your energy draining very quickly in Haunted Castle.
Captured on Nintendo Switch (Docked)
There’s sort of a cheat around this; while you only have a single life, you can insert multiple credits to extend your life bar a few times, plus there are checkpoints partway through each stage for when you perish. The original arcade game limited the number of times you could continue, though this version lets you continue as many times as you want. You shouldn’t feel bad for cheesing it, because there aren’t any actual health restoratives, and it’s really the only feasible way to see this one through to the end.
Ex-Konami staffer Masaaki Kukino has revealed recently that the title was completed in just six months and there wasn’t time to balance it properly, and it shows. Arcade games are often designed to suck in coins but Haunted Castle is especially egregious in the way it hurls hazard after hazard at the player, giving them very little chance to respond. Even if you memorise enemy and trap placement, the awkward controls often conspire to kill you. Simply put, it’s not much fun on a pure gameplay level.
And despite how frustratingly designed and poorly balanced it is, Haunted Castle is actually worth at least one playthrough for Castlevania fans. Visually, it’s inconsistent, as noted with the awkward Simon sprite and some other strange-looking enemies, but the background design is generally well done. It predates all of the 16-bit console entries, and has a very different look and feel. And some of the level designs are pretty cool, at least in concept.
Captured on Nintendo Switch (Handheld/Undocked)
The first stage begins at dusk and quickly transitions to night. It begins to rain, as a wall comes to life and flings itself at you brick by brick. Then a torch is knocked over and sets the ground ablaze, forcing you to leap over its flames, before entering a mausoleum and fighting against Medusa. The second stage starts in a foggy forest before walking down to a subterranean canal, where the river water is presented with an odd colour cycling effect. After reaching the other side, you emerge to a mountainside under a blood red sky. The next stage, the typical castle entrance hallway area, has a bizarre section where you’re warped away to what appears to be Grecian ruins where you fight off harpies, only to be warped right back when they’ve been killed.
These are the highlights of the game, and the rest of the stages are a little blander. But it’s still cool to see since it has many classic Castlevania tropes but before they were fully formed – after all, this is technically the fourth release in the series, published in 1988 after the MSX2 game and the first two NES games. For example, while the whip has been tied to the series’ identity for a long time, in this game, Simon can actually wield a sword. It doesn’t function any differently, but it sure is a novelty.
There are subweapons like firebombs and a boomerang that doesn’t actually return when you throw it, but also a cross that fires out a series of extremely powerful beams. Some of the ideas that were used in later Castlevania games pop up here – like a gigantic rock monster, haunted dining tables, and a knight made out shattered stained glass window shards. The soundtrack, too, is fantastic. It was composed by Kenichi Matsubara, who also worked on Castlevania II: Simon’s Quest and other classic NES Konami games, and even includes the series’ trademark “Bloody Tears” tune. The synth quality is stellar for a late 1980s arcade game and nearly every track is fantastic, plus some of them have popped up in later games.
Captured on Nintendo Switch (Docked)
But what sets this standalone Arcade Archives release apart from the Arcade Classics Anniversary Collection? Well, not much. Both versions were ported by Hamster, so the emulation is basically identical. Both versions let you tweak the difficulty settings a bit, too. That release contained the American and Japanese versions – the American version is significantly harder, with enemies inflicting much more damage. The Arcade Archives release includes those two as well as the European version, which is almost the same as the Japanese version but with an English title screen. The Arcade Archives version also has more display modes, allowing you to customize the scanlines and such, and tweak things like enabling or disabling continues.
There is also the usual Hi Score and Caravan modes found in other Arcade Archives releases, allowing you to post your score online. Due to these options, it’s very slightly better than its Anniversary Collection counterpart… but that version includes previously unseen supplemental artwork, plus seven whole other games, making this one a far weaker value overall.
We are returning to the haunted Castle Rock with a brand new adventure! We Were Here Forever is the newest game in our We Were Here series of co-op puzzle adventures. You and a partner play the role of Antarctic explorers who find themselves trapped in a sinister castle — will you be able to escape?
We Were Here Forever
The team here at Total Mayhem Games has been busy designing new puzzles and uncovering new mysteries for you to discover! On a technical level, we’re excited to make use of the power of the new generation of Xbox consoles. It’s going to be very helpful for our plan to bring the world of Castle Rock to life in a way you’ve not seen before.
We Were Here Forever is the fourth game in the We Were Here series. That means more of the cooperative, two-player exploration and puzzle solving that fans have come to know and love. And when we say cooperative, we really mean it — our puzzles can’t be solved alone, and often each player will only get a limited part of the information needed. You’ll have to talk and work together if you’re to have any hope of escaping with your lives. While each game is standalone, if you’re a story fan we’d recommend you play Forever after completing the others: there are some shocking revelations coming…
The Experience of We Were Here
One of our favorite things about our games is how many people have fun streaming them together! Especially in these times, it’s heart-warming to see something we’ve made bring people together, and how everyone experiences the We Were Here games differently! We try to evoke a variety of emotions with our game design, from the satisfaction of solving puzzles to suspense of facing the unknown. One moment you might laugh at a mutual misunderstanding, and the next find yourself shocked at an unexpected revelation in the plot.
For We Were Here Forever we’re planning the most thrilling adventure yet, and to enhance the atmosphere even further we’re going to bring Castle Rock to life! Alongside the immersion of using walkie-talkies to chat with your fellow explorer, there’s going to be a wealth of details to discover as you explore.
There’s a lot to learn about the world of Castle Rock, as you’d expect from a series that will soon include four titles! The first two games in the series – We Were Here and We Were Here Too – were both set inside Castle Rock, while We Were Here Together introduced the Antarctic outdoors. For We Were Here Forever you will find yourself in the depths of the ancient citadel, but as for where you’ll end up? Well, you’ll have to find that out for yourself…
Begin Your Adventure Later This Year
Everything is on track for We Were Here Forever to be released later this year! We have a lot more exciting stuff to share as launch day approaches – make sure to follow us on social media if you want the latest developments.
Until then, have you played the other games in the We Were Here Series? As we said before they’re all standalone experiences for two players that will challenge you to communicate and keep your cool. That last part won’t always be easy though…
Find out if you two have what it takes to escape, or if you’ll remain trapped… forever!
Lucia de Visser, Managing Director & Co-founder, Total Mayhem Games