document_title: Left 4 Dead 2

question_text: when does left 4 dead 2 take place

question_tokens: when does left 4 dead 2 take place

text: Left 4 Dead 2

text: Gameplay[edit]

text: Like its predecessor, Left 4 Dead 2 is a first-person shooter with a heavy emphasis on cooperative gameplay. The game presents five new campaigns, each composed of three to five smaller levels. As in the first game, each campaign is presented in menus and loading screens as a film starring the four Survivors; and features, upon completing a campaign, a faux credits screen which acts as the final scoreboard for the players and recaps certain performance statistics for the group. In every campaign, most levels involve the Survivors attempting to reach a safe zone and close the door once they are all safely inside. However, the final level in each campaign requires the Survivors to call for rescue and either survive a prolonged onslaught until rescue arrives, pass through an especially challenging gauntlet of Infected to reach an escape vehicle, or (in Dead Center and The Passing) collect and utilize fuel cans to enable their escape.[7][8]

text: Each Survivor can carry one each of five categories of equipment: primary weapons, secondary weapons, throwable weapons, major medical supplies (which also includes ammunition upgrades) and minor medical supplies. Primary weapons are broken down into four tiers based on their availability and attributes.[9] Tier one weapons (such as the SMG and Chrome Shotgun) deal damage relatively slowly and serve as basic offensive weapons. Tier two weapons (such as the Assault Rifle and Combat Shotgun) deal damage faster and often appear in later maps of each chapter. The two tier three weapons (Grenade Launcher and M60) differ from tier one and two weapons both because of their rarity and because players cannot refill their ammunition from ammunition dumps. They deal damage quickly at the cost of limited ammo. Tier four weapons are all mounted weapon systems and carry unlimited ammunition. The mounted weapons deal damage the fastest, but at the cost of overheating after a period of non-stop use. The mounted weapons are in set positions in maps and have a fixed arc of fire. They cannot be given ammunition upgrades like other weapons and players cannot utilize the laser sights attachment with them. There are three types of secondary weapons available: melee weapons, small caliber pistols (that can be dual wielded) and large caliber pistols. Although melee weapons cause extra damage to Infected when struck, the Survivors can use any other weapon or item for weaker melee attacks that can push the Infected back. Players also carry a flashlight with infinite battery life, the use of which enables players to see in the dark (with the downside of the player gaining the attention of the Infected much faster). They may also carry a single first aid kit, special ammo pack, or a defibrillator in their major medical supply slot; in addition to either pain pills or an adrenaline shot in their minor medical supply slot. They may also carry a single throwable weapon—Molotov cocktails to set an area on fire; pipe bombs to attract any nearby Infected to the flashing light and sound it makes until it explodes;[10] and jars of Boomer bile, which attracts Common Infected to whatever it hits (e.g. fires, Special Infected, each other).[11]

text: To enable situational awareness of other Survivors, players are shown the health and status of their fellow survivors. If a player does not have direct sight of another Survivor (e.g. a wall is blocking their view of the others), they will be shown the Survivor's highlighted silhouette. The Survivors are also susceptible to friendly fire, forcing players to exercise caution when shooting or swinging their weapons.[12] As Survivors take damage, they move more slowly; if a Survivor's health drops to zero, they are incapacitated and left to fight off the Infected using a handgun until rescued by another Survivor. If a Survivor dies, they remain dead until the next level, unless revived by a defibrillator, or, in Campaign or Singleplayer mode, reappear in a "Rescue Closet" to be freed by other Survivors.[13] Should all Survivors die or be incapacitated, the game will end, at which point the players may restart that chapter or quit the game.

text: Game modes[edit]

text: Left 4 Dead 2 includes 5 regular game modes:

text:
Campaign: up to four human players fight against the Infected to make their way through Campaign stages; any Survivor not controlled by a human player is controlled by the computer.
A Singleplayer mode allows players to play without intrusion from human players, working through the Campaign stages with three computer-controlled Survivor allies.
Versus: up to four other human players take control of various Special Infected to try and prevent the Survivors from completing a stage. Special Infected are randomly assigned to Infected players; they cannot control the Witch or any Common Infected. Occasionally, as determined by the AI Director, certain players will become the Tank. The two teams swap sides once per stage, and are scored based on their stage progress as Survivors. If both teams make it to the saferoom with all four Survivors, a 25-point tiebreaker is awarded to the team that dealt the most combined damage as Special Infected.
Survival: a timed challenge where the Survivors are trapped in a section of the campaign maps, and try to survive as long as possible against an unending onslaught of Infected.
Scavenge: a new 4-on-4 mode that requires the Survivor players to collect and use as many fuel cans scattered about a level to fill up a power generator, while the Infected players attempt to stop them.[14]

text: Left 4 Dead 2 also features a Realism mode, which can be enabled at any difficulty for either Campaign or Versus. This mode removes some of the video-game aspects from the gameplay: Survivors cannot see each other's silhouettes, and dead teammates can only be revived with defibrillators and will not respawn later in the level.[15] Weapons and other items will only glow when the player is within a few feet, forcing the players to search the levels more thoroughly. Headshots to enemies deal more damage, whereas limb or body shots require more shots.[citation needed] In addition, the Witch enemy can kill any Survivor she would have normally incapacitated (on difficulties other than Easy). Designed to force players to work closely together and rely on voice communication, Valve created Realism mode to give players a way "to be challenged as a team" without having to increase the difficulty level of the game.[15]

text: Finally, in later versions of the game, there is a Mutation option, in which players can select from a menu of 30 variations, some singleplayer, some multiplayer (and some of the latter cooperative, some versus, or both). Each variation changes one or more major game dynamics, such as: constantly draining health, solo mode with no Survivor allies, death upon incapacitation, only one kind of weapon available, coop that later switches to versus, shooting or targeting constraints, an enemy type with increased power, increased numbers of Special Infected, etc.  One of these modes, named GunBrain, is a weapons stats analyzer.

text: The Infected[edit]

text: While also referred to as zombies, the Infected are humans who have contracted a mutated strain of an infection, though neither the source nor nature of this "Green Flu" are made clear in the games. The most numerous Infected encountered by the survivors are the common Infected. Though individually weak, they can swarm and overwhelm the Survivors, especially when separated from their teammates. Damage to the infected in Left 4 Dead 2 is portrayed more realistically, with bullets and melee weapons ripping off bits of flesh and, in some cases, limbs.[16] A new addition to Left 4 Dead 2 is the Uncommon Infected unique to each campaign. By virtue of location and equipment worn pre-infection, they possess abilities that separate them from the Common Infected. For example, the Dead Center campaign introduces infected CEDA agents in hazmat suits, making them fireproof;[17] Dark Carnival includes clowns, whose squeaking shoes attract small hordes of Common Infected;[18] and The Parish includes infected private security contractors in riot gear, making them bulletproof from the front.[19][20]

text: As in the first game, there are special Infected whose mutations grant them special abilities that make them highly dangerous, which act as bosses. The presence of such Infected nearby is hinted at by sound effects or musical cues unique to each type. The five Special Infected from the first game return in Left 4 Dead 2, some with modified behavior and skin models:

text:
The Boomer: an extremely bloated Infected who vomits bile.  The bile attracts a horde of Common Infected on contact with Survivors and also momentarily blinds them.[21]  Upon death, they explode and can also spray bile onto nearby Survivors.
The Hunter: an agile male Infected that can pounce on and incapacitate Survivors from great distances, tearing at them until the Survivor dies or another Survivor shoves him off/kills him.[22]
The Smoker: a male Infected with a long tongue that it uses to ensnare Survivors from a distance, continually choking them. Upon death, he releases a cloud of smoke that can obscure the Survivors' vision and cause them to cough, should they come in direct contact with the smoke.[23]
The Tank: a gigantic, extremely muscular Infected male with the strength to punch Survivors off their feet some distance, as well as toss cars and concrete slabs.[24] Unless the Survivors work as a team, they will be quickly incapacitated or even killed by the Tank's inhuman strength.[25]
The Witch: a crying Infected woman who, when provoked by either damage, loud sounds, light, or proximity of survivors, will attack the provoker and any other Survivors after her provoker is dead. She can incapacitate or even kill a Survivor in one hit.[26] Left 4 Dead 2 introduces a variant of the Witch that wanders aimlessly in the open.[3][26]

text: Left 4 Dead 2 also introduces three new Special Infected:

text:
The Charger: a male Infected with an enormous right arm,[27] and can charge into the Survivors, capturing and carrying one Survivor away from the others, sending any others in his path flying to the side after a capture and stunning survivors upon hitting an obstacle in a charge.  He may then pummel his captured Survivor into the ground, rendering that Survivor helpless until one of their teammates helps them by killing the charger or stunning it with frag rounds.[28][29]
The Spitter: a female Infected that spits out balls of stomach acid that splatter across an area, quickly eroding the Survivors' health as long as they remain within it. She also leaves a puddle of goo upon death.  The longer a player loiters in the goo, the faster their health drops.[30][31]
The Jockey: a male Infected that jumps onto a Survivor's back and steers them into other Infected or environmental hazards (e.g. Spitter goo), whilst clawing at the player's head until the player is incapacitated, killed, or shoved off.[32][33][34][35][36]

text: The AI Director 2.0[edit]

text: As in the first game, an artificial intelligence system called the AI Director drives gameplay by procedurally spawning enemies, weapons and items based on players' performance during any given campaign. In Left 4 Dead 2, the Director has been improved to encourage more participation by players, forcing players through difficult gauntlets to reach safety. It also has the ability to alter elements of the level, such as placement of walls, level layout, lighting, and weather conditions, making each play session unique.[3] The Director now rewards players for taking longer or more difficult paths through each episode by providing useful equipment, such as special ammo packs or higher tier weapons, along these riskier paths.[4]

text: Plot[edit]

text: Like its predecessor, Left 4 Dead 2 is set in the aftermath of a worldwide pandemic of an infectious disease known as the "Green Flu", which rapidly transforms humans into zombie-like creatures and mutated forms that demonstrate extreme aggression towards non-infected (much like the infected in 28 Days Later). Few humans are immune to the disease, still carrying the infection but showing no symptoms. The Civil Emergency and Defense Agency (CEDA) and the U.S. Military create safe zones to attempt to evacuate as many American survivors as possible. Left 4 Dead 2 introduces four new Survivors—Coach, Ellis, Nick, and Rochelle, who are immune to the disease and have individual back stories that are provided through character dialogue.[37][38][39][40][41] While the game is intended as a continuation of the original, occurring one week after the first game begins, Valve decided to create a new group of Survivors due to the change in location.[42] Like the first game, the five campaigns in Left 4 Dead 2 are set across a story arc,[43] set in the Southern United States, which starts in Savannah, Georgia, and ends in New Orleans, Louisiana.[3][4] The four Survivors have to fight their way through hordes of Infected, using safehouses along the way to rest and recuperate in order to reach extraction points.

text: Characters[edit]

text: Left 4 Dead 2 features a new cast of human Survivors, which include: Coach (voiced by Chad Coleman), a portly high-school football coach with a bad knee[38][44] (although it does not affect gameplay); Nick (voiced by Hugh Dillon, motion capture by Adam Karst), a cold and sarcastic gambler and con artist;[39][45] Rochelle (voiced by Rochelle Aytes), a low-level production assistant reporting on the evacuation for a local television station;[37][46] and Ellis (voiced by Eric Ladin),  a friendly (and rather talkative) mechanic[47] who often talks about his friend Keith and their many misadventures.[3][41] In addition to the four playable characters, Left 4 Dead 2 also features a supporting character in the form of Virgil (voiced by Randall Newsome), a Cajun boat captain, who appears (voice only) in the game's final three campaigns.

text: Story[edit]

text: The Sacrifice DLC campaign takes place before the main events of Left 4 Dead 2; and after the events of The Sacrifice comic. The original survivors of Left 4 Dead—Bill, Francis, Louis, and Zoey—arrive at the portside town of Rayford, in order to search for a boat that can take them to the Florida Keys.[48] After finding an adequate sailboat, the Survivors have to manually start up generators in order to lift a bridge for their boat to pass through.[49] One Survivor (canonically Bill) sacrifices himself in order to kick-start a generator once it gives out, so that the others may reach safety. This is the end of Bill's story in the Left 4 Dead video game series.[50]

text: Left 4 Dead 2 opens in Dead Center (set in Savannah, Georgia), where the four Survivors find themselves abandoned on a hotel roof by rescue helicopters. They decide to head for the local mall, where a second CEDA evacuation point is located.[51] After a brief encounter with a gun store owner, Whitaker (voiced by Dayton Callie),[52] the Survivors discover that the mall is overrun, with all CEDA agents having become either dead or infected as well. Ellis helps the group use a stock car to bust out of the mall[7] and travel towards New Orleans, rumored to be the last standing city in America.[53]

text: The Passing DLC campaign takes place between Dead Center and Dark Carnival, and after the events of The Sacrifice campaign. The Survivors of L4D2 arrive at the bridge in Rayford, where they meet Francis, Louis, and Zoey.[54] As they need to cross the bridge to proceed, the Survivors need to find another way across to refill the generator with gas. After fighting their way through a wedding reception (complete with a Witch bride),[55] the streets, and a historic under-the-river tour,[56] they meet up again with the original Survivors, who help by covering for the group while they fill the generator and lowering the bridge once it's full.[8]

text: At the start of the Dark Carnival campaign, the four Survivors find the highway ahead completely blocked by ditched vehicles, and are forced to travel on foot through an abandoned (but still-operating) amusement park.[40] After navigating their way to the park stadium, Coach devises a plan to use a large-scale light show used by a rock band, The Midnight Riders, in order to signal a helicopter pilot for rescue.[57]

text: After being rescued, they later discover that their pilot has been Infected. When the pilot starts attacking them, Nick is forced to kill him (echoing a similar situation in Left 4 Dead[58]), causing the chopper to crash into a bayou, the setting for Swamp Fever.[59] Working their way through the swamps, the group comes across a crashed airplane, dead military paratroopers, and isolated swamp villages which had held out against the Infected but were eventually overrun. After spending the morning fighting through the swamp, the group arrives at a plantation mansion and make radio contact with Virgil, a Cajun boat captain who can assist them; however, his boat begins to run low on diesel fuel on the way to New Orleans.[60][61] As a tumultuous rainstorm approaches (the titular Hard Rain of the subsequent campaign), the Survivors go ashore at Ducatel, Mississippi; make their way through an abandoned (and Witch-infested[62]) sugarcane mill to a gas station to get diesel fuel, and return to signal Virgil with an improvised "flare".[63]

text: In the final campaign, The Parish, Virgil drops the group off at New Orleans, where the military appears to be evacuating civilians across a bridge.[64] On the way there, the four discover the city overrun with Infected, and that the military is actually leaving the city before it is destroyed by an air strike.[65][66][67] The group manages to reach the bridge, where they make contact with the military. Judging from their dialogue, the military pilots suspect the Survivors to be "carriers",[68] similar to the original Survivors of Left 4 Dead. After securing their rescue helicopter, the Survivors lower and cross the bridge, escaping on the helicopter just as the bridge is destroyed.[68] While the Survivors' fate is left unclear after this point, Chet Faliszek, the game's writer, back in 2009 said that the military is taking survivors to cruise ships in the Caribbean in an attempt to escape the infection.[69][70]

text: Development[edit]

text: Development for Left 4 Dead 2 started shortly after the release of the first game—following a short break—building on ideas from the development team to make the next game "bigger and better".[3][71] The game was given the codename "Carnation" to prevent revealing its details before its official announcement;[72] Valve also considered a new title for the game, Back 4 More, though they eventually dropped it for Left 4 Dead 2.[citation needed]

text: Chet Faliszek stated that Left 4 Dead 2's story would explore more of the world of the game, and that Valve had created a full story for the cause and effects of the infection pandemic, including terms that they have used for the AI Director.[72] Each campaign was purposely designed with a different feel; however, all five campaigns were mapped out at the same time by the entire team to provide the narrative flow and ensure the uniqueness of each campaign.[73] The team used a Left 4 Dead dictionary developed to describe level design and flow within the game to provide a common language for developing the levels.[73]

text: Left 4 Dead 2 contains about 7,800 unique lines of dialogue, a 40% increase over Left 4 Dead.[74] The writers designed the characters and selected appropriate voice actors who had natural accents for their lines and allowed the actors freedom to help authenticate the roles. They would attend recording sessions for the voice actors and allow them to ad-lib their lines for their characters, often getting new ideas for character dialogue to be recorded later, particularly in the case of Ellis (voiced by Eric Ladin) and Nick (Hugh Dillon).[75] Randall Newsome, the voice of the boat captain Virgil, was a local actor from Louisiana who naturally spoke Cajun and helped to embellish the role better than the writers could.[75] Faliszek wanted to include a "no-nonsense" woman from a Department of Motor Vehicles, but this character did not make the cut.[72] The developers solicited several bands to include them in the game: Depeche Mode responded eagerly, and allowed Valve to use its music and other imagery in the game, such as on Rochelle's T-shirt.[76]

text: In introducing the new Infected, the development team had to consider how the new abilities would mesh with the existing Infected and any changes they had made to them.[73] One discarded idea for a new Infected included the "Leaker"; the creature, when having taken damage, would shoot out spouts of goo at the survivors, and then would be able to self-detonate like the Boomer. However, this sacrificial act would have given survivors time to escape, and the idea was dropped, though features of the Leaker were built into the Spitter.[73]

text: In development, the programmers wanted to find a way to provide more variation and visual effects for the players, although they were already strained by memory limitations on the Xbox 360 for Left 4 Dead. One key development factor was recognizing a way to create greater variation in the appearance of the common infected through a number of modeling and rendering tasks. Simple changes of the underlying geometry of the model, either the head or the body, with the resulting effects on the texture mapping was one means to create apparent variation. Another means was created by using different head textures along with various blood and dirt maps, and similarly different wounds applied to the body texture. A final means to alter the tone of both the skin and the clothing worn by the infected. As a result, a single infected model could have up to 24,000 variations within the game. This allowed Valve to effectively only keep two to six common infected core models in memory for each level, leaving only the unique infected for each campaign and the special infected as their own unique models. As a result, the memory use for the infected dropped by 50%.[74] Valve's programmers also sought how to better represent damage the players did to the infected by showing inflicted wounds in the appropriate location and in a manner based on the weapon used, allowing for the inclusion of more resilient infected creatures in advanced game modes. They had simulated this in Left 4 Dead by having five possible character models that would result from a fatal attack but felt this could be advanced further. Already limited by memory concerns on the Xbox 360 that prevented further variations on the core infected models, the team devised a system of using textures with transparencies combined with ellipsoid culling from any infected character model to simulate the wounds, with several graphical process simplifications to avoid taxing the rendering system. This allowed the team to simulate up to two such wounds on each infected using only 13% of the memory resources of the based system in Left 4 Dead.[77]

text: Another visual aspect that the Valve team explored was the rendering of water, particularly in the "Swamp Fever" campaign, which takes place mostly in a large swamp area. Valve found early play-testers would become confused with the large, tree-covered map, but by adding hints of water movement in the direction they were to go, there was a significant reduction in players becoming lost on the map.  The water maps were created by using the 3D animation tool Houdini against its landscape maps to create realistic water flow patterns as surface maps. These surface maps were then applied in a "flowing" manner instead of the scrolling manner used in previous games. These water effects were further expanded upon for Valve's next game, Portal 2.[78]

text: Doug Lombardi, vice-president of marketing for Valve, noted that the SDK released for Left 4 Dead would also be compatible with Left 4 Dead 2.[79]

text: Promotion[edit]

text: PC and Xbox 360 players who pre-ordered Left 4 Dead 2 through participating retailers gained early access to the game's demo, which was released on October 27, 2009 for Xbox Live and October 28, 2009 for PC players, and an exclusive baseball bat melee weapon to be used in game.[80][81] Pre-ordering the PC version of the game through the Steam network also unlocks Bill's beret from Left 4 Dead for use in the PC version of Team Fortress 2.[82] Also, when a person buys the game and starts up Team Fortress 2, they will get a frying pan as a melee weapon and Ellis' hat as an in-game hat. The demo became available for all PC and Xbox Live Gold users on November 4, 2009 with Xbox Live Silver users gaining access on November 11, 2009.[83] The demo features the first two maps in "The Parish" campaign.

text: On October 5, 2009, Valve announced that Left 4 Dead 2 would be promoted by a $25 million advertising campaign, exceeding the $10 million that supported Left 4 Dead. The campaign includes television advertisements during sporting events, on billboards and magazines; and more aggressive advertising for Europe.[84]

text: Release and updates[edit]

text: Left 4 Dead 2 was released on Steam on November 17, 2009.[85] Retail copies were made available some days after, depending on the country.[86]

text: In March 2010, Valve announced that it would be bringing the Steam content platform to Mac OS X computers; along with it, Steam will be providing native versions of existing Valve games including Left 4 Dead 2 and its predecessor. The games will support cross-platform play, allowing Mac players to play alongside PC players on the same servers, and will also be part of its Steam Play cross-compatible and Steam Cloud titles, allowing a player who has purchased the game on one platform to download and play it on the other platform for free.[87] The Mac OS X client was released on October 5, 2010.

text: With the introduction of a Linux client for Steam, Valve has affirmed that Left 4 Dead 2 will be developed for Linux.[88][89]

text: The Linux version of Left 4 Dead 2 was released on May 3, 2013.[90]

text: On December 25, 2013, Valve released the game for free for new players. The Christmas update also included a special achievement called "Ghost of Christmas Present," awarded to veteran players who helped the free holiday players survive in the game's campaign mode.[91]

text: Downloadable content[edit]

text: On December 14, 2009, Valve announced the first DLC installment for Left 4 Dead 2, "The Passing".[92][93] Though initially planned to be released sometime in March 2010, "The Passing" was released on April 22, 2010.[94] The content costs 560 Microsoft Points for the Xbox 360[93] and is free for PC and Mac users.[95]  The campaign, taking place between the "Dead Center" and "Dark Carnival" campaigns, features the cast of Left 4 Dead 2 meeting with three of the survivors from the original Left 4 Dead. The new group learns that the fourth original survivor, Bill, sacrificed himself to allow his comrades to continue on safely. The title "The Passing" can be interpreted in several ways; to Bill's passing, the brief passing encounter between the two groups, and of the first group of survivors "passing the torch" to the next.[96] "The Passing" contains references to other zombie-themed works, including the games Dead Rising[97] and Plants vs. Zombies,[98] and the movies 28 Days Later,[99] Shaun of the Dead, Dawn of the Dead and its remake.[citation needed]The add-on also features two new weapons, an M60 machine gun which becomes unusable once depleted of ammo, and a golf club for melee.[93]

text: A prequel to "The Passing", titled "The Sacrifice", was released on October 5, 2010, as an add-on for both Left 4 Dead and Left 4 Dead 2. This prequel ties up the story of the original game, showing the events leading to the meeting of the two groups of survivors in "The Passing" from the point of the Left 4 Dead characters.  However, players can choose which character will sacrifice themselves for the others to safely continue on and not just the canonical choice of Bill.[100] Valve also provided the full "No Mercy" campaign from Left 4 Dead as a Left 4 Dead 2 campaign, which is playable with the original Survivors from Left 4 Dead. Though the maps are nearly identical to their appearance in Left 4 Dead, No Mercy in Left 4 Dead 2 contains all of the enhancements of the sequel, including the new Special Infected, Uncommon Infected, melee weapons, additional guns, and the ability to use the new game modes, including Mutations and Scavenge mode.[100]

text: An additional community-created downloadable content package, called "Cold Stream", was released July 24, 2012 for Xbox 360 and PC.[101][102] Valve has announced testing had begun on the Xbox 360, as well as for all the original Left 4 Dead maps via L4D Blog. The content is in public beta, available to players for testing and data collection on any issues, with a complete release date on 24 July.[103] On July 24 it was announced that Valve did not send the downloadable content package to Microsoft. On August 1, 2012, it was announced that Cold Stream would be made available for Xbox 360 on August 3, at the price point of 560 MSP ($7).[104]

text: A proposed content package and tie-in for the 2012 horror film The Cabin in the Woods was in the works, but the project dissolved after the film's original production company, MGM, filed for bankruptcy. The film's director, Drew Goddard, commented on what the downloadable content would have included, stating: "The game was gonna be amazing. You were gonna be able to play in both the upstairs Cabin in the Woods world and the downstairs 'facility' world with all the monsters. Believe me, I HATE all video games based on movies, they always suck, but porting Cabin into Left For Dead felt like the right fit. It pains me that it didn't happen."[105]

text: On April 4, 2013 a Resident Evil 6 crossover DLC was released for the PC version. It adds the main characters and two monsters from Left 4 Dead 2 to the PC-exclusive The Mercenaries: No Mercy mode in Resident Evil 6. Also three monsters from Resident Evil 6 are added as replacement skins to existing monsters on the PC version of Left 4 Dead 2.[106][107]

text: On August 20, 2015, an update for the game Zombie Army Trilogy was released, which imported the eight survivors from both Left 4 Dead games into ZAT.

text: Mutations[edit]

text: Mutations are modifications on Left 4 Dead 2's game modes, which have been offered every week after "The Passing"'s release; these game modes alter the conditions of play.[95][108] All Mutations are now available through an update, making them selectable in the PC version. At this time Valve added the "Realism Versus" mutation to the game as a permanent game mode.  All Mutations became available for Xbox 360 users with the release of Cold Stream.

text: Community modification support[edit]

text: Similar to Left 4 Dead and other Source Engine-based games, a number of players have constructed new maps, campaigns, and other variations for Left 4 Dead 2, supported by Valve through their software development kit for the game.[109] With the kit, players have found ways to include the original Left 4 Dead campaigns into Left 4 Dead 2.[110] Players have also found ways to increase the number of survivors up to 16, duplicating the graphics for the existing survivor characters as needed.[111] In August 2010, Valve announced that it will promote selected community generated maps, one every two weeks, both by blog posts on their official site, and by offering the map on a number of their dedicated servers.[112] Valve updated the game in January 2013 to include support for Steam Workshop, allowing users to create and share new scenarios, maps, clothing and weapons. and to create Mutation-like changes that can be applied to existing maps.[113][114] A further patch in February 2013 introduced a new scripting system, Expanded Mutation System, that gives programmers more control and options to create new Mutations that can be played across any map or to customize behavior in specific campaigns; one such user-created Mutation creates an experience similar to the Zombie mode in Call of Duty: Black Ops II, allowing players to buy weapons and barricades to fight off waves of zombies.[115]

text: Competitive community and tournaments[edit]

text: On the PC, the original competitive modification named "Confogl", was created by community member ProdigySim.[116] It is now a playable mutation included in the game.[117][118][119] Confogl is a set of rules for competitive Left 4 Dead 2 versus which standardizes certain elements and changes the distribution of items and weapons. It tips the scales toward the infected.[120] Tournaments have been held utilizing the Confogl modification, such as the CEVO tournament.[121]

text: Reception[edit]

text: ReceptionAggregate scoreAggregatorScoreMetacritic89/100 (X360)[122]89/100 (PC)[123]Review scoresPublicationScoreDestructoid9.5/10[124]Edge9/10[125]Eurogamer9/10[126]Game Informer9.5/10[127]Game RevolutionB[128]GameSpot9.0/10[129]GameSpy[130]GamesRadar+[131]IGN9.0/10[132]VideoGamer.com9/10[133]

text: Left 4 Dead 2 received positive reviews from game journalists, praising the changes made with the new melee weapons and firearms, the new strategies introduced through the new special infected, and the details of the southern locale and individual campaigns compared with the campaigns of the first game. Ars Technica praised the game's replayability and the attention put in every detail.[134] Libération also praised the game, commenting that Valve was one of the last game studios making games geared toward hardcore PC gamers.[135] IGN considered that the game improved on the first in every way, and that anyone who liked the concepts introduced by the first game should buy the second.[132] Eurogamer also praised the game, and considered that it was "overflowing with personality".[126] Left 4 Dead 2 received the Best Xbox 360 Game award at the 2009 Spike Video Game Awards. The game has been nominated for the "Outstanding Achievement in Game Play Engineering", "Outstanding Achievement in Online Game Play", and "Action Game of the Year" Interactive Achievement Award from the Academy of Interactive Arts & Sciences.[136]

text: Technical issues[edit]

text: The Xbox 360 version of the game was noted at launch for having serious issues with lag and slowdown in online game modes, the majority coming from using the game's dedicated servers. According to Valve, these problems were due to an unexpectedly huge number of players online on Xbox LIVE.[137] It was shortly fixed after release by a server infrastructure change and adding new dedicated servers.[137]

text: Valve acknowledged problems with the PC version of the game upon launch, including inability to install the game, or users finding it crashed within minutes.[citation needed]  Most users reported successful bug fixes from the patches that followed.

text: Sales[edit]

text: Pre-release sales estimates for Left 4 Dead 2 were positive. As of July 2009, Left 4 Dead 2 ranked first in purchase intent out of all upcoming games, with 9 out of 10 polled stating that they would buy the game.[138] According to Lombardi, pre-orders for the sequel within the month following the announcement were double those for Left 4 Dead at the same time relative to release date.[139] In a press release on October 5, 2009 Valve announced that, based on the strength of pre-orders, they expect Left 4 Dead 2 to be the fastest selling product in the company's history, with the game's pre-release sales averaging 300% greater than Left 4 Dead.[84] In an interview in November 2009, Chet Faliszek claimed the number of pre-sales of Left 4 Dead 2 were four times that of the original game.[140]

text: On December 1, 2009, Valve reported that more than two million retailed copies of Left 4 Dead 2 were sold in two weeks, which represents "more than double" the sales of the original game's two week debut.[141] According to the NPD Group, the Xbox 360 version was the fifth best-selling retail title for consoles in November 2009, with over 744,000 copies sold.[142]

text: In February 2010, Electronic Arts, Left 4 Dead 2 retail distributor, revealed that the game had sold 2.9 million on retail so far[143] while Forbes wrote that more than 4 million copies were sold at stores in 2009.[144]

text: Over two weeks in July 2010, approximately 12,000 owners of Call of Duty: Modern Warfare 2 were mistakenly banned by Valve's-Anti-Cheat system. Those affected received a free copy of the game or an extra copy to send as a gift.[145][146][147]

text: On May 10, 2011, Doug Lombardi mentioned that each of the Left 4 Dead games has sold 3 million copies on the Xbox 360.[148] On August 11, 2011, in a phone interview with Giant Bomb, Chet Faliszek said that the series had sold over 11 million units in total.[149]

text: For 24 hours on 25–26 December 2013, Valve offered Left 4 Dead 2 for free on PC using its Steam platform.[150]

text: Controversies[edit]

text: Left 4 Dead 2 has been a central issue in a number of critical discussions regarding its timing and its graphic and mature content. John Walker of UK-based gaming website Rock, Paper, Shotgun has theorized that this is due to higher expectations for Valve, given the perception of its status as an industry leader.[151]

text: Boycott[edit]

text: The weekend following the game's announcement at the 2009 E3 Convention, some Left 4 Dead players called for a boycott of Left 4 Dead 2 and formed the Steam community group called "L4D2 Boycott (NO-L4D2)" which grew to over 10,000 members by the end of that weekend,[152] and reached more than 37,000 about a month later.[153][154] In addition to a lack of further Left 4 Dead content, they were concerned with the characters, visuals, and music shown in the E3 demonstration video, feeling these were inappropriate to the first game's aesthetics, and that the release of the sequel so soon after the first game would fracture the community.[152][155][156]

text: In response to these complaints, Valve marketer Doug Lombardi stated that the announcement of Left 4 Dead 2 at E3 should not be taken to indicate that Valve would no longer support the first game.[153][157] He asked the community to "trust [them] a little bit," and told them that while their team was eager to get new material to players of Left 4 Dead, they determined that a sequel would be the best option for several reasons:[79] the demand for new campaigns, enemies and weapons could not be met as a simple DLC;[79] both Faliszek and project lead Tom Leonard found that too much of the content relied on each other, making it very difficult to release incremental patches in the same style as Team Fortress 2;[71][72] the development team liked the idea of rolling up the content into a sequel to be released a year after Left 4 Dead's release.[71] Faliszek stated that Newell was skeptical of the idea when the team brought the sequel forward, but still allowed the project to go through.[72]

text: In September 2009, Valve flew two of the boycott group's most prominent members to Valve, in order to playtest Left 4 Dead 2; the two felt that the sequel was well done.[158] This event, through a series of correspondences made in jest, shortly led to Valve's Gabe Newell and designer Erik Johnson flying to Australia to visit "Joe W-A", a Left 4 Dead modder. Newell jokingly reported that Valve was "boycotting" Joe's new mod for the game when Joe asked when he would be flown to Valve in the same manner as the Left 4 Dead 2 boycotters, but whimsically offered that if Joe was to pay to fly him to the country, he would take a look at it. Joe was able to raise the required funds, US$3000, through donations through his website, though ultimately Newell paid for the trip himself, with Joe's collected donations going to the Child's Play charity.[159][160]

text: On October 14, 2009, the initiators of the boycott group announced that they had ended their boycott and were shutting down the 40,000-plus group because Valve was retaining their promise of additional content and fixes for Left 4 Dead, such as the recent release of the "Crash Course" campaign. These gamers also believed that the group itself, losing its purpose, was now being used just to bad-mouth Valve and other players.[161] In a video interview posted on October 29, 2009, Gabe Newell said, "for people who joined the Boycott Group on Steam ... they're actually pre-ordering the product at a higher rate than Left 4 Dead 1 owners who weren't in the boycott".[162]

text: Cover art[edit]

text: Valve was forced to alter its original cover art for the game by the ESRB; the original image depicted the series' hand with its little finger, ring finger and the thumb torn off, which would thus have the index finger and middle finger remaining. It was deemed too explicit, but to appease the ESRB, Valve changed the image so that the fingers were merely bent back instead, but the company was still able to include the torn-off thumb in all regions except for Japan and Germany, where it had to be censored.[5]

text: The cover was further changed for release in the United Kingdom, as the two-finger sign with the back of the hand faced toward the viewer is considered an insult; the UK cover features the hand facing the opposite direction to avoid this, making it instead the more optimistic gesture for "Victory",[163] even though it may not have been intended to be made insulting.

text: Racism accusations[edit]

text: Willie Jefferson of the Houston Chronicle, after seeing initial promotional material for the game, considered that several of the infected "appear to be African-Americans" implying a racist approach to the game, and also noted that "setting the game in a city that was a scene of dead, bloated bodies floating by" some years after the impact of Hurricane Katrina was "a bad call".[164] Faliszek, commenting on Jefferson's claims, considered the supposition to be "utter insanity", and commented that the infected are a mix of all races, and that the game's version of New Orleans is "not a brick-for-brick representation" of the city and were not trying to make any statement about it with the game.[165][166] A writer for Kotaku considered that Jefferson "seems to me to be picking a fight where none exists."[167] Others noted that the appearance of African-American infected simply reflected the racial diversity of New Orleans.[168]

text: Australian ban and unbanning[edit]

text: Left 4 Dead 2 was refused classification in Australia by the Office of Film and Literature Classification (OFLC). It failed to gain a MA15+ rating, the highest possible rating for video games in Australia at the time of release. This prevented the sale of the original game within the country.[6] In its report, the OFLC cited the reason for refusing classification as "realistic, frenetic and unrelenting violence".[169] However, a small number of members of the OFLC board believed the game could merit the MA15+ rating which was used to publish the first Left 4 Dead. It was expected that changes could be made to the game to allow the game to be classified as MA15+ and thus sold in Australia.[170] Both Lombardi and Newell were "surprised" by the classification refusal.[171][172] Valve appealed the OFLC's decision about a week after being notified of the ruling, comparing the sequel to its predecessor, which had been classified as MA15+, and the mature ratings the sequel had received from similar rating organizations around the world.[173] However, as the appeal process, expected to end on October 22, was close to the planned release date, Valve submitted a modified version of the game for classification addressing the concerns the OFLC has stated.[172] This version, which no longer contained images of "decapitation, dismemberment, wound detail or piles of dead bodies", was classified as MA15+ by the OFLC, thus allowing for the game's release in Australia, though Valve and Electronic Arts still hoped to have their preferred, unmodified version classified by the OFLC for release.[174] The appeal of the decision to deny classification to the unedited version of the game was conducted by the independent Classification Review Board, and resulted in the previous ruling to deny classification being sustained. The Classification Review Board cited "insufficient delineation between the depiction of zombie characters and the human figures" as one of the key factors in its classification refusal.[175]

text: Left 4 Dead 2's classification refusal, as well as for other recent games such as Fallout 3 (has since been rerated MA15+ having the same version as other countries) and Aliens vs. Predator (has since appealed and rerated MA15+ uncut), has reignited debate over the current prohibition of sale and exhibition of video games for mature audiences.[176] In mid-December 2009, the Australian government sought public opinion on the adult classification rating for video games, despite statements by South Australian Attorney General Michael Atkinson believing the issue to only affect a minority of the country's citizens.[177] Following Atkinson's decision to leave the Attorneys General to be replaced by John Rau, who is reportedly in favour of an R18+ rating,[178] Valve have revealed that, should the bill be passed, they plan to release an uncensored version of Left 4 Dead 2 for PC in Australia.[179] Australian Federal Parliament has passed R18+ classification for video games which came into effect on January 1, 2013,[180] and Valve is exploring legal options of resubmitting an R18+ version of Left 4 Dead 2 following this change.[181]

text: On August 29, 2014, the uncensored version was reclassified R18+, effectively unbanning the game, five years after the original release, with Valve adding in the availability to switch to the uncensored version as DLC for all users running who purchased L4D2 in Australia before it was reclassified.[182]

text: German ban[edit]

text: In order to achieve the highest possible rating given by Germany's Unterhaltungssoftware Selbstkontrolle (Freigegeben ab 18 Jahren gemäß § 14 JuSchG, meaning "Restricted for those below the age of 18"), Valve had to heavily censor the game's violent content similar to the Australian version. However, the international (and thus uncensored) version was indexed by the Federal Department for Media Harmful to Young Persons on December 1, 2009 in order to prevent sellers from advertising or selling it to minors. On February 15, 2010, the Amtsgericht Tiergarten confiscated all European PC versions for violation of § 131 StGB (representation of violence), meaning they may not be sold; however, it is still legal to import (with the risk that the game is confiscated by customs) and own the game. The court said that the game trivializes violence due to its high killing rate and explicit graphical representation of mutilation. They also sensed a strong cynical attitude behind the game's concept.[183] To make up for the censorship, German players receive exclusive weapons ported from Counter-Strike: Source, which include the Heckler & Koch MP5, Accuracy International AWM, SIG 552, Steyr Scout and a combat knife.[citation needed]


document_title: Top Chef Canada

question_text: who is the host of top chef canada

question_tokens: who is the host of top chef canada

root

text: Top Chef Canada

text: Judges, guest judges, and special appearances[edit]

text: The host for the first season of the Canadian program was Thea Andrews.[8] After giving birth to her second child, Andrews stepped down from the position.[9] On November 15, 2011, actress Lisa Ray announced that she was named as host.[5][10]

tag: p

text: The head judge (the position held by Tom Colicchio on the original version) is Mark McEwan, chef and owner of several restaurants in Toronto and host of the Food Network Canada program The Heat with Mark McEwan.[11]

text: The "resident judge" (the position held by Gail Simmons in the original version) is Shereen Arazm, a Toronto native and owner of several Los Angeles-area restaurants.[12]

text: In Season 6, guest judges will include chef-owners of distinguished Toronto restaurants, such as Lynn Crawford (Ruby Watchco), Susur Lee (Fring’s, Lee), Rob Gentile (Buca, Bar Buca) and Alexandra Feswick (Drake Devonshire). Top Chef Canada alum returning as guest judges include Steve Gonzales of Baro, Dustin Gallagher of 416 Snack Bar as well as Top Chef Canada: All-Stars winner, Nicole Gomes of Calgary’s Cluck ‘N’ Cleaver. Additionally, Evan Funke, L.A.-based chef and co-owner (with Janet Zuccarini) of Felix restaurant, and Danny Bowien, chef-owner of New York’s Mission Chinese Food join as guest judges.[13]

text: Seasons[edit]

text:
Season

Winner

Runner-up

Air Dates

1

Dale McKay

Rob Rossi

April 11 – July 4, 2011

2

Carl Heinrich

Trevor Bird

March 12 – May 28, 2012

3

Matthew Stowe

Danny "Smiles" Francis

March 18 – June 10, 2013

4

Rene Rodriguez

Terry Salmond

March 10 – May 12, 2014

51

Nicole Gomes

Dustin Gallagher

April 2 – June 4, 2017

6

Ross Larkin

Mark Singson

April 8 - May 27, 2018

tag: table

text: ^Note 1:  Season 5 was an "All Star" competition; Gomes originally appeared in Season 3, and Gallagher originally appeared in Season 1.


document_title: Willy Wonka & the Chocolate Factory

question_text: where is willy wonka factory located in the movie

text: Willy Wonka & the Chocolate Factory

text: Plot[edit]

text: In a small town, children visit a candy shop. Charlie Bucket, a poor paperboy, stares through the window as the shop owner sings "The Candy Man". Walking home, he passes Willy Wonka's chocolate factory. A mysterious tinker recites the first lines of William Allingham's poem "The Fairies", and tells Charlie, "Nobody ever goes in, and nobody ever comes out." Charlie rushes home to his widowed mother and bedridden grandparents. After telling Grandpa Joe about the tinker, Joe reveals that Wonka locked the factory because other candy makers, including rival Arthur Slugworth, sent in spies to steal his recipes. Wonka disappeared, but after three years resumed selling candy; the origin of Wonka's labor force is unknown.

text: The next day, Wonka announces that he hid five "Golden Tickets" in chocolate Wonka Bars. Finders of the tickets will receive a factory tour and a lifetime supply of chocolate. The first four tickets are found by the gluttonous Augustus Gloop, the spoiled Veruca Salt, the gum-chewing Violet Beauregarde, and the television-obsessed Mike Teevee. As each winner is announced on TV, a man whispers to them. Charlie opens two Wonka Bars but finds no Golden Ticket. The newspapers announce the fifth ticket was found by a millionaire in Paraguay causing Charlie to lose hope. The next day, Charlie finds money in a sewer and uses it to buy a Scrumdiddlyumptious bar. With the change, he buys another Wonka Bar for Joe. Walking home, as Charlie hears people reading the newspapers; revealing that the Paraguayan millionaire's ticket is a fake, he opens the Wonka Bar and finds the fifth golden ticket. While rushing home, he is confronted by the same man seen whispering to the other winners, who introduces himself as Slugworth and offers a reward for a sample of Wonka's latest creation, the Everlasting Gobstopper.

text: Charlie returns home with the Golden Ticket and chooses Grandpa Joe as his chaperone and they sing "I've Got A Golden Ticket". The next day, Wonka greets the ticket winners and leads them inside where each signs a contract before the tour. The factory includes a river of chocolate, edible mushrooms, lickable wallpaper, and other sweets and inventions. As the visitors sample these, Wonka sings "Pure Imagination". The visitors see Wonka's workers, small men known as Oompa-Loompas, who sing their song whenever a ticket holder disobeys Wonka. Augustus falls into the chocolate river and is sucked up a pipe to the Fudge Room. In the Inventing Room, everyone receives an Everlasting Gobstopper. Violet becomes a large blueberry after chewing an experimental gum containing a three-course meal, despite Wonka's warnings. The group reaches the Fizzy Lifting Drinks Room, where Charlie and Grandpa Joe ignore Wonka's warning and sample the drinks. They float and have a near-fatal encounter with an exhaust fan before burping back to the ground. In the Chocolate Eggs Room, Veruca demands a golden goose for herself before falling into a garbage chute leading to the furnace, with her father falling in trying to rescue her. The group tests out Wonka's Wonkavision, only for Mike to teleport himself and become a few inches tall.

text: Only Charlie and Grandpa Joe remain, but Wonka dismisses them without the promised chocolate. When Grandpa Joe asks him why, Wonka angrily explains that they violated the contract by stealing Fizzy Lifting Drinks and will receive nothing. An angered Grandpa Joe suggests to Charlie that he should give Slugworth the Gobstopper in revenge, but Charlie returns the candy back to Wonka. With this selfless act, Wonka declares Charlie as the winner. He reveals that Slugworth is actually "Mr. Wilkinson", a fellow employee of Wonka, and the offer to buy the Gobstopper was a morality test which only Charlie passed. The trio enter the "Wonkavator", a multi-directional glass elevator that flies out of the factory. Soaring over the city, Wonka reveals that his actual prize is the factory; Wonka created the contest to find an heir worthy enough, and so Charlie and his family can immediately move in. Wonka then reminds Charlie not to forget about the man who suddenly received everything he ever wanted. Charlie asks, "What happened?" to which Wonka replies, "He lived happily ever after."

text: Cast[edit]

text:
Gene Wilder as Willy Wonka
Jack Albertson as Grandpa Joe
Peter Ostrum as Charlie Bucket
Roy Kinnear as Henry Salt
Julie Dawn Cole as Veruca Salt
Leonard Stone as Sam Beauregarde
Denise Nickerson as Violet Beauregarde
Dodo Denney as Mrs. Teevee
Paris Themmen as Mike Teevee
Ursula Reit as Mrs. Gloop
Michael Bollner as Augustus Gloop
Diana Sowle as Mrs. Bucket
Aubrey Woods as Bill, the Candy Shop owner
David Battley as Mr. Turkentine
Günter Meisner as Arthur Slugworth/Mr. Wilkinson
Peter Capell as The Tinker
Werner Heyking as Mr. Jopeck
Peter Stuart as Winkelmann

tag: ul

text: Oompa Loompas[edit]

text:
Rusty Goffe
Rudy Borgstaller
George Claydon
Malcolm Dixon
Ismed Hassan
Norman McGlen
Angelo Muscat
Pepe Poupee
Marcus Powell
Albert Wilkinson

text: Production[edit]

text: Development[edit]

text: The idea for adapting the book into a film came about when director Mel Stuart's ten-year-old daughter read the book and asked her father to make a film out of it, with "Uncle Dave" (producer David L. Wolper) producing it. Stuart showed the book to Wolper, who happened to be in the midst of talks with the Quaker Oats Company regarding a vehicle to introduce a new candy bar from its Chicago-based Breaker Confections subsidiary (since renamed the Willy Wonka Candy Company and sold to Nestlé). Wolper persuaded the company, which had no previous experience in the film industry, to buy the rights to the book and finance the picture for the purpose of promoting a new Quaker Oats Wonka Bar.[7]

text: It was agreed that the film would be a children's musical, and that Dahl himself would write the screenplay.[7] However, the title was changed to Willy Wonka and the Chocolate Factory.

text: Screenwriter David Seltzer conceived a gimmick exclusively for the film that had Wonka quoting numerous literary sources, such as Arthur O'Shaughnessy's Ode, Oscar Wilde's The Importance of Being Earnest, Samuel Taylor Coleridge's The Rime of the Ancient Mariner and William Shakespeare's The Merchant of Venice. Seltzer also worked Slugworth (only mentioned as a rival candy maker in the book) into the plot as an actual character (only to be revealed to be Wilkinson, one of Wonka's agents, at the end of the film).[7]

text: Casting[edit]

text: All six members of Monty Python: Graham Chapman, John Cleese, Eric Idle, Terry Gilliam, Terry Jones and Michael Palin, expressed interest in playing Wonka, but at the time they were deemed not big enough names for an international audience. Three of the members, Cleese, Idle and Palin, were later seriously considered for the same role in Tim Burton's version.[8][9]

text: Before Wilder was officially cast for the role, producers considered Fred Astaire, Joel Grey, Ron Moody and Jon Pertwee.[9][10] Spike Milligan was Roald Dahl's original choice to play Willy Wonka.[9] Peter Sellers even begged Dahl for the role.[11]

text: When Wilder was cast for the role, he accepted it on one condition:

text: When I make my first entrance, I'd like to come out of the door carrying a cane and then walk toward the crowd with a limp. After the crowd sees Willy Wonka is a cripple, they all whisper to themselves and then become deathly quiet. As I walk toward them, my cane sinks into one of the cobblestones I'm walking on and stands straight up, by itself; but I keep on walking, until I realize that I no longer have my cane. I start to fall forward, and just before I hit the ground, I do a beautiful forward somersault and bounce back up, to great applause.

text: The reason why Wilder wanted this in the film was that "from that time on, no one will know if I'm lying or telling the truth."[12]

text: Jean Stapleton turned down the role of Mrs. Teevee.[13][14] Jim Backus was considered for the role of Sam Beauregarde.[15] Sammy Davis, Jr. wanted to play Bill, the candy store owner, but Stuart did not like the idea because he felt that the presence of a big star in the candy store scene would break the reality.[8] Nevertheless, Davis' recording of the film's opening musical number, "The Candy Man," would top the Billboard magazine record charts in 1972, despite the fact that Davis initially hated the song. Anthony Newley also wanted to play Bill, but Stuart also objected to this for the same reason.[15]

text: Filming[edit]

text: Principal photography commenced on April 30, 1970, and ended on November 19, 1970. The primary shooting location was Munich, Bavaria, West Germany, because it was significantly cheaper than filming in the United States and the setting was conducive to Wonka's factory; Stuart also liked the ambiguity and unfamiliarity of the location. External shots of the factory were filmed at the gasworks of Stadtwerke München (Emmy-Noether-Straße 10); the entrance and side buildings still exist. The exterior of Charlie Bucket's house, which was only a set constructed for the film, was filmed at Quellenstraße in Munich, Bavaria. Charlie's school was filmed at Katholisches Pfarramt St. Sylvester, Biedersteiner Straße 1 in Munich. Bill's Candy Shop was filmed at Lilienstraße, Munich. The closing sequence when the Wonkavator is flying above the factory is footage of Nördlingen in Bavaria.

text:
Munich Gasworks as it appears today (building on the left)

Munich Gasworks as it appears today

Nördlingen, the town seen from above at the end of the film

text: Production designer Harper Goff centered the factory on the massive Chocolate Room. According to Paris Themmen, who played Mike Teevee, "The river was made of water with food coloring. At one point, they poured some cocoa powder into it to try to thicken it but it didn't really work. When asked this question, Michael Böllner, who played Augustus Gloop, answers, 'It vas dirty, stinking vater.'"[16]

text: When interviewed for the 30th anniversary special edition, Gene Wilder stated that he enjoyed working with most of the child actors, but said that he and the crew had some problems with Paris Themmen, claiming that he was "a handful".[17]

text: Promotion[edit]

text: Before its release, the film received advance publicity though TV commercials offering a "Willy Wonka candy factory kit" for sending $1.00 and two seals from boxes of Quaker cereals such as King Vitaman, Life and any of the Cap'n Crunch brands.[18]

text: Reception[edit]

text: Willy Wonka was released on June 30, 1971. The film was not a big success, being the 53rd highest-grossing film of the year in the U.S., earning just over $2.1 million on its opening weekend.[19] It received positive reviews from critics such as Roger Ebert, who compared it to The Wizard of Oz. Ebert said, "All of this is preface to a simple statement: Willy Wonka and the Chocolate Factory is probably the best film of its sort since The Wizard of Oz. It is everything that family movies usually claim to be, but aren't: Delightful, funny, scary, exciting, and, most of all, a genuine work of imagination. “Willy Wonka” is such a surely and wonderfully spun fantasy that it works on all kinds of minds, and it is fascinating because, like all classic fantasy, it is fascinated with itself."[20]

text: By the mid-1980s, Willy Wonka & the Chocolate Factory had experienced a spike in popularity thanks in large part to repeated television broadcasts and home video sales. Following a 25th anniversary theatrical re-release in 1996, it was released on DVD the next year, allowing it to reach a new generation of viewers. The film was released as a remastered special edition on DVD and VHS in 2001 to commemorate the film's 30th anniversary. In 2003, Entertainment Weekly ranked it 25th in the "Top 50 Cult Movies" of all time.

text: As of 2017[update], the film holds a 90% "Fresh" rating on Rotten Tomatoes with an average rating of 7.7/10 based on 42 reviews. The site's critical consensus states: "Willy Wonka & the Chocolate Factory is strange yet comforting, full of narrative detours that don't always work but express the film's uniqueness".[21]

text: Willy Wonka was ranked No. 74 on Bravo's 100 Scariest Movie Moments[22] for the "scary tunnel" scene.

text: Dahl's reaction[edit]

text: Dahl disowned the film, the script of which was partially rewritten by David Seltzer after Dahl failed to meet deadlines. Dahl said he was "disappointed" because "he thought it placed too much emphasis on Willy Wonka and not enough on Charlie", as well as the casting of Gene Wilder instead of Spike Milligan.[23] Dahl was also "infuriated" by the deviations in the plot Seltzer devised in his draft of the screenplay, including the conversion of Slugworth, a minor character in the book, into a spy (so that the movie could have a villain) and the "fizzy lifting drinks" scene along with music other than the original Oompa Loompa compositions (including "Pure Imagination" and "The Candy Man"), and the ending dialogue for the movie.[24] In 1996, Dahl's second wife Felicity commented on her husband's objections towards the film saying "they always want to change a book's storyline. What makes Hollywood think children want the endings changed for a film, when they accept it in a book?"[23]

text: Television[edit]

text: The film made its television debut on November 23, 1975, on NBC. There was some controversy with the showing as the Oakland Raiders vs Washington Redskins (26–23) football game went into overtime, and the first 40 minutes of the movie were cut.[25] The film placed 19th in the TV Ratings for the week ending Nov 23, beating out The Streets of San Francisco and Little House on the Prairie.[26] The next TV showing of the film was on May 2, 1976,[27] where it placed 46th in the ratings.[28] Some TV listings indicate the showing was part of the World of Disney time slot.

text: Adaptation[edit]

text: In 2017, an adaptation of the film with Tom and Jerry was released. Tom and Jerry: Willy Wonka and the Chocolate Factory stars JP Karliak as Willy Wonka and is dedicated to Gene Wilder, who died less than a year before the release.

text: Home media[edit]

text: The film was first released on DVD in 1997/1999 in a "25th anniversary edition"[29] as a double sided disc containing a widescreen and "standard" version. The "standard" version is an open matte print, where the mattes used to make the image widescreen are removed, revealing information originally intended to be hidden from viewers.[30] VHS copies were also available, but only containing the "standard" version.

text: A special edition DVD was released, celebrating the film's 30th anniversary, on August 28, 2001, but in fullscreen only. Due to the lack of a letterboxed release, fan petitioning eventually led Warner Home Video to issue a widescreen version on November 13, 2001. It was also released on VHS, with only one of the special features (a making-of feature). Several original cast members reunited to film documentary footage for this special edition DVD release. The two editions featured restored sound, and better picture quality. In addition to the documentary, the DVD included a trailer, a gallery, and audio commentary by the cast.

text: In 2007, Warner Home Video released the film on HD DVD with all the bonus features from the 2001 DVD.[31] The film was released on Blu-ray on October 20, 2009.[32] It includes all the bonus features from the 2001 DVD and 2007 HD-DVD as well as a 38-page book.

text: In 2011, a new deluxe-40th-anniversary edition Blu-ray/DVD set was released on November 1, consisting of the film on Blu-ray Disc and DVD as well as a bonus features disc. The set also included a variety of rarities such as a Wonka Bar-designed tin, four scented pencils, a scented eraser, a book detailing the making of the film, original production papers and a Golden Ticket to win a trip to Los Angeles. The set is now out of print.[33]

text: Music[edit]

text: The Academy Award-nominated original score and songs were composed by Leslie Bricusse and Anthony Newley, and musical direction was by Walter Scharf. The soundtrack was first released by Paramount Records in 1971. On October 8, 1996, Hip-O Records (in conjunction with MCA Records, which by then owned the Paramount catalog), released the soundtrack on CD as a "25th Anniversary Edition".

text: The music and songs, in order of appearance, are:

text:
"Main Title" – Instrumental medley of "(I've Got A) Golden Ticket" and "Pure Imagination"
"The Candy Man" – Aubrey Woods
"Cheer Up, Charlie" – Diana Lee (dubbing over Diana Sowle)
"(I've Got A) Golden Ticket" – Jack Albertson and Peter Ostrum
"Pure Imagination" – Gene Wilder
"Oompa Loompa (Augustus)" – The Oompa Loompas
"The Wondrous Boat Ride"/"The Rowing Song" – Gene Wilder
"Oompa Loompa (Violet)" – The Oompa Loompas
"I Want It Now!" – Julie Dawn Cole
"Oompa Loompa (Veruca)" – The Oompa Loompas
"Ach, so fromm" (alternately titled "M'appari", from Martha) – Gene Wilder
"Oompa Loompa (Mike)" – The Oompa Loompas
"End Credits" – "Pure Imagination"

tag: ol

text: Soundtrack[edit]

text: The track listing for the soundtrack is as follows:

text:
"Main Title" ("Golden Ticket"/"Pure Imagination")
"The Candy Man"
"Charlie's Paper Run"
"Cheer Up Charlie"
"Lucky Charlie"
"(I've Got A) Golden Ticket"
"Pure Imagination"
"Oompa Loompa"
"The Wondrous Boat Ride"
"Everlasting Gobstoppers/Oompa Loompa"
"The Bubble Machine"
"I Want It Now/Oompa Loompa"
"Wonkamobile, Wonkavision/Oompa Loompa"
"Wonkavator/End Title" ("Pure Imagination")


document_title: Nutrition facts label

question_text: when did they start putting nutrition labels on food

text: Nutrition facts label

text: Australia and New Zealand[edit]

text: Australia and New Zealand use a nutritional information panel of the following format:

text:
NUTRITION INFORMATION

Servings per package:
Serving size: g

Quantity per Serving

Quantity per 100 g

Energy
0
kJ (Cal)

Protein
0
g

Fat, total
0
g

  - saturated
0
g

Carbohydrate
g
g

  - sugars
g
g

Sodium
mg
mg

text: Other items are included as appropriate, and the units may be varied as appropriate (e.g. substituting ml for g, or mmol for mg in the 'Sodium' row).[2] In April 2013 the New Zealand government introduced rules around common claims made on food packaging, such as 'low in fat'.[3]

text: Canada[edit]

text: In Canada,  a standardized "Nutrition Facts" label was introduced as part of regulations passed in 2003, and became mandatory for most prepackaged food products on December 12, 2005.  (Smaller businesses were given until December 12, 2007 to make the information available.).[4] In accordance with food packaging laws in the country, all information, including the nutrition label, must be written in both English and French, the country's two official languages.[5]

text: Canadian regulation tightly controls the manner in which the nutrition fact table (NFT) data are laid out. There is a wide variety of possible formats for use on a given food package. A selection hierarchy is used to select among the many formats (28 main formats, and 2-7 sub formats for each). This results in standard (vertical) formats being considered for use before horizontal and linear formats. The selection hierarchy also allows the NFT to occupy no more than 15% of the physical package's available display area (ADS), but never to be smaller than a format that would be <=15% of ADS. In practice, determining the ADS of a package, and selecting the appropriate NFT format, can be a detailed calculation.

text: China[edit]

text: In 2011 the Chinese Ministry of Health released the National Food Safety Standard for Nutrition Labeling of Prepackaged Foods (GB 28050-2011). The core nutrients that must be on a label are: protein, fat, carbohydrate and sodium. Energy is noted in kJ. And all values must be per 100g/100ml.,[6][7]

text: European Union[edit]

text: It was regulated by the Commission Directive 2008/100/EC of 28 October 2008 amending Council Directive 90/496/EEC on nutrition labelling for foodstuffs as regards recommended daily allowances, energy conversion factors and definitions.[8] A new regulation is now in force (Regulation 1169/2011).[9] Nutritional labelling becomes mandatory for most pre-packaged foods as from December 2016.

text: In the European Union, along the "old" rules (Directive 90/496, amended), the information (usually in panel format) is most often labelled "Nutrition Information" (or equivalent in other EU languages). An example is shown on the right. The panel is optional, but if provided, the prescribed content and format must be followed. It will always give values for a set quantity — 100 g (3.5 oz) or 100 ml (3.5 imp fl oz; 3.4 US fl oz) of the product — and often also for a defined "serving", as an option. First will come the energy values, in both kilocalories and kilojoules.

text: Then will come a breakdown of constituent elements: usually most or all of protein, carbohydrate, starch, sugar, fat, fibre and sodium. The "fat" figure is likely to be further broken down into saturated and unsaturated fat, while the "carbohydrate" figure is likely to give a subtotal for sugars. With the "new" rules, the mandatory information is: energy, fat, saturates, carbohydrates, sugars, protein and salt, in that particular order, with options to extend this list to: mono-unsaturates, polyunsaturates, polyols, starch, fibre, and vitamins and minerals.[9]

text:
With regards to health claims and nutrition (composition) claims, these are harmonised in the EU through Regulation 1924/2006, amended.[10] In November 2012, the European Commission published two new regulations: Regulation (EC) No. 1047/2012 and Regulation (EC) No.1048/2012.
Certain nutrition claim groups as of Regulation (EC) No 1924/2006 had to be changed. Moreover, the health claims associated to barley beta-gluten were amended (e.g. lowering  blood cholesterol).[11][12]

text: Within Regulation 1924, there are legal definitions of terms such as "low fat", "high fibre", "reduced calories".[10]

text: All health claims have been harmonised in the European Union. They can be used if they have been approved by EFSA. The list of approved and rejected claims is available on a web site.[13]

text: Provided the full nutrition information is shown on the packet, additional nutritional information and formats (e.g. a traffic light rating system) may be included and this falls outside the scope of regulation.

text: The United Kingdom regulations are given in Schedules 6 and 7 of the Food Labelling Regulations 1996.[14]

text: Hong Kong[edit]

text: In Hong Kong nutrition facts labels are regulated by the subsidiary legislation Food and Drugs (Composition and Labelling) (Amendment: Requirements for Nutrition Labelling and Nutrition Claim) Regulation 2008.[15]

text: India[edit]

text: The Ministry of Health and Family Welfare had, on September 19, 2008, notified the Prevention of Food Adulteration (5th Amendment) Rules, 2008, mandating packaged food manufacturers to declare on their product labels nutritional information and a mark from the  F.P.O or Agmark (Companies that are responsible for checking food products) to enable consumers make informed choices while purchasing.[16] Prior to this amendment, disclosure of nutritional information was largely voluntary though many large manufacturers tend to adopt the international practice.[17]

text: Mexico[edit]

text: Food products sold in Mexico use the NOM-051-SCFI-1994 "Información nutrimental" product labelling standard, very similar to "Nutrition Facts" in the US. The Official Mexican Standard, or NOM (Norma Oficial Mexicana), was developed by the Mexican Secretary of Commerce and Industrial Promotion (Secretaría de Comercio y Fomento Industrial), now a part of the Secretary of the Economy (SECOFI). It entered into effect on January 24, 1996[18] and defines "General specifications for labelling foods and pre-bottled non-alcoholic beverages."[19]

text: United States[edit]

text: Description[edit]

text: In the United States, the Nutritional Facts label lists the percentage supplied that is recommended to be met, or to be limited, in one day of human nutrients based on a daily diet of 2,000 calories.

text: With certain exceptions, such as foods meant for babies, the following Daily Values are used.[20] These are called Reference Daily Intake (RDI) values and were originally based on the highest 1968 Recommended Dietary Allowances (RDA) for each nutrient in order to assure that the needs of all age and sex combinations were met.[21] These are older than the current Recommended Dietary Allowances of the Dietary Reference Intake. For vitamin C, vitamin D, vitamin E, vitamin K, calcium, phosphorus, magnesium, and manganese, the current highest RDAs are up to 50% higher than the older Daily Values used in labeling, whereas for other nutrients the recommended needs have gone down. A side-by-side table of the old and new adult Daily Values is provided at Reference Daily Intake. As of October 2010, the only micronutrients that are required to be included on all labels are vitamin A, vitamin C, calcium, and iron.[22] To determine the nutrient levels in the foods, companies may develop or use databases, and these may be submitted voluntarily to the U.S. Food and Drug Administration for review.[23]

text:
Nutrient

Daily Value for label (before 2016 update)

highest RDA of DRI

unit

Vitamin A
5,000
3,000
IU

Vitamin C
60
90
mg

Calcium
1,000
1,300
mg

Iron
18
18
mg

Vitamin D
400
600
IU

Vitamin E
30 IU
15 mg (33 IU synthetic)

Vitamin K
80
120
μg

Thiamin
1.5
1.2
mg

Riboflavin
1.7
1.3
mg

Niacin
20
16
mg

Vitamin B6
2
1.7
mg

Folate
400
400
μg

Vitamin B12
6
2.4
μg

Biotin
300
30
μg

Pantothenic acid
10
5
mg

Phosphorus
1,000
1,250
mg

Iodine
150
150
μg

Magnesium
400
420
mg

Zinc
15
11
mg

Selenium
70
55
μg

Copper
2
0.9
mg

Manganese
2
2.3
mg

Chromium
120
35
μg

Molybdenum
75
45
μg

Chloride
3,400
2,300
mg

text: Additionally, there is a requirement for ingredients to be listed in order from highest to lowest quantity, according to their weight.[citation needed]

text: The label was mandated for most food products under the provisions of the 1990 Nutrition Labeling and Education Act (NLEA), per the recommendations of the U.S. Food and Drug Administration.[24][dead link] It was one of several controversial actions taken during the tenure of FDA Commissioner Dr. David Kessler. The law required food companies to begin using the new food label on packaged foods beginning May 8, 1994. (Meat and poultry products were not covered by NLEA, though the U.S. Department of Agriculture proposed similar regulations for voluntary labeling of raw meat and poultry.[25])  Foods labeled before that day could use the old label. This appeared on all products in 1995. The old label was titled "Nutrition Information Per Serving" or simply, "Nutrition Information".

text: The label begins with a standard serving measurement, calories are listed second, and then following is a breakdown of the constituent elements. Always listed are total fat, sodium, carbohydrates and protein; the other nutrients usually shown may be suppressed, if they are zero. Usually all 15 nutrients are shown: calories, calories from fat, fat, saturated fat, trans fat, cholesterol, sodium, carbohydrates, dietary fiber, sugars, protein, vitamin A, vitamin C, calcium, and iron.

text: Products containing less than 5 g of fat show amounts rounded to the nearest 0.5 g. Amounts less than 0.5 g are rounded to 0 g. For example, if a product contains 0.45 g of trans fat per serving, and the package contains 18 servings, the label would show 0 g of trans fat, even though the product actually contains a total of 8.1 g of trans fat.

text: In addition to the nutrition label, products may display certain nutrition information or health claims on packaging. These health claims are only allowed by the FDA for "eight diet and health relationships based on proven scientific evidence", including: calcium and osteoporosis, fiber-containing grain products, fruits and vegetables and cancer, fruits, vegetables, and grain products that contain fiber—particularly soluble fiber—and the risk of coronary heart disease, fat and cancer, saturated fat and cholesterol and coronary heart disease, sodium and hypertension, and folate and neural tube defects.[26] The Institute of Medicine recommended these labels contain the most useful nutritional information for consumers: saturated fats, trans fats, sodium, calories, and serving size.[27] In January 2011, food manufacturers and grocery stores announced plans to display some of this nutrition information on processed food.[28]

text: The nutrition facts label currently appears on more than 6.5 billion food packages. President Bill Clinton issued an award of design excellence for the nutrition facts label in 1997 to Burkey Belser in Washington, DC.[29]

text: The FDA does not require any specific typeface be used in the Nutrition Facts label, mandating only that the label "utilize a single easy-to-read type style",[30] though its example label uses Helvetica.[31] However, as regulated by the FDA and the USDA, it is mandatory for certain information listed in the label to be written in English, including: name of the product, net quantity, serving size and number of servings per package, nutrition facts, ingredient list, and name of manufacturer or distributor.[32] The smallest lettering should be at least 1/16th of an inch tall (1.5875 millimeters), based on the height of a lowercase "o".[33]

text: In January 2006, Trans fat was required to be listed under saturated fat. This was the first significant change to the Nutrition Facts panel since it was introduced in 1993.[34]

text: 2016 revision[edit]

text: In 2014, the U.S. Food and Drug Administration proposed several simultaneous improvements to nutrition labeling for the first time in over 20 years.[35][36] The proposed changes were based on trends of consumption of nutrients of public health importance.[37] However, studies had shown that the majority of the U.S. population could not understand the information in the then current Nutrition Facts Label.[38] Nutrition label numeracy is particularly low in older individuals, of black and Hispanic race/ethnicity, who are unemployed, born outside of the US, have lower English proficiency, lower education achievement, lower income, or live in the South.[39]

text: Proposed changes included a new design requiring serving sizes to more accurately reflect how many servings the average individual is actually consuming. The new recommendation also proposed removing “calories from fat”, and instead focusing on total calories and type of fats being consumed in a product. The proposed labels were to also list how much sugar is added (rather than inherent) to a product, as well as declaring the amount of Vitamin D and potassium in a product.[35][40] Some of these changes sparked a major debate between the food industry and public health agencies. The proposal to indicate sugar added during food production, in particular, was brought forward by the FDA as a measure to counter the increase in per capita sugar consumption in the US, which over the last decades exceeded the limits recommended by scientific institutions and governmental agencies.[41][42] Major American food associations opposed the label change, indicating "lack of merit" and "no preponderance of evidence" to justify the inclusion of sugar added in the new label.[43][44]

text: The rules for the new design were finalized on May 20, 2016.  Manufacturers were initially given until July 26, 2018 to comply (or July 26, 2019 if they have less than $10 million in annual food sales).[45] A proposed rule by the FDA would extend the compliance deadline to January 1, 2020 (or January 1, 2021 for qualified small business).[46] For food and dietary supplement labeling purposes the amounts of vitamins and nutritionally essential minerals in a serving are expressed as a percent of Daily Value (%DV).  Many of the definitions of 100% Daily Value were changed as part of the revision.[47] A table of the old and new adult Daily Values is provided at Reference Daily Intake.

text: Alcohol[edit]

text: In the United States, alcoholic beverages are regulated by the Alcohol and Tobacco Tax and Trade Bureau (TTB). As of 2012, the TTB does not require alcoholic beverage packaging to have a nutrition facts label. Since at least 2003, consumer groups have lobbied the TTB to require labelling disclosing Nutrition Facts information.[48] Some marketing terms, such as "light" and "table wine", must follow TTB guidelines. Packaging must disclose alcohol content in some circumstances.[48][which?]

text: Mandatory information on the label varies by type of beverage, and includes:[49][50][51][52]

text:
Brand name
Name and address of manufacturer (either bottling plant or main headquarters)
Country of origin if imported (required by U.S. Customs and Border Protection regulations)
Class, the definitions of which are regulated (e.g. beer, ale, lager, gin, vodka, rum, tequilla, cordial, liqueurs)
Health warning for beverages 0.5% or more alcohol by volume
Net contents
For malt beverages, must be in United States customary units (e.g. pints or fluid ounces)
For distilled spirits, must be in metric units.  Bottles must be 50 mL, 100 mL, 200 mL, 375mL, 750 mL, 1 L, or 1.75 L. Bottles must be 50 mL, 100 mL, 200 mL, or 355 mL.
For wine, must be in metric units, and bottles must be 50 mL, 100 mL, 187 mL, 375 mL, 500 mL, 750 mL, 1L, 1.5 L, 3 L, or a larger size with an even number of liters.
Alcohol content (percent by volume):
For malt beverages, mandatory only if some alcohol is due to added flavors, or if required by state law
For distilled spirits, mandatory
For wine, optional
Declaration of sulfites required for wine sold in interstate (not intrastate) commerce if 10 ppm or more of sulfur dioxide
Optional but regulated terms:
For malt beverages: "draft", "light", "low-carbohydrate"
For wine: grape variety and appellation of origin, wine designation (e.g. "white", "red", "rose", "table"), viticultural area, "estate bottled, "vinted", vintage date
"Organic" (regulated by USDA)
Declarations for major allergens

text: Caffeine[edit]

text: Health researchers have called for the mandatory labelling of food products with added caffeine, which is a psychoactive nervous system stimulant.[who?][when?] If over-consumed, caffine can cause seizures, kidney problems, liver problems, heart arrhythmia, and death.[53] The Coca-Cola Company and PepsiCo began labelling caffeine content in 2007.[54]


document_title: Climate of Nova Scotia

question_text: what is the average winter temperature in nova scotia

text: Climate of Nova Scotia

text: Temperature and precipitation[edit]

text: Temperature varies marginally from one end of the province to the other, and more notably in terms of precipitation, as illustrated by the following graphs. They show Yarmouth, Halifax and Sydney representing the southwestern, central and northeastern extremes, respectively. Temperatures at the southern end of the province are moderated by oceanic (Gulf Stream) currents, whereas the northern end is influenced by the colder waters of the Gulf of St. Lawrence. Though milder, and with less winter precipitation, the southeastern end has more fog.

text:
Yarmouth

Climate chart (explanation)

J
F
M
A
M
J
J
A
S
O
N
D

127

1
−7

102

1
−7

116

4
−3

101

9
1

101

14
6

95

18
10

88

21
13

84

21
13

95

18
10

112

13
6

139

9
2

132

4
−4

Average max. and min. temperatures in °C

Precipitation totals in mm

Source: Environment Canada[1]

[show]Imperial conversion

J
F
M
A
M
J
J
A
S
O
N
D

5

33
20

4

34
20

4.5

39
26

4

48
34

4

57
42

3.7

64
49

3.5

70
55

3.3

70
55

3.7

65
50

4.4

56
42

5.5

48
35

5.2

39
26

Average max. and min. temperatures in °F

Precipitation totals in inches

text:
Halifax (Citadel)

Climate chart (explanation)

J
F
M
A
M
J
J
A
S
O
N
D

140

0
−8

110

0
−8

133

4
−4

118

9
1

119

14
6

112

20
11

110

23
14

96

23
15

109

19
12

124

13
6

151

8
2

145

3
−4

Average max. and min. temperatures in °C

Precipitation totals in mm

Source: Environment Canada[2]

[show]Imperial conversion

J
F
M
A
M
J
J
A
S
O
N
D

5.5

32
17

4.3

33
19

5.2

38
25

4.7

48
34

4.7

58
42

4.4

67
51

4.3

74
58

3.8

74
59

4.3

67
53

4.9

56
44

6

47
35

5.7

37
24

Average max. and min. temperatures in °F

Precipitation totals in inches

text:
Sydney

Climate chart (explanation)

J
F
M
A
M
J
J
A
S
O
N
D

153

−1
−10

128

−2
−10

130

2
−7

133

7
−2

103

13
3

97

19
8

89

23
13

100

23
13

119

19
9

143

13
4

156

7
0

167

2
−5

Average max. and min. temperatures in °C

Precipitation totals in mm

Source: Environment Canada[3]

[show]Imperial conversion

J
F
M
A
M
J
J
A
S
O
N
D

6

30
15

5

29
13

5.1

35
20

5.2

44
29

4.1

56
37

3.8

65
46

3.5

74
55

3.9

73
56

4.7

66
48

5.6

55
40

6.1

45
32

6.6

36
23

Average max. and min. temperatures in °F

Precipitation totals in inches

text: Temperature[edit]

text: In 1990, While the constant temperature of the Atlantic Ocean moderates the climate of the south and east coasts of Nova Scotia, heavy ice build-up in the Gulf of Saint Lawrence makes winters colder in northern Nova Scotia; the shallowness of the Gulf's waters mean that they warm up more than the Atlantic Ocean in the summer, warming the summers in northern Nova Scotia. Summer unofficially lasts from the first Sunday in April to the Saturday before the last Sunday in October. Although Nova Scotia has a somewhat moderated climate, there have been some very intense heatwaves and cold snaps recorded over the past 160 years. The highest temperature ever recorded in the province was 38.3 °C (101 °F) on August 19, 1935, at Collegeville,[4] which is located about 15 km southwest of Antigonish. The coldest temperature ever recorded was −41.1 °C (−42 °F) on January 31, 1920, at Upper Stewiacke.[5]

text: The highest temperature ever recorded in Halifax was 37.2 °C (99 °F) on July 10, 1912,[6] and the lowest was −29.4 °C (−21 °F) on Feb 18, 1922.[7] For Sydney, the highest temperature ever recorded was 36.7 °C (98 °F) on August 18, 1935,[8] and the lowest was −31.7 °C (−25 °F) on January 31, 1873,[9] and January 29, 1877.[10]

text: The annual temperatures are:

text:
Spring from 1 °C (34 °F) to 17 °C (63 °F)
Summer from 14 °C (57 °F) to 28 °C (82 °F)[11]
Autumn about 5 °C (41 °F) to 20 °C (68 °F)
Winter about −9 °C (16 °F) to 0 °C (32 °F)

text: Due to the ocean's moderating effect, Nova Scotia, on average, is the warmest of the provinces in Canada, owing primarily to the milder winter temperatures experienced in Nova Scotia compared to the rest of Canada.[12]

text: Rainfall[edit]

text: All of Nova Scotia has precipitation well distributed around the year, with a slight summer maximum in some northern/interior areas, but a slight fall to early winter (October to January) maximum in southern and coastal areas, where July or August is the driest month on average. Fall and winter storms, arriving in or near Nova Scotia from the U.S. Northeastern and New England states (called "nor'easters" in the US), often attain tremendous intensity across coastal areas, resulting in high winds, heavy rain, ice or snow and sometimes all of the above in a single storm. Average annual precipitation changes from 140 centimetres (55 in) in the south with its intense cold-season storm activity, to 100 centimetres (40 in) elsewhere. In the northeast, Sydney is an especially wet area, with an average annual precipitation of nearly 60 inches, with a noticeable fall to early winter (October to January) concentration, and December the wettest month on average. Nova Scotia is also very foggy in places, with Halifax averaging 196 foggy days per year[13] and Yarmouth 191.[14]

text: Storms[edit]

text: Because Nova Scotia juts out into the Atlantic, it is prone to intense cold-season storms ("nor'easters" - primarily November to March) arriving from the Northeastern United States, and occasional tropical storms and hurricanes in late summer and autumn. However due to the relatively cooler waters off the coast of Nova Scotia, tropical storms are usually weak by the time they reach Nova Scotia. Even where a storm retains much of its strength, as with Hurricane Arthur, it is most often extratropical by the time it makes landfall on Nova Scotia.

text: Altogether there have been 33 such storms, including 12 hurricanes, since records were kept in 1871 – about once every four years. In addition, at least two of these hurricanes (Juan and Ginny) made landfall at Category 2 intensity (there are no recorded Category 3 landfalls). The last hurricane was category-one Hurricane Earl in September 2010, and the last tropical storm was Tropical Storm Noel in 2007 (downgraded from Hurricane Noel by the time the storm reached Nova Scotia). The most destructive hurricane was Hurricane Juan in 2003.

text: Very high winds are frequently experienced in Grand Étang in northern Nova Scotia, which result from the effect of low mountains on southwesterly winds. They are known as Suetes.