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The Steampunk Adventurer's Guide: Contraptions, Creations, and Curiosities Anyone Can Make
The Steampunk Adventurer's Guide: Contraptions, Creations, and Curiosities Anyone Can Make
The Steampunk Adventurer's Guide: Contraptions, Creations, and Curiosities Anyone Can Make
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The Steampunk Adventurer's Guide: Contraptions, Creations, and Curiosities Anyone Can Make

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Fascinatingly Fun, Family-Friendly Steampunk Projects

"Here’s a Steampunk tale with an invitation to build Steampunk props. An interactive notion; an imaginative adventure; and a way to further stimulate your own imagination." -- From the Foreword by David Silverman, director and producer of The Simpsons Movie and codirector of Monsters, Inc.

Steampunk stalwart Thomas Willeford cordially invitesyou on an adventure--one in which you get to build ingenious devices of your own! Lavishly illustrated by award-winning cartoonist Phil Foglio, The Steampunk Adventurer's Guide: Contraptions, Creations, and Curiosities Anyone Can Make presents 10 intriguing projects ideal for makers of all ages and skill levels, woven into an epic tale of mystery and pursuit.

Follow the exploits of Isaac and Amelia, a brother and sister who must devise a series of beguiling gizmos to rescue their uncle from a skyship that's been commandeered by a nefarious villain and his rogue automatons. Each chapter contains an installment of this captivating story along with the step-by-step instructions and list of tools and materials you'll need to create the featured gadgets.

Discover how to forge these imaginative contraptions:

  • Decoder armguard
  • Signaling periscope
  • Goggles
  • Grappling hook launcher
  • Airship harness
  • Glider wings
  • Rivet gun
  • Power armor
  • Magnetic amplification gauntlet
  • Rocket pack
LanguageEnglish
Release dateNov 22, 2013
ISBN9780071827850
The Steampunk Adventurer's Guide: Contraptions, Creations, and Curiosities Anyone Can Make

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    The Steampunk Adventurer's Guide - Thomas Willeford

    About the Author (Wanted for Questioning)

    With an education in physics, history, and art, it was perhaps inevitable that Thomas Willeford (aka Lord Archibald Feathers Featherstone) would become a Steampunk enthusiast. His work blurs the precarious line between art and engineering. If, upon viewing a piece, one does not ask, Does that actually work? he considers the piece a failure.

    Thomas has been creating unique and beautiful corsets and all manner of striking Steampunk gadgetry for more than 20 years. Thomas is also the author of the critically acclaimed Steampunk how-to book Steampunk Gear, Gadgets, and Gizmos (McGraw-Hill Professional). He and his products have been widely featured on television (MTV, BBC, Castle, and Oddities), online (Wired, Forbes, and Popular Mechanics), and in print (The Art of Steampunk, The Steampunk Bible, and Steampunk: An Illustrated History). Satisfied customers include musician Rick Springfield, director David Silverman (The Simpsons Movie), and actresses Patricia Tallman (Babylon 5) and Virginia Hey (Farscape). Thomas also contributed to the design of Alchemy Gothic’s Empire Collection, a line of Steampunk jewelry and accessories.

    Thomas’s artwork has also been featured in numerous museum exhibitions worldwide, including Penn State’s STEAMpunk!, Dr. Grymm’s Steampunk Bizarre, the Charles River Museum of Industry and Innovation’s Steampunk: Form and Function, and the Ashmolean Museum of the History of Science at Oxford’s Steampunk, 20,000 Leagues at Patriot Place, and Mobilis in Mobili at The Wooster Street Social Club (home of The Learning Channel’s NY Ink). His clockwork spider Arachnae Mechanica is currently housed in the Cosmopolitan Hotel in Las Vegas, Nevada. He is currently a consultant and prop master of the upcoming Steampunk television series, Bruce Boxleitner’s Lantern City.

    Thomas currently resides in Harrisburg, Pennsylvania, with his six spoiled cats.

    About the Artist (Have You Seen This Man?)

    Phil Foglio is the coauthor, with Kaja Foglio, of the Hugo Award–winning Girl Genius graphic novel series and the novels Agatha H and the Airship City and Agatha H and the Clockwork Princess. Phil has been writing and drawing comics since the 1980s, with work that includes Buck Godot, the adaptation of MythAdventures, and work for DC and Marvel Comics.

    Copyright © 2014 by McGraw-Hill Education. All rights reserved. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher.

    ISBN: 978-0-07-182785-0

    MHID:      0-07-182785-4

    The material in this eBook also appears in the print version of this title: ISBN: 978-0-07-182780-5, MHID: 0-07-182780-3.

    E-book conversion by codeMantra

    Version 1.0

    All trademarks are trademarks of their respective owners. Rather than put a trademark symbol after every occurrence of a trademarked name, we use names in an editorial fashion only, and to the benefit of the trademark owner, with no intention of infringement of the trademark. Where such designations appear in this book, they have been printed with initial caps.

    McGraw-Hill Education eBooks are available at special quantity discounts to use as premiums and sales promotions, or for use in corporate training programs. To contact a representative please visit the Contact Us page at www.mhprofessional.com.

    McGraw-Hill Education, the McGraw-Hill Education Publishing logo, TAB™, and related trade dress are trademarks or registered trademarks of McGraw-Hill Education and/or its affiliates in the United States and other countries and may not be used without written permission. All other trademarks are the property of their respective owners. McGraw-Hill Education is not associated with any product or vendor mentioned in this book.

    Information has been obtained by McGraw-Hill Education from sources believed to be reliable. However, because of the possibility of human or mechanical error by our sources, McGraw-Hill Education, or others, McGraw-Hill Education does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from the use of such information.

    TERMS OF USE

    This is a copyrighted work and McGraw-Hill Education and its licensors reserve all rights in and to the work. Use of this work is subject to these terms. Except as permitted under the Copyright Act of 1976 and the right to store and retrieve one copy of the work, you may not decompile, disassemble, reverse engineer, reproduce, modify, create derivative works based upon, transmit, distribute, disseminate, sell, publish or sublicense the work or any part of it without McGraw-Hill Education’s prior consent. You may use the work for your own noncommercial and personal use; any other use of the work is strictly prohibited. Your right to use the work may be terminated if you fail to comply with these terms.

    THE WORK IS PROVIDED AS IS. McGRAW-HILL EDUCATION AND ITS LICENSORS MAKE NO GUARANTEES OR WARRANTIES AS TO THE ACCURACY, ADEQUACY OR COMPLETENESS OF OR RESULTS TO BE OBTAINED FROM USING THE WORK, INCLUDING ANY INFORMATION THAT CAN BE ACCESSED THROUGH THE WORK VIA HYPERLINK OR OTHERWISE, AND EXPRESSLY DISCLAIM ANY WARRANTY, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. McGraw-Hill Education and its licensors do not warrant or guarantee that the functions contained in the work will meet your requirements or that its operation will be uninterrupted or error free. Neither McGraw-Hill Education nor its licensors shall be liable to you or anyone else for any inaccuracy, error or omission, regardless of cause, in the work or for any damages resulting therefrom. McGraw-Hill Education has no responsibility for the content of any information accessed through the work. Under no circumstances shall McGraw-Hill Education and/or its licensors be liable for any indirect, incidental, special, punitive, consequential or similar damages that result from the use of or inability to use the work, even if any of them has been advised of the possibility of such damages. This limitation of liability shall apply to any claim or cause whatsoever whether such claim or cause arises in contract, tort or otherwise.

    This book is dedicated to Louise R. Howard,

    for being a better friend than I deserve,

    and Alexander Marty Gear,

    for not letting me be just good enough at what I do.

    Contents at a Glance

    Part the First

    Before We Begin

    Chapter 1

    What Is Steampunk?

    Chapter 2

    Tools of the Modern Mad Scientist … and Materials, Too

    Chapter 3

    You’ll Shoot Your Eye Out!

    Part the Second

    The Adventure

    Chapter 4

    Decoder Armguard

    Wherein our heroes get the message

    Chapter 5

    Signaling Periscope

    Wherein our heroes pass the message along

    Chapter 6

    Goggles

    Wherein our heroes prepare for a trip

    Chapter 7

    Grappling Hook Launcher

    Wherein our heroes get a lift

    Chapter 8

    Airship Harness

    Wherein our heroes fly by night

    Chapter 9

    Glider Wings

    Wherein our heroes get separated

    Chapter 10

    Rivet Gun (Modded Nerf Blaster)

    Wherein our heroes get stranded

    Chapter 11

    Power Armor and Magnetic Amplification Gauntlet

    Wherein our heroes are reunited

    Chapter 12

    Rocket Pack

    Wherein our heroes visit their uncle

    Chapter 13

    Epilogue

    Wherein our heroes escape

    Part the Third

    Hastily Scribbled Laboratory Notes

    Appendix A

    This Way Lies Madness

    Appendix B

    Dramatis Personae

    Appendix C

    For the Brilliant but Mathematically Challenged Mad Scientist

    Final Thoughts

    Master Patterns

    Index

    Contents

    A Foreword of Sorts—All Sorts

    Agents and Accomplices

    Meanwhile, in an Underground Lair

    Part the First

    Before We Begin

    Chapter 1

    What Is Steampunk?

    Alternative History

    Retro-Futurism/Modernism

    What Steampunk Is Not (Cog on a Stick)

    Chapter 2

    Tools of the Modern Mad Scientist … and Materials, Too

    Tools

    Materials

    A Material to Make: Fleather—the Latest Thing in Mad Science!

    Embellishments

    Embellishments to Make

    Chapter 3

    You’ll Shoot Your Eye Out!

    Sharp Things

    Other Dangers

    Part the Second

    The Adventure

    Chapter 4

    Decoder Armguard

    Wherein our heroes get the message

    Build the Decoder Armguard

    Step 1: The Armguard Base

    Step 2: Bits and Pieces

    Step 3: The Code

    Step 4: The Decoder Mechanism

    Step 5: Odds and Ends

    Chapter 5

    Signaling Periscope

    Wherein our heroes pass the message along

    Build the Signaling Periscope

    Step 1: Cut Out Your Pieces

    Step 2: Put the Pieces Together

    Step 3: Install the Lights

    Step 4: Finish It Off

    Chapter 6

    Goggles

    Wherein our heroes prepare for a trip

    Build the Goggles

    Step 1: Cut the Gasket Pieces

    Step 2: Prepare the Lenses

    Step 3: Assemble the Gaskets and Lenses

    Step 4: Embellish Your Goggles

    Chapter 7

    Grappling Hook Launcher

    Wherein our heroes get a lift

    Make the Grappling Hook Launcher

    Step 1: Cut Your Pipe Sections

    Step 2: Assemble the Launcher Mechanism

    Step 3: Flesh It Out

    Step 4: The Tank

    Step 5: The Grappling Hook

    Step 6: The Shaft

    Step 7: Embellishments

    Chapter 8

    Airship Harness

    Wherein our heroes fly by night

    Make an Airship Harness

    Step 1: Make a Strap

    Step 2: From Strap to Belt

    Step 3: The Back Strap

    Step 4: Shoulder Straps

    Step 5: The Up Straps

    Chapter 9

    Glider Wings

    Wherein our heroes get separated

    Build a Pair of Glider Wings

    Step 1: Lay Out the Patterns

    Step 2: Cut Part 1 of the Wings

    Step 3: Cut Part 2 of the Wings

    Step 4: Cut Part 3 of the Wings

    Step 5: Embellish the Wings

    Step 6: Assemble the Wings

    Step 7: The Harness

    Step 8: Mount the Wings

    Chapter 10

    Rivet Gun (Modded Nerf Blaster)

    Wherein our heroes get stranded

    Build the Rivet Gun

    Step 1: Paint the Gun

    Step 2: The Handle

    Step 3: The Slide

    Step 4: The Top Ridge

    Step 5: The Magazine

    Step 6: The Barrel

    Step 7: Further Embellishment

    Chapter 11

    Power Armor and Magnetic Amplification Gauntlet

    Wherein our heroes are reunited

    Build the Power Armor

    Step 1: The Chest Plate

    Step 2: A Bit of Armor

    Step 3: Make the Belt

    Step 4: Make the Riveting Details

    Step 5: Form the Chest Plate

    Step 6: The Gauge

    Step 7: The Back Plate

    Step 8: Strapping

    Step 9: Finishing Touches on the Body Armor

    Step 10: Shoulders

    Step 11: Arm Pieces

    Step 12: Embellishments

    Build the Magnetic Amplification Gauntlet

    Step 1: Cut Out Your Patterns

    Step 2: The Base of the Arm Guard

    Step 3: The Grill

    Step 4: Put Them Together

    Step 5: Steampunk Tailoring for the Arm Guard

    Step 6: Hand and Knuckle Guards

    Step 7: Put It All Together

    Step 8: Embellishments

    Chapter 12

    Rocket Pack

    Wherein our heroes visit their uncle

    Build the Rocket Pack

    Step 1: Prepare the Bottles for Painting

    Step 2: Paint

    Step 3: The Mounting Plate and Harness

    Step 4: Decorate the Tanks

    Step 5: Attach the Tanks to the Mounting Plate

    Step 6: Attach the Nozzles

    Step 7: Embellishments

    Chapter 13

    Epilogue

    Wherein our heroes escape

    Part the Third

    Hastily Scribbled Laboratory Notes

    Appendix A

    This Way Lies Madness

    Further Reading

    Viewing

    Music

    Games

    Merchandise

    Appendix B

    Dramatis Personae

    Easter Eggs

    Appendix C

    For the Brilliant but Mathematically Challenged Mad Scientist

    Metric to U.S. Conversions (Length)

    U.S. to Metric Conversions (Length)

    Conversion Chart: Fraction/Decimal/Millimeter

    Final Thoughts

    Master Patterns

    Index

    A Foreword of Sorts—All Sorts

    It wasn’t always called Steampunk. It may have been referred to as Victorian Fantasies or Jules Verne Technologies or HG Wells Horsing Around (ok, I made that last one up). The point is, that at about the time the expression was coined, Thomas Willeford had already been in the Steampunk business. He had been designing and building great stuff, in the Steampunk style.

    It’s a style of designing a science fiction future with late 19th-century technology. I’ve always been a fan of the earliest science fiction, or scientific romances as they were called back then. The works of Jules Verne and H. G. Wells, these were the great pioneers of imagination. Wells particularly fascinates me—he invented so many themes of science fiction, and most of them within a six-year period. That’s a lot of genius!

    Growing up as a boy cartoonist in the 1960s, I was enthralled with the George Pal film version of The Time Machine, the Ray Harryhausen fx-driven First Men in the Moon, and the TV show The Wild Wild West. They all had something in common: Steampunk design. Of course, my pals and I didn’t call it that; the expression was years away. But we all loved it.

    Then, many years later, I am strolling around the 2011 San Diego Comic Convention. And I stumble onto Brute Force Studios. What th— ?! says I. Here’s a mad scientist from those pages and shows I loved as a kid, selling stuff! Well, I had to buy a few items, as I needed them for Burning Man (which has some incredible Steampunk creations as well). Thomas and I got to chatting and have been pals ever since.

    So now Thomas has done something unusual. Here’s a Steampunk tale with an invitation to build Steampunk props. An interactive notion; an imaginative adventure, and a way to further stimulate your own imagination. It’s a nifty idea. I think even I can build these, thanks to Thomas’s clear guides, and I’m a lousy carpenter.

    Sit back in your favorite chair, with your favorite tools. Time to get reading and building. At the same time! Go for it, you can—ah—what’s that? Oh—oh—yes I see. I apologize, I’ve been asked not to encourage reading and building at the same time.

    It started as scientific romances, became science fiction, and now has come to be known as Steampunk. Call it what you like, it is the stuff of dreams. And I like it all. Because I’m a dreamer—but aren’t we all?

    —David Silverman

    Adventurer, Animator, Tuba Aficionado

    Director and producer of

    The Simpsons Movie and

    co-director of Monsters, Inc.

    Agents and Accomplices

    With thanks to the lovely Sarah, for again putting up with me as I became downright demented (even worse than the first time) while writing another book.

    To Phil Foglio, for taking on the illustrations when he could have been doing more important things.

    To Ray Witte (writing assistance) and Brian Thomas (photographic assistance), for coming to my rescue when my hard drive got hungry and ate about 20,000 words with a side order of 50 photographs.

    To Dene Woodman for his inspirational work on foam armor.

    To Roger Stewart and the rest of the team at McGraw-Hill Professional, for giving me the chance to prove I had more than one book in me.

    And to all of my other friends, family, and colleagues, who have been so supportive and encouraging through the process of writing this book.

    Meanwhile, in an Underground Lair

    All of the so-called, conventional scientists called me mad! Mad, I tell you! But I scoff at their pedestrian ideas and boring theories! They wish to keep all the true science for themselves! Not I! I present it to you all to free you from the oppressive yoke of the technocrats!

    —Dr. Charles Claremont, Scientist, Quite Mad

    You are cordially invited on an adventure. After all, isn’t that what Steampunk is really all about? Adventure? If there were no adventure, this would just be another book you wish you did not have to pretend to like after receiving it as a gift from a kind but woefully misguided friend or relative. But you are lucky, and this is not just any old book you have here. This is The Steampunk Adventurer’s Guide. You get to do much more than just read a story about someone else’s adventures. You get to make the equipment for your own adventures.

    It might seem like the best way for you to enjoy this book would be to read the story until it tells you to make the bit of required Mad Science, then make the project, and then go on and read a bit more of the story, then repeat this process until you have finished the book or you cannot take the strain any longer. Are you going to do that? Yeah, I wouldn’t either.

    You go ahead and read the whole story. It’s not very long, and I thought it was a lot of fun, with loads of airships, automatons (by the way, that is a fancy, Steampunk way of saying robots), and even a few Mad Scientists. Then, pick your favorite projects and get to work. You can’t exactly fight off a Type II Combat Automaton with a toothbrush, now, can you? You are going to need to equip yourself with devices available to those willing to apply only the maddest of scientific advances.

    When I first thought I would write this book, I was thinking it would be fun and easy to write a kid’s book. I would come up with really simple projects. After just one look online at other craft project books, I was horrified to see all the same stuff I was embarrassed to make from way back when I was a kid. I thought, I can’t do this to those poor people. So I thought I would give them really cool projects to work on, something anyone would be proud to have and make the others jealous.

    I came up with all these grand ideas, and about halfway through each one, I had to stop. How many people own a 7-inch metal-cutting mini-lathe? Or a 9-inch band saw? I had to stop myself and clutch my head like a stunned monkey and yell over to a friend, Hey, do you think having a kid ask their parents for a 50-pound anvil for an early birthday present is a bit too much? Their answer was, Not if you are writing this thing for a coyote who happens to be chasing a swift but flightless bird. … It is hard to imagine not using a tool you use all the time. Who doesn’t have a couple of drill presses sitting about?

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