For Indigenous peoples in the Southwest, natural and archaeological places are inextricably connected to memories, histories, religious practices, and cosmologies. On this rugged, arid topography, sky, light, stone and water loom large in human perception. The Colorado Plateau on the North American Southwest is a land of open vistas and cloudless skies, where horizontal mesas are riven by canyons and punctuated by rocky spires. The analysis also prompts a greater appreciation of the role of surfaces in constituting particular natures (such as mountains) as natural and wild, and how particular subjects, ways of moving and technologies are implicated, (de)naturalised and disciplined therein. In particular, a social and cultural treatment of the environmental impacts of outdoor recreation highlights how absence, as well as presence, of traces can be a powerful device for staking claims to space. This article thus identifies traces of movement, and the ways in which they are rendered ‘visible’ or ‘natural’ in talk, action and terrain, as key territorialising devices. Particular attention is paid to how such configurations serve as the grounds for excluding certain recreational users from particular outdoor spaces. Emerging from the analysis are the ways in which footprints and tyre-tracks are constituted and contested as ‘damage’ in relation to mountain spaces, and thus used to ascribe or distance culpability from different modes of mobility: walking versus cycling. Here, a process of informal zoning is identified whereby walkers belong in mountains but mountain bikers do not. It draws upon a mobile and video ethnographic study of walkers and mountain bikers in the Cairngorms National Park, Scotland, to explore how the marks made on the ground through outdoor recreation become caught up in struggles over appropriate ways to move one’s body in nature. This article examines the ways in which such mark-making is caught up in contestations over the legitimate use of spaces deemed ‘wild’ and ‘natural’. They are traces that can work to shape peoples’ claims to particular spaces, both materially and semiotically. By its end, the player should be close enough to the main branch to jump onto it and obtain the SCA.B.The tracks people leave behind in the landscape are more than mere imprints on the ground. From here, it is recommended to jump on the thin branch located to the lower left of the player and walk along it. Once here, jump to the leaf directory in front of the player, and by now the player should see a branch in the top of the Hedge in which, the SCA.B is located in. When on this leaf, jump back on to the exposed corner of the bigger leaf and crouch under the two leaves to the tip of the lower of the two leaves. Once one there, they will have to make a tricky jump to a leaf across from them, which will end with them falling on the smaller leaf below it. Then, the player must jump to the leaf directly left from them and jump to the lone leaf resting on the hedge wall closest to them. To reach the area where it is, the player must go on top of the wire that goes over the zipline area near the Apricop Punch-O and jump on the leaf over the wire nearest to the juice box. The Witchy SCA.B is one of the more difficult SCA.Bs to reach as it requires difficult parkour across the leaves of the Hedge. Note that this is a one way entrance to the anthills, and the player will have to exit via the anthills ordinary entrance. This will lead to a cave that is meant to lead back up to the lab, but also connects to the dead end in the anthill from above that the player can jump off and get the SCA.B. On the left side, the SCA.B will be resting on the ground.Īlternatively, the player can complete the Oak Lab and exit via the breach in the lab to the outside cave and jump down to the water below. Once they reach their, more Solider Ants may be in the area that the player must fend off and they will eventually reach a wall that’s splits into two dead ends. In here will be multiple Soldier Ants and possibly a Orb Weaver that the player must fight or run past to the cave on the right. As they travel towards, it is recommended to avoid the Worker Ants that will likely be asleep and proceed downwards to the main chamber. To reach the SCA.B, the player must find the Old Ant Hill near the base of the Oak Hill biome and travel inside it. The Bugged SCA.B is located in the deepest portion of the Old Ant Hill, in the corner of a dead end of the cave.
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