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Batman: Arkham City – Guide and Walkthrough
Xbox 360
by ExtremePhobia
Table of Contents
Guide and Walkthrough by ExtremePhobia
Version: 1.3 | Updated: 11/14/2011
Table of Contents
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|Xbox 360
|Aim Baterang, (tap) quick Baterang
|Detective Vision
|grapnel (if escape is available)
|Center camera
|Left Analog
|Left Analog
|Right Analog
|Right Analog
|switch gadgets
|(double tap) A
|(double tap) X
|Blade Dodge
|Away + Y (hold)
|Away + Triangle
|Blade Dodge Takedown
|Away + Y (hold) for all attacks
|Away + Triangle (hold) for all attacks
|Beat down
|B > X (repeat)
|O > Square (repeat)
|Aerial Attack
|Ultra stun
|Combo Takedown
|O + Triangle
|Bat SwarmWhiplash
|X + Square
|Multi Ground TakedownWhip Trip
|Disarm and Destroy
|Square + Triangle
|Ground Takedown
|R2 + Triangle
|Quick Batclaw
|L1 + Triangle
|Batclaw Slam
|L1 + Triangle > Square
|Quick Charge (REC)Quick Caltrops
|Quick Explosive GelQuick Bolas
|L1 + Square
|Quick Freeze
|Xbox 360
|Aim gadget
|Deploy gadget/hang down/crouch
|Detective Mode
|Center Camera
|Left Analog
|Left Analog
|Right Analog
|Right Analog
|choose gadget
|Drop down
|Glide Kick/Drop Attack/Knockout Smash (during takedown)
|Corner Cover/enter grate
After the cutscene, jump into catwoman's boots. Be careful because you'll be given control right in the middle of a fight. This is a pretty simple fight though as long as you aim towards your enemies and hit the strike button (X or [] depending on console). Watch for enemies attacking denoted by little lightning bolts surrounding their heads. Whenever that appears, hit the counter button (Y or triangle) to block and counter attack. Just hammer through these guys.
Once done, walk over to the safe at the top of the stairs and open it.
Bruce Wayne
When you finally regain control, try to move left and right using the left analog stick to knock the chair over. When the guard tries to attack you, counter his attack. This begins a rather long mini-tutorial on countering. Just follow the guards orders and eventually you will be attacked by inmates. Counter these attacks as best you can. You can also attack them yourselves at this point.
This part is more like a regular fight. Despite still being in chains, you can still attack and counter and eventually you'll be freed. Defeat the remaining enemies with attacks and counter attacks. Then when you say something about finding Alfred, head over to the dumpster and the climb up the ladder. At the top, run forward and jump across (just hold A) to the air ducts. Follow the ducts around and jump up by the broken ladder and then climb the ladder at the top up to the roof.
Keep hopping up one ledge at a time until you call Alfred. Once your talk is over, turn right and you should see a tall building with ACE in big letters going down along the side. Line up to jump across and grab the exposed ledge. Grab it and circle around to the side of the building. You'll continue circling around the building in a sort of navigation tutorial. Follow the button prompts and you'll eventually make your way to a ladder and the top.
The Batman
Once you've suited up, you'll start trying to hack a signal. You can listen to either of the Green nodes for information and flavor audio but you want to use the sticks to navigate your cursor to the yellow circle. Once you're there, hold the A button to decrypt the signal and listen in.
Once you've listened to the message, turn back towards the ladder you came up and in the distance you should see what looks like a courthouse, as well it should. Make your way along the rooftops until you get close. Hold the A button and run off of one of the buildings to glide. If you are close enough to the enemies in front of the building, you should see a little blue Bat symbol above their head. This is your target and you can change it by adjusting your gliding. Once you've picked an enemy, hit the strike button to glide kick into them, starting a fight.
These enemies may have bats but that doesn't change them too much. It really only means you should be careful to counter them when they attack because their attacks do extra damage and may daze you a bit. If you manage to get your combo counter high enough then you should be prompted to use a takedown move by hitting two buttons. Do so to instantly take one of the enemies out of the fight. Remember to keep the combo meter going so you can get more takedown chances. Once you've eliminated them, move inside. Yes, through the front door.
The Courthouse
Once inside, go up the stairs and at the top, take a right and look through the giant glass window into the center of the building. After a cutscene, go right and you should see a ladder. You can climb the ladder... or you can just use your grappling hook. Get to the top and Batman will mention taking out the guard with the gun. Hold the right trigger to crouch and close in on the guard. When you are behind him, hit the counter button to do a silent takedown. Once he's down, look down and stand by the edge. You should see the glide kick icon. Pick an enemy and hit the strike button and you'll automatically drop down to attack.
This fight isn't really as bad as it looks. Most of the enemies actually flee leaving you to fight what is probably a smaller group than you had outside. Keep your wits about you and you'll do fine. After you finish the fight, watch the cutscene.
Tracking the Shooter
Once you regain control, open the evidence tracker (aka. Detective Mode). Look to the window on the right and put the cursor on the bullet hole. Hold the A button until the green encircles the whole cursor. Once you've done that, search the floor in the center of the room for another bullet hole. Again, hold the A button. This will calculate the trajectory and your next destination.
Use the grappling hook to climb back up to the ledge the guard was originally on. Drop down the ladder and run back through the hallway. Instead of going back down the stairs, continue on through the door with the green exit light beyond. Once outside, you can use the grappling hook to get up to the flag pole and to the roof. Feel free to listen to the guys bellow for some fun banter. When done, turn left and you should see your destination. It's a large thin tower with red banners running down the length. Make your way over and you can sit on top of one of the gargoyles. Drop down on the guards, there are only three of them. Once you've dealt with them head through the big door.
The Church
Once you are through the main door, you will be attacked. Just wait and counter attack when appropriate. Once you've done that, wait for all the talking and then you will be prompted to drop smoke pellets and then use your grappling hook. Do so in that order. Thus begins your first stalker segment. This one isn't too complex (no moving parts). Hit detective mode when prompted. All of the glowing gold gargoyles are perches you can swing to using the grappling hook. Move up towards the intersection. From there you can take down the enemies on either side (one by the scaffolding and one in the confessional). Just get behind each one by gliding and then use a takedown. You can do a takedown through the back of the confessional. Once they've been taken down, go back up to the gargoyles and then drop down from the one behind the last two enemies. Come up behind them and hit the takedown button to take both out at once.
Now that the room is safe, head back towards the front door and on the left you will see a door that leads up to the bell tower (Batman will mention going up there when you are near it). Go through the door and as you go up the wooden stairs, if you turn right you can just grapple up through an archway. Walk into the tower itself and grapple your way up from ledge to ledge and then take a ladder up through the trap door (it will glow gold in detective mode).
When you get into the next room, inspect the sniper rifle using the evidence tracker. Once done, Joker will talk to you and mention something about a boom. Turn right and run towards the window. Double tap the evade button to jump out of the window.
Joker's Funhouse
From here, you want to head roughly south east. Follow the map (hit back/select to open it) and you're heading for the bridge to the industrial district. As you go, you'll be alerted to the availability of the Augmented Reality training. Feel free to pursue that to receive an upgraded grapnel (the gun that shoots the grapple hook). Continue across the bridge into Joker's fun house. If you're getting a Green arrow, then you're headed in the right direction. Your final destination is the Steel Mill (which is a chimney with giant statues attached). Once you finally find it, grapple up to the top of the chimney and you'll enter automatically.
Waste Exchange
You'll find yourself perched on a wire. Glide over to the ledge on the side and follow the hallway around. You'll come to a low gap by a trickling water pipe. You want to run towards this and hit the crouch button. You'll slide through the hole to the other side. Now make your way over the pipes here and you'll eventually come to a railing that appears to be on fire. If you approach, Batman will say something about how you'll be boiled alive. Enter detective mode and look dead ahead. There will be hatch across the gap. If you push up on the directional pad, you'll select your Batclaw. Aim and shoot at the hatch, then repeatedly tap the A button to open it.
Go over to the rail and drop down. Head towards the center and drop over the ledge. Slide to the left and then climb up again. Turn left and go onward. You'll come back to the center section again but you'll be able to hop on the rail in front of you. Do so and walk over the middle. When you run out of rail, turn right and hop to the next one. Use this to cross to the other side. Follow this platform around and at the end, activate detective mode. You'll notice that the floor is a blue color and has a "Pow!" symbol in the middle. Select your explosive gel (left on the directional pad) and then aim and shoot it on the blue surface. Back off from it and follow the command prompts to detonate it. Drop through the hole.
Head forward and crouch under the pipes. Don't walk into the pipes spewing steam/water. Instead, choose your baterang and use it to hit the button above and to the right of the hole in the wall. You'll automatically crouch. Just follow this crawl space until you can see into a room with inmates. From here, take a right and continue to follow the path until you come to some pipes spewing fire. After a second or two, the flames will die down so you can cross. Be quick though because the flame will return to its normal size quickly. Just past the flames take a left.
Loading Bay
You'll enter the main room but you'll be under it in the vents. Go through the vents and come out the other side. Once there, you'll be able to stand up. Take a right and then crouch and go left. follow the path until you see more pipes with steam and three green buttons on the other side. You have to hit all three of these quickly to shut off the steam. To do so, tap the aim button to quick throw instead of aiming. Head back the way you came and crawl under the metal steps back towards the center room. You'll enter a squarish area from which you can enter the center room. From this spot, you can actually enter above with a takedown, eliminating an enemy right from the start.
The group above consists of about 8 enemies. Most of them are nothing special however you should watch out for flying objects. Occasionally, an enemy will grab a milk crate or brick from the side to throw at you. Keep an eye out for this and dodge as appropriate. Aside from this, the rest of the enemies are pretty simple, not even carrying any kind of weapon.
Finding the Doctor
Take the door that leads west out of the room. There's nothing currently of note in the next room so go through the next set of doors. You'll come to a room and Batman mentions that he needs to find another way around so head to the left. If you follow the conveyor belt, you should see a door with a giant red button next to it. Hit the button to open the door and crouch under it. Hop off the belt and the grapple up to the ledge. Head into the bigger room and the grapple up to the vantage point for another stalker section.
This is pretty short but you won't be told what to do. Just go from vantage to vantage until you're behind the enemies (there are only three). Drop down behind the lone enemy and do a silent takedown. Then go down the stairs and do a double takedown on the enemies there. Go back up the stairs and jump through the window for good measure. Just cross to the door in the next room (or play with the giant Harley statue for fun).
Smelting Chamber
The next room has six guards in it. The first two are an easy target so just crouch down, sneak up behind them (they'll be right in front of you) and do a double take down. Climb up to a vantage point. At this point, you'll have two enemies wondering around and two in a room in the corner with the doctor. After you get rid of the two outside, one of the two in the room will come out. To get the first two, you can either drop down and sneak up behind him for a silent takedown or you can wait for him to walk under a vantage and do a takedown from there. It shouldn't be a problem to do either because they are fairly far apart. Once they are gone, move to the vantage attached to the room and just wait for the guy in the room to come out. He'll go right under it and you can do an inverted takedown. Swing over to one of the other vantages and you can do a glide kick on the last guy through the window. Just make sure to finish him while he's on the ground. Go over and hit A to free the doctor.
Finding Joker
Head out of the small room the doctor was in and turn left. Cross the center of the room and you should see a shutter door with a motor above it (it will be gold in detective mode). Take out your new toy which is right on the directional pad and then hit RB/R1 to shoot an electric charge. Note that in some cases you want to hit RT/R2 instead to have the opposite effect (in this case, it would close the door instead of open it). Go into the small room and do the same thing above the next door which will reveal a door right behind it. This one you just walk through with the A button. Grapple up to the ledge and enter the air duct.
Pop the vent open and drop down behind these guys. You can do a silent takedown or practice using the guns quickfire stun attack. It really does just stun them and is nowhere near permanant so keep that in mind. This guys really are nothing though and there are only four of them so take them down however you please. Once done, you should find yourself in a familiar room. Just turn around and find the door. Keep heading backwards through doors until you are back in the loading bay area from before and Harley Quinn will talk to you through the giant Joker Mouth on the wall.
Loading Bay
On the opposite side of the room is a generator (glows gold). It's kind of a cylindrical thing on a box. You want to alternate the two different electric shocks to push the giant hook in the middle of the room forward and backward like a swing. Eventually you will send it through the door in the Joker's Mouth. Pull it back out and then grapple up through the new hole.
Fight! If you use the quick shot on the big guy, it will cause a spasm which will swing his hammer in a big circle. Might sound kind of dumb in a 1 on 1 but it's a great way to start the fight. Hit him with that a few times and you should only have 1 or 2 enemies left aside from him. Keep your distance from him and watch for his giant jumping attack. Once it's just the two of you, close in and hit him three times and then double tap the evade button to jump over him. Hit him no more than three times and evade over him again. Rinse and Repeat until he is dead. Climb back up and try again.
Now you get to navigate as Catwoman which is far more different than the differences in fighting style (though not hard to adjust for). She can still run and jump but instead of the grapnel, she just has a whip which doesn't retract. This means that you can latch onto something and swing but then you need to climb up the side of the building. This is actually pretty simple, only requiring you to hit the same button a couple of times. You can aim in the direction you want to climb if you look before you leap. However, you will be rewarded with experience (in the upper left) for timing your leaps perfectly so you make a fluid climb to the top. Make your way NE to Catwoman's home. You'll actually see a Bat Signal above your destination.
On the west side of Catwoman's roof is actually a caged in area that you can hop onto. Go close to one of the gates on top and you can climb down through it and hang from the ceiling. Go over the top of the enemies below and you can drop directly from here for a combat takedown. The enemies are pretty simple but you can use this to practice your whip usage. Hit the LT button to attack an enemy with a whip which will knock them over from a good distance. Once done you can approach Catwoman's window and hit A to get your Caltrops.
Keep heading NE (follow the green marker on your compass at the top). You will soon come to a building crawling with enemies (you'll hear them before you see them). These enemies aren't anything special, dispatch them and then head for the tower in the water by way of the broken bridge. Be careful when you cross just beyond the bridge because there are enemies with guns up here. You can sneak up to take them down silently if you are careful. Use your ability to climb around the side of buildings to your advantage. If you get caught, use your whip to down them and then do a ground takedown to eliminate them quickly without taking too much damage.
Once they are clear, head up the stairs to the catwalk and then you can actually swing down to the underside of it and crawl along. You'll bump strait into a Riddle statue so you might as well grab it and then go forward until you are prompted to climb back up. This will put you on the other side of the locked gate. In the next room, you'll get into a minor fight with only five or so enemies. The most important part is that they act somewhat zombie like which doesn't change how you fight them so much as just being neat. After you finish them, a toxin will flood the room (not a Neurotoxin). Jump up to the ceiling and then climb through to the other side.
Again, once you climb up, you'll be confronted with a slightly larger group of enemies. Just keep your wits about you, there is plenty of space for the fight. There are about 8 or so enemies here. Once you've cleared them, there will be more toxin, another jump to the ceiling, and then another climb around to the top where you will be confronted with even more enemies. The difference in this area is that one of the plants on the wall will occasionally shoot fire balls at you. Try to move the fight along as best as possible to limit the number of shots it gets and remember to watch out when it does shoot.
Joker's Errand
Turn left and grapple up that way. Keep going and try to find a high point so you don't have to fear being shot at as much. You are headed North of your current location to the GCPD Building just east of the Amusement Mile. If you are wondering why the numbers going up is a good thing while looking for a cold spot, it's because it's actually already a negative number but they placed the negative sign in a terrible spot, making it hard to see. Or maybe I'm the only one who thought that.
GCPD Outdoors
Once you get there, be careful of patrolling guards. They all have guns so be sure to take them down one at a time while they are alone. If you are discovered, use your smoke pellets. If you are fast, the smoke pellets could even be enough to take out the enemies in the area (rather than just running).
After you've cleared the area, in front of the building is a ringing phone that you can answer to start a side mission. Head around to the side of the front of the building. There will be a shutter door that you can open with your Electric Charge. It will only open a little ways so you'll have to do a running slide under the door. Inside, turn right and head towards the double doors. You'll take the encryption key from the radio and do another hacking game for Penguin's radios. Find the yellow circle and then hold the A button. Now just head through the double doors.
Go forward a little ways until the ceiling above opens up. Then you can grapple onto a ledge. Run forward and at the end you'll find a vent. Climb inside and it will bring you around to the giant middle room and your first real Stalker challenge.
There are five enemies in the area. The easiest to take out will probably be the front most two. One of them will be facing the front door and not turn and along the same wall and up some stairs will be another guy facing a different door way. Just wait until they are alone and drop down for a silent takedown. Once you've got those two, there are two more that circle around either side of the room. You may have to explosive gel the glass first but you can actually do an inverted takedown through the glass. Just have patience and wait for him to go right underneath. Take one down and the other two guards will probably go to investigate. Wait until they come out from under there. When they are finally out, select your baterang and use it to hit one guard and immediately glide kick the other. You should knock down both enemies, then just do a ground takedown on both to finish them off.
After a brief talk, head back to the entrance of the building. You'll be trapped and download the unlock codes you need. Drop through the grate in the floor and head into the nearby room. Climb back out and use detective mode to find the unlock panel on the wall. Select your Cryptographic Sequencer. Target the panel and shoot (RT/R2) to start the real hacking minigame.
You want to rotate the sticks to clear all the letters so you're only left with one letter per column. The left stick controls the left bunch of letters while the right stick controls the right bunch of letters. Rotate the left stick slowly until the first column resolves into a single letter. Continue rotating and soon the other letters should fall into place, one by one. Once you have gotten the left group, hold the analog stick there and go through the same process with the right analog stick and word. Once you have both words, the doors should unlock. Head back outside. To get out, you'll have to open the shutter and slide under like you did before.
The Museum
Climb up and then start heading WSW. The Museum is the Western most part of the city. Once you get to within a building's distance, watch out for armed guards. Drop in front of the museum and take out the guards here. They should present no real challenge. Once you've cleared them out, there is another security panel by the gate. Hack it to open the gate and then go through the door.
Once inside the museum, you'll meet a new enemy type. These enemies carry knives and can't be countered like normal enemies. When they attack, if you push away on the left stick and the counter button, you'll take a step back to dodge their attack. Unlike normal counters where you just need to hit counter any time they have the indicator above their heads, with knives you actually have to time it for when they are attacking and you need to hit it for each swing they take at you. When you successfully dodge a swing, you don't counter. In other words, no damage is dealt to the enemy.
The nice thing about enemies with knives is that if you knock the enemy down, they can drop their knives which just turns them into regular enemies that can be countered like any other. In cases like these, I encourage you to be aggressive towards knife wielding enemies, this will create a simpler group of enemies to deal with. Do so here to deal with these guys quickly.
Jump through the window on the right and try to hack the panel in here. You'll be told you can't do it and you'll have to head back outside to find the jammer in question.
The Jammers
The jammer is actually on the roof of this very building. It's above the northern wing. Climb up so you look over the jammer and then you can jump down and fight the enemies. You should be careful here because while none of these enemies have weapons, they can get weapons from the green stack of boxes by the wall. If you hear some kind of siren, it means that someone is trying to get a weapon out. This person should be your priority because if they get a weapon out, it can end this battle pretty quickly.
Run to each of the screens on the jammer and break each one. There are three. But wait, there's more! The other jammer is just north-east of the museum. You should see it in detective mode. You may end up approaching this building from a lower level rather than higher because of the low lying buildings around it. It may be preferable to go around it and get up higher before trying to take the enemies down. There are four of them. Two are together right next to the jammer and can be taken down with a baterang and glide. The other two will come running and if you leave you can probably do the same thing to them to quickly clear the area. Disable this jammer like the last one.
The Subway
It appears there is one more. You want to head south to the Subway station. You can actually get in without removing any of the guards. The entrance is on the west side. Just drop down on the far side of the glass and hop the barrier to get inside. Go down the stairs and do a double takedown on the guards talking about reading. Go down those stairs and at the bottom, take a right and continue down more stairs. This should open into the actual subway area. Head to the back left and you'll see a vent that you can remove. You actually want to grapple up onto the train nearby. Walk along the trains, and you'll eventually have to slide under some pipes, hurdle over others and then break through (with a simple attack) some boards blocking an archway. You should hear a couple of guys talking about Solomon Grundy. Hop over to the next train and crouch under the pipes.
Turn right and drop down behind the group looking at the painting of Solomon Grundy. Try and take the left two in a double takedown and then you should only be left with one enemy. Dispose of him and turn left. There will be a shuttered door. Open it and slide under. You'll come to a stalker section. While you could try and climb up past the guards to do your thing, I find it easier to just hop into the grates. Get in the grate and follow it around to the far side. Eventually someone will come up from the tracks and walk behind some boxes, blocking view from everyone else. Wait for him to get behind the boxes, hop out of hiding and do a silent takedown. From here, it's just a matter of letting the guards come and investigate which will generally isolate them from the rest. They come in groups of two usually so you just need to wait for them to separate, take one down and hop back into the grate. Rinse and repeat.
Once done with that, head over and destroy the last jammer (on the far side of the train car). Once you are done with that, you can simply return the way you came. Just watch for enemies that you may have left hanging around outside. Once you get outside, if you use your grapnel, you'll probably climb right back up to the museum.
Return to the Museum
Head back inside and through the window you jumped through earlier. This time you should have no trouble hacking the panel. Hack it and go back down the hall and to the railing. Turn left and climb up to the vantage points. You'll see a couple of thugs harassing someone below but before you intervene, there is a new enemy type down there. It's an armored enemy type. To deal damage, you first need to hit the B button to stun them. Then attack them like any other guy. Be warned that this guy also has a knife (they really didn't want this to be easy). Despite having only three enemies, you're looking at a very varied fight so stay on your feet. They are an Armored knife thug, a knife thug, and a regular guy. Make sure you dodge when necessary and you'll be fine. I highly recommend getting the Knife counter Takedown as soon as possible because it will make dealing with the armored knife guys easier.
Just to the right of the cop is your exit. Go down the hall and through the single door. You can't do anything on either side of the hallway yet. Turn right up ahead and inspect the gate you can't seem to open. You'll be told to use a remote control baterang (control is inverted by default). You want to throw it up and over the gate then back down to hit the button. Follow the hall left and go through the door.
Gladiator Pit
This is a big fight with probably 20+ enemies. It's a hugely simple fight though with no real diversity. In fact, you could probably make it through this fight by just attacking and suffer only one or two hits. Once you've cleared the room of the small fries, you'll have to deal with a Titan. This is a little bit easier than in AA. You don't have to play chicken, you just have to execute a three hit stun and then you can attack the Titan freely. Once you've done enough damage, you can get on his back and ride him. He has a charge attack and ground pound attack. Use him to do as much damage to the group of small enemies that has joined you. Eventually you will get bucked off, at which point I cleared the rest of the smaller enemies. They are weak and will go down fast. Once they are gone, you can finish up on the Titan fairly quickly.
After Penguin departs, head towards the gate under the stairs. You will need to throw a baterang over or through (it's possible) the fence on the right to hit a button on the wall. I found it was actually easier to try and throw the baterang through a gap in the fence than over it because the angle coming back down was too steep. This will open a gate under the left set of steps. Go through it and almost directly ahead of you will be a lift. Run and hop over the fence to get inside and then shoot the generator to go up. At the top you want to spray some explosive gel on the ceiling. Go down, detonate, go back up and climb out of the elevator.
Torture Chamber
Go forward and you'll soon find another destructible wall. Blow it up, walk through and go through the door on your left. Watch the cutscene and then hop down to the ice to rescue the cop. walk very slowly so you don't break the ice. If you hear a beeping sound, it's because you're moving too quickly. Once he's free, head back down to find the other two. head towards the right side of the room and be introduced to Penguin's friend. If you turn detective mode on, you will see golden glowing hooks scattered around the room and something hanging from the ceiling. Use the batclaw to grab and pull this object. It will fall in the water creating a raft. Shoot it with the batclaw and pull it towards you. Hop on and then use the batclaw on any of the hooks in the room to pull the raft towards them. Shoot at hook behind the cop and float over to his platform. The second guard is a little bit trickier but not overly so. You actually have to rescue him from the raft so make sure you get close.
War Room
To get to the War Room you need to cross to the south side of the Torture Chamber. You'll have to use the raft to get to the ice, then cross and use the raft on the other side to get close enough to grapple up to the doorway. Once you climb up, you'll come to a hallway with some thugs, including an armored thug. There is a security door in front of you so look for the panel on the left to hack it. Once you've gotten it down, I prefer to start this fight with a baterang just for good measure (for taunting you). Clear these guys out and head through the door.
Go around the corner, slide under the gate and then to the right of where the prisoner is being held, put explosive gel on the wall. A fight will start that is rather similar to the one you had before. In fact, it's pretty identical. If you shock the big guy, you'll get the same result. If you stun the big guy, you can get a decent number of hits in on him. Once they are cleared out, head through the wall to the right and around the back of the make shift cell. Free Freeze by hacking the panel. He will tell you to go to his suit. Go back to the torture chamber and cross to the northern side. Climb up and walk through the door at the end.
You will enter a new Stalker area. Hop up to the statues and make your way over to Mr. Freeze's suit. Drop down and do a silent takedown of him. From this point on, they will scatter a little so it's a matter of separating them out and picking them off. I highly recommend hanging by the stairs because it seems to be out of view of almost every area (including the bridge). You do have to be careful to listen for them saying something about "So you think you can hide in the darkness?" which means they are going to use their infrared goggles to search whichever vantage they are near. If you are near him, move to a different vantage and you'll be fine. The only other thing to watch for is when you get rid of half of the men, one of them will take a hostage. From that point on, you can't be seen or you lose. Listen for Batman to give cues as to what not to do. For instance, I dropped an inverted body by cutting the rope with a baterang and he mentioned that if I used another baterang, they'd discover my location. Once you've gotten the last two guys, go over to a vantage by the bridge and wait for the hostage taker to turn his back. Drop down and sneak up for a takedown. Be sure to be fast. Head back to the Torture Chamber. Go to the Iceberg Lounge. On the way, there will be a surprise. You want to mash the strike attack and then continue to the lounge.
the Iceberg Lounge
When you enter this room, Penguin will be in the middle of the room with Freeze's gun. To use the codes to disable the gun (that you got from Freeze's suit), you need to get closer. Make your way around the outside ring, stopping when you have a wall between you and Penguin. Wait for him to stop shooting and move to the next wall. Keep moving until you get to the far side and can walk up to him. When you start walking up to him, take out the Override using the directional pad and use LT/L1 to aim. As you start walking towards him, hold the RT/R2 to activate it. Keep holding it until you are on top of him. Now punch him.
Solomon Grundy
Solomon Grundy is a rather indirect fight but you need to keep an eye on him. He has an overhead attack that can reach pretty much anywhere. It's fast so you need to dodge as soon as it's coming. His other main attack is that he can spin the chains in a big circle. You have more time to plan this but you need to time your dodge as they balls are going by you.
To defeat him, you must plant explosive gel on the three different pads that keep changing colors and then set them off. You should be prompted to use the quick spray and quick detonate. Notice the little jump Batman does during the quick spray? That actually also counts as a dodge and will work for Solomon's attacks. Just dodge when necessary and plant those explosives. Once all three are destroyed, you can attack Solomon. Go pound on him to start the next phase
Phase 2 is rather similar to the first phase except you need to hit the pads on the ground while they are open and they don't always stay open. You also need to be aware that he might occasionally release a little critter on the ground. This is easily handled with a quick baterang. Go about this fight the same as the last and just remember to be careful to dodge his attacks. When you destroy all three again, pound on him again. Once he's on his back, you need to go up and "Finish Him"
And by that, it means start Phase 3. Phase 3 is similar to Phase 2 except that he hits the ground causing a shockwave that can hit you pretty much anywhere and he does it frequently. You also have to watch out for the little critters because they come at you much faster. Destroy the three pads once more and then attack Solomon Grundy a final time to destroy him.
Phase 4 starts with you being shot at. Just dodge left and right while still making forward progress. Once you are in striking range, let rip on him because he has no defenses. This will be over quickly.
The League of Shadows
Leave the museum and head NE. You're aiming for just south of Park Row and the Ace Chairman's Building. You could also just follow the blood trail there but hopefully this will save time. On top of the NE corner of this building, you should find bandages. Scan them when prompted and then chase after the Ninja. You will follow her for a little bit and then catch up to her. When the fight starts, just wait for her to attack you and then counter to plant the tracker on her. Meet a friend and act like a jerk.
You are tracking the assassin again but this time you will be quite a ways away. Follow the arrow and the box to your destination which should bring you all the way around the city to the Southwest part of the Industrial district. You'll find a Subway Maintenance Access that you want to jump down. It might be best if you try and glide and then dive bomb down because there are a few guards around the top with guns.
The Sewers
Once in the sewers, just follow the path you're on until you come to big gap. Drop down and take out the thugs here but be careful because one of them is armored and there isn't a whole lot of room to maneuver. Make sure to use your evade to jump over enemies so you can get some space. Once you get rid of them, head down the tunnel and take a right. Crouch under the gate and then pick the line launcher. You want to aim and shoot to go across the water but you want to release your aim and then re-aim as you get to the intersection. You want to aim left and then shoot again. This will send you in a 90 degree angle. Land and then take a left. Go down the hallway and take a right so you're standing on wooden boards above a group of thugs. Use a takedown to go through the wood.
This fight is a little complex. Thankfully there are no armored enemies but there are weapon crates scattered around the map and milk crates that enemies will try to throw at you. That can create quite a handful for this fight. Your priority should always be anybody going for a weapon. Take them out first with gadgets if you need to. After them, as long as you keep moving, you can skip the guys with the crates otherwise you want to go for them next.
Once they are cleared out, there is a panel on the Southeast wall. Hack it. Go through the gate you just opened and you'll find yourself in a familiar place. This is where the last jammer was. Near the jammer, in the northeast corner of the room is a door so you can continue your search for the assassin. Go through the door, use the line launcher to cross the water and then grapple up to the ledge above. Go through the door at the top and walk forward.
Old Gotham
Walk through the hole in the wall, turn left and use the line launcher to get moving across, then you want to do a second launch to the right half way across. You want to try and line it up as best you can you actually connect with the armored guy on the second line. Knock him down and do a ground takedown to save yourself some trouble. Once he's down, quickly try to find the enemies with the guns. One of them should be towards the front of the room. At this point though, just keep pounding and moving and you'll be fine. Go through the double doors in this room.
Wonder Tower Foundation
You are at another stalker phase. This level isn't too bad at all. Get up on the gargoyles and circle around until you've almost put the middle shaft between you and the hostage. After a minute, the man with the jammer pack will come around under you. Just do an inverted takedown on him. Then circle around so you can see the hostage. One of the two will go to investigate the body and you should take out the one who stays by the hostage. Go back up and wait for more people to come and check it out. You should be able to hit one with a baterang and then glide kick the other. Do two take downs on them and then wait for the last guy to come up and you can take him down too. Once they are all taken care of, head back to the intern and talk to her. Head back into the big room and head for the door on the north side.
Wonder City
Head through the next couple of rooms by activating the generators on the ground. At the end, you'll be attacked by Ninjas. They have blades so you have to treat them like enemies with knives. In this case, it pays to be aggressive since they all have swords. They shouldn't be too difficult. Make liberal use of strikes and evades. Once they are clear, there is a piece of floor that can be destroyed with explosives. Open detective mode to find it by the projection wall. Blow it open and then use an electrical charge.
Enter Wonder City and walk towards the door in the distance. After you take a better look at the door, examine the different machines to access their video memory. After you've examined a few of the robots, you will be attacked by two ninjas in the middle of the street. After a few more robots, the same thing will happen. But the middle of the street is a relatively safe place for the fight. Use your strikes, counters, dodges and takedowns and you'll end these fights quickly. Once you've examined all of the machines, head towards the big door and just to the left is the secret door. Examine it to find the switch and then you will be attacked. Be ready to counter and when you do, the door will open.
Follow the tunnel and turn and eventually you'll come to a ladder. Climb up and out. Walk forward and follow the light. you'll eventually be lead down some stairs and through a door. Go through the door and do as he says, drink from the chalice.
Demon's Blood
This section seems like it could be very hard but they actually tell you exactly what to do. Just follow the blue trail. When it goes down, dive bomb until it climbs, then climb. Make sure not to touch anything while doing this except for the giant blue crystal plateau. When you land on a plateau, be careful because you may be attacked by clay ninjas. They are like the regular ninjas except they provide more opportunities to counter and are on a smaller surface. If you get to a point with a spinning orange-yellow vortex, you want to dive bomb into it.
After diving into the second vortex, you'll find yourself in a room. Walk through the door and up the stairs to see Talia. Walk through the next set of doors for some talking
Ra's Al Ghul
First, you will be attacked by clay demons. Fight them off just the same as the ones you did before. After you've defeated them, Al Ghul will come up in giant form out of the sand. You want to shoot quick electrical charge shots at him but they have to get beyond his rotating wall of soldiers. This is easier than it seems. Just keep shooting and it'll slip through. The only real challenge is doing this will dodging his other attacks. Just dodge whenever you see any kind of attack coming. They travel fast and you can't afford to hesitate. Once this is done, you'll be attacked and need to keep hitting the counter button.
You'll get some conversation at this point but then you will be attacked. By a lot of enemies. Hammer on the counter button until all of the indicators are gone. This will give you an awesome combo counter to start with and then you can just run around bashing on all of the enemies. If you don't kill all of the enemies fast enough, the beginning of this sequence where you have to counter multiple attackers will happen again with whatever remaining enemies there are. Once you've cleared them all, Ra's Al Ghul will appear in his giant form again. Destroy this form just as you did before and he will attack you again. Hammer on the counter button again.
After you finish the fight, you will have to use the reverse Baterang on him. Hold the aim button and then use RB/R1 to lock on. Release the button to throw the baterang to finish up here.
Return to the Streets
You'll have to head back up the way you came. It should be pretty quiet up until you get back to the subway. Unfortunately, it seems it's actually easier to get rid of the guards than to sneak by them. When you come through the door into the subway you want to get on the gargoyle to the left (so you're over the tracks). Eventually the guard with the jammer pack will come by near you and you can drop down and take him out. Do so and return to the rafters. move around a little so they don't find you.
This is not an easy area to clear. They have the infrared goggles so be careful where you stay but as long as you make good use of your baterang (don't use it too often or they'll find you) and take downs, it shouldn't be too much of an issue. Just remember to move around a lot if they find you. When you manage to clear this area, head out through the Southwest. When you go through the shutter door, you'll actually find a new enemy. This one has a shield. To defeat them, just stun them and hit evade twice. This will knock them down and they will lose their shield, making them normal enemies again. Be aware that their attacks can't be countered in any way so you need to just avoid them or take down their shields.
Keep going until you get back the subway terminal. You'll have to crawl through a vent to get into the room and you'll have a very large group of enemies above you. This is a tough fight. You'll have a couple of shielded enemies and plenty of people with bats and pipes. You should also watch for some thrown weapons. Use the takedown on the armored guy to save you some trouble. Then try and find and take down the shielded enemies. Even though someone else will pick up the shield eventually, they can put a real stop to your flow so keep the shields out of the fight as best as you can. Then deal with the little guys until someone else picks up a shield and deal with him. When in doubt, just evade until you have some distance.
Back on the Streets
Get some altitude and start heading Northeast of here. You don't have to go far to find Quincy Sharp. This part is a little tough because it's five thugs right around him. If you have the weapon deactivator or the disarming boomerang then this is the perfect opportunity for those. Deactivate two weapons, boomerang a third, drop on a fourth and then attack the fifth and you should pretty quickly have eliminated the guns from the battle. After that, it turns into a regular fight. If you don't have these, drop in on someone and make good use of the smoke pellets. Either way, interrogate Quincy Sharp afterwards.
After a little bit of talking, you'll be headed to the GCPD. Head there but be careful because there are guards with guns on a lot of the rooftops now. It's actually safer in a lot of cases to glide through the streets than over rooftops. Another safe alternative is riding choppers since they don't check each other. Head over to the GCPD (east) and find a perch. There is a group of enemies down below. Drop down on one of the regular enemies to take him out instantly and then you have to use lots of stuns for the armored guy and the two shields. Be sure to evade a lot on this battle and don't worry too much about combat flow, just try and get it down because this isn't a particularly easy battle.
Once you've removed them, just activate the door as normal and the bottom will thaw. Then you can just slide under as you normally would. Enter the front door of the building. You can't really sneak up on Mr. Freeze here so just walk in the front door.
Mr. Freeze
This is actually a pretty simple fight. You basically just have to set traps for Mr. Freeze to stun his suit and then attack him while he is stunned. The only real problem is that you can't stun the suit the same way twice and you have to stun him five times. You just have to stay out of sight so you can set your traps and not get destroyed by his Freeze ray. And make sure you watch for his drones in the air. They will try and find you and ram into but usually you just have to put something between yourself and them so that they'll crash.
Start off the battle by luring him to one of the magnets. Stand out of his line of sight and aim at the magnet with your electric charge gun. When he gets near it, shoot the magnet and he will get stunned. When he's kneeling on the ground run up and pound on him until his suit actually takes damage (noted in the upper right) and his suit starts beeping. Then run away and hide.
Second, if he follows you up to one of the high sides, flip over the railing and hold on so you can do a ledge takedown OR if he stays below you can just get behind him and do a glide kick from behind. Once you do one of these, you can't do the other. Either of these will stun him. Then hit him for damage and retreat.
Third, do a takedown from behind. Just get behind him any way you like and crouch walk up behind him. Hit him with a takedown to stun him.
Fourth, go to the room that has the wires running into the water. Just inside is a button. Hit it when Freeze walks into the water to stun him but wait for the voltage to die down before you attack him.
Fifth, in this same room, off to the right (assuming your still in the room) is a destroyable wall. Go put explosive gel on it and wait for Freeze to come in the room. Then run and slide under the wall. If he comes out then you can slide back into the room. Just wait for him to get close to the wall and set off the explosives. This will give you your last stun. Go in and finish him off. Once his bar is exhausted, you'll have to burst his bubble. Punch him in the face a few times and that should do it.


text:
ICBA's Community Banker University® is a modernized educational platform that provides community bankers with premier and industry-specific professional development and educational opportunities for all stages of their careers.
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To date, more than 4,000 community banking professionals are certified through ICBA.ICBA Certification Programs are designed to elevate professional standards, enhance individual performance, and designate community bankers who demonstrate proficient skills and knowledge to manage key operational areas of a financial institution.
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subset: commoncrawl


text:
DOSbox is a DOS emulator/virtual machine for X11 and Unix.
It allows you to play many of the old games you grew up loving,
as well as many apps designed to run on DOS.
SDL_sound is an optional dependency.
Maintained by: Michiel van Wessem
Keywords: emulator,dos,games,dosbox
ChangeLog: dosbox
Download SlackBuild:
dosbox.tar.gz.asc (FAQ)
(the SlackBuild does not include the source)
|Individual Files:
| doinst.sh
| dosbox-0.74-gcc46.patch
| dosbox.SlackBuild
| dosbox.desktop
| dosbox.info
| slack-desc
© 2006-2020 SlackBuilds.org Project. All rights reserved.
Slackware® is a registered trademark of Patrick Volkerding
Linux® is a registered trademark of Linus Torvalds
Web Design by WebSight Designs | Managed Hosting by OnyxLight Communications


text:
FAQs / People & Roles
What security system do you have?
- Getting Started
- People & Roles
- What security system do you have?
- What roles do you support?
- Can I change the allowed security for roles in my league?
- How do I allow team administrators to enter results?
- How do I change the team of a player?
- Can a player be in more than one team?
- What is "automatic" Entry of Role Active To and From Dates?
- What is player registration?
- Should I create team administrators in my league?
- Should I register players in my league?
- What are age conflicts?
- Scheduling
- Results
- Statistics
- Communication
- Competitions
- Referees
People & Roles
We have a role based security system. You can assign different levels of security for each role. In addition, people are only allowed to change data within their areas of responsibility. e.g. team administrators can only change team data for their teams and division administrators can only change data for their divisions.


text:
Nine Score As Men's Lacrosse Tops Lafayette, 21-4
BALTIMORE – Loyola University Maryland's starting attack of Justin Ward, Nikko Pontrello and Brian Schultz all scored four goals, and six other Greyhounds tallied at least one, as No. 2-ranked Loyola beat visiting Lafayette College, 21-4, in Patriot League action Saturday afternoon at Ridley Athletic Complex.
Ward finished with a team-high eight points, added four assists to bring his nation-leading total to 30 this season. Schultz's four were a career-high.
Brian Sherlock added a career-high with three goals and two assists, and Romar Dennis matched his previous best with two tallies. Kevin Ryan and Matt Cunningham each scored goals, while Joe Fletcher and Mike Kutzer each had their first of their careers in transition.
Led by Ward's four assists, 15 of the Greyhounds' 21 goals were assisted on Saturday. Sherlock had two for the third time this season, and Tyler Albrecht distributed a career-best two. Ryan, Schultz, Dennis, Cunningham, Jordan Germershausen, Matt Sawyer and Graham Savio all had one.
Loyola (8-1 overall, 4-0 Patriot League) controlled possession in the game, winning 18-of-29 faceoffs and picking up 30 more ground balls than the Leopards, 52-22.
Savio won 13-of-19 restarts he took, and Blake Burkhard was successful on 5-of-8. Savio picked up a career-high 11 ground balls, while David Manning and Ryan Fournier each had career-bests with six and five, respectively.
Schultz and Sherlock combined to get the scoring started early for the Greyhounds less than three minutes into the game as Schultz rolled the crease and took a Sherlock pass to score. Ward tallied his first after Dennis dodged to the middle and passed to Ward for a 10-yard shot at 10:14.
Just over a minute later, Schultz scored his second, ripping a 15-yard shot off a Matt Sawyer goal. Lafayette got on the board at 8:03when Sonny Round dished out one of his two assists, finding Robert Orazietti crashing to the crease for a goal.
Schultz scored his third of the game, less than halfway through the first quarter, at 7:42 when he struck from nine-yards out off a Tyler Albrecht assist.
Fletcher, a two-time All-American defender, scored his first career goal 35 seconds later when Ward hit him with a pass in front of the crease, and Fletcher dumped it in for what would be the eventual game-winner.
Loyola led 6-2 by the end of the first quarter as Brendan Dunlap scored one of his two for the Leopards (1-6, 1-4) and Pontrello responded for the Greyhounds.
Pontrello quickly made it 7-2 in Loyola's favor. Savio won the second quarter's opening faceoff, picked up the ground ball and ran it into the box where he hit Pontrello on the crease for his second of the day.
Dennis and Sherlock scored their first of the afternoon at 14:16 and 13:12, and Loyola was up 9-2 with 13:12 left before halftime. Sherlock would score twice more in the quarter, and Pontrello and Ward each added goals, giving Loyola a 13-2 halftime advantage.
The lead went to 17-2 Loyola after Schultz and Pontrello scored, and Ward had back-to-back strikes. Brian Bock scored for Lafayette with 4:55 left in the third quarter, but Dennis, Cunningham and Kutzer responded with Greyhounds goals.
Dunlap scored his team-high second with 1.9 ticks left before the end of the frame, making it 20-4 Loyola at the end of the frame. Ryan had the only score of the fourth quarter at 9:15, providing the final 21-4 margin.
Loyola outshot the Leopards, 56-16. Jack Runkel played less than three full quarters and made five saves, allowing two goals for Loyola. Pat McEnerney stopped two shots, and Sam Beazell played the final seven minutes of scoreless lacrosse.
The Greyhounds continue Patriot League action on Saturday, March 29, with their first of two road games. Loyola will travel to Hamilton, N.Y., to face Colgate University at 12 noon.


text:
"The Clemencic Consort is an early-music ensemble comprised of international artists under the direction of René Clemencic. It performs in varying combinations of voices and instruments, depending on the programme.
Singers and instrumentalists from around the world have made it their task to interpret music from the Middle Ages to the Baroque period on historical instruments. They set great store on lively authenticity, but at the same time they consciously avoid "the wagging finger". The programmes are structured in such a way that they convey a colourful overall impression of the respective period. " Visit website for more information. (ed.)
Category: Ensembles/Performers/Associations/Societies / Ensembles/Consorts
Added on: Mar 12, 2008 | Hits: 3133


text:
Could DNA evidence from a shawl worn by a victim tie a suspect to a murder 126 years later? What is being inferred by an individual that the media and the tabloids tag as an "amateur investigator," is shocking the Ripper enthusiasts and socialites of Ripper lore[i].
Businessman, Russell Edwards, purchased a shawl that was allegedly found next to one of the Ripper victim's bodies, Catherine Eddowes. After watching the movie, "From Hell,"[ii] according to sources, Edwards became "intrigued" by the movie and it sparked a flame in him to find the real killer behind the Whitechapel crimes.
Edwards purchased the shawl at an auction. Many Ripperologist's have dismissed the shawls authenticity, as it has not been stated that it even belonged to a victim and simply states that it was "found near Eddowes body."
As for the DNA, it is suggested that scientist, Dr. Jari Louhelainen, of Liverpool's John Moores University, a "Senior Lecturer in Molecular Biology, Associate Professor of Biochemistry (University of Helsinki, Finland)[iii], has linked Aaron Kosminski through a sample left behind on the shawl by way of Kosminski's sister's distant relative who provided a sample of DNA for testing. Here is where the issue lies, the strand signature T1a1 is a "common type," "thus, the determination doesn't mean much unless the signature can be narrowed down to a rarer subtype"[iv].
The shawl, the item in question, purchased at auction, unfortunately passed through many hands before it reached Dr. Louhelainen for testing, thus it's potential for contamination is unlimited. Addition things to consider; if this item was in evidence with other miscellaneous items from the Ripper investigation (or any other investigation), could it have been contaminated by other items, items possibly connected to Kosminski? Also, the shawl is not connected with Eddowes other than it was allegedly found at the murder site. Could the shawl have been placed at the murder site days, or weeks, prior to the Eddowes murder? Who can say for sure?
Now let's examine the case of Aaron Kosminski. Kosminski was a Polish immigrant who resided in Whitechapel with his brother[v]. Sir Melville Macnaughten, had written a report in 1894 (14 years after the Ripper killings) naming three possible suspects in the Ripper cases, naming Kosminski as one possible suspect. However, it is noted that, "No public mention was made of these police-nominated suspects until Major Arthur Griffith's book, Mysteries of Police and Crime was published in 1898[vi]". When asked if he would testify as to the guilt of Kosminski in a court of law, Macnaughten stated he, "would not testify against a fellow Jew.[vii]"
In March of 1889, Kosminski was committed to Colney Patch Lunatic Asylum, and "… he was known to have suffered from paranoid schizophrenia, []… had a hatred of women, [and] to have heard voices that gave him instructions.[viii]"
Now let's consider the evidence, the stuff a case is built of. The shawl's owner, Russell Edward's says, "… put the case to bed. We've done this [solved the Ripper murders].[ix]" Even if the "common type" DNA match was reclassified as a less-common or distinct strain, to say that all the Ripper murders are solved based on DNA found on material located near a single crime (Catherine Eddowes) scene is balderdash – just plain idiocracy!
Kosminski spoke Yiddish not English[x] and although he did reside in Whitechapel it was not several until years after the Ripper crimes[xi]. Kosminski had a penchant toward prostitutes and he was said to hate women. Kosminski was a barber by trade with no refined education in human anatomy. His tool of trade was a barbers shaving razor, not a surgical tool. The medical examiners conducting the autopsies on the Ripper victims stated more than a general knowledge of anatomy would have been necessary to commit the Ripper crimes[xii].
In summation:
There is a communal thread of DNA "T1a1" that is so common that any DNA evidence resulting in this shared strand is considered "inconclusive." The shawl in question remains in question as there is no provenance to connect it to the crime scene and the contamination factor in a 126 year-old article of alleged evidence is much too ambiguous to be considered serious without further substantiation by expert collaboration by scientist in the field of DNA testing specifically in crime scene evidence.
The eyewitness accounts of men seen with the Ripper victims (highly believed that the Ripper was seen by one or more of his victims), stated the men seen were dressed in "fine" men's attire and were "distinguished." Kosminski, was not a refined man, and as such he was dressed as a typical immigrant barber, which could not be confused with a man of refinement. Kosminski does not fit the eyewitness reports or the profile based on crime files to the Ripper, hence why he was not considered a suspect until many years after the Ripper crimes and even then, the first mention of Kosminski was in a book. As a psychiatric patient with a long list of mental deformities, Kosminski did not possess the frame of mind, and the control, needed to commit the Ripper murders.
Last of all, we are told of the shawl, we are told of DNA testing, we are boldly told the case is solved, we are told… but where is the factual evidence? A case is built on evidence not on the uninformative recitation of some ambiguous evidence such as an article of clothing possibly tied to a killer via DNA through a distant relative on a sister's side of the family some generations past who carries a "common strand" of DNA, which most people carry. Shame on Dr. Jari Louhelainen for buying into this propaganda. Kudo's to Russell Edwards for designing a marketing tool that incites interest in his book, which has yet to be released, based on such a foolish premise. Oh, you didn't realize that's what this is all about, a marketing ploy? Don't feel too bad, neither did I until I began to research this so-called theory.
If you would like to know more about the Ripper murders and what my theory is, please feel free to visit Amazon and type in my name. I can assure you that it is more plausible than an old piece of cloth and doubtable DNA, I provide case file evidence, Metropolitan Police reports, autopsy reports, photos of the victims and the crime scenes, and most of all, I present a theory and simply ask you to decide based on the testimonies and proofs provided.
Dane Ladwig
[i] http://www.iflscience.com/technology/has-dna-solved-ripper-mystery
[ii] [sic]
[iii] http://www.ljmu.ac.uk/PBS/116512.html
[iv] http://www.nbcnews.com/science/science-news/was-it-aaron-kosminski-jack-ripper-dna-claims-get-ripped-n198506
[v] The Ultimate Jack The Ripper Sourcebook – An Illustrated Encyclopedia. Evans, Stewart P. Skinner, Keith Constable & Robinson LTD London. 2001
[vi] [sic]
[vii] The Memorabilia Collection Jack the Ripper. Igloo Books LTD. 2112.
[viii] [sic]
[ix] http://www.nbcnews.com/science/science-news/was-it-aaron-kosminski-jack-ripper-dna-claims-get-ripped-n198506
[x] Jack the Ripper The 21st Century Investigation. Marriott, Trevor. John Blake Publishing Inc. 2007. Page 237
[xi] [sic]
[xii] Dr. H.H. Holmes and the Whitechapel Ripper. Ladwig, Dane. 2014


text:
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Cleopatra Cowley, arriving with her son Nathaniel for the wake of her 15-year-old daughter Hadiya Pendleton.
It was an invitation she wishes she had no reason to accept.
The mother of Chicago gun-violence victim Hadiya Pendleton will be in the audience for Tuesday night's State of the Union address in Washington, D.C. — and she is expecting a flood of mixed emotions.
"It's bittersweet," Cleopatra Cowley said. "Because it's as a result of losing my daughter, but it's also exciting to have an opportunity like this."
Her presence in the House of Representatives chamber as President Obama delivers his annual address to the country will be a poignant reminder of the toll of gun violence in America.
Cowley — who was invited as a guest of the first lady, according to White House aides — said she will be listening to the speech with an open mind.
"I really just want to hear what he has to say," she said. "Then I can formulate my opinion."
But there's no question she's looking for action.
"My baby deserves a revolution and I pray that what happened her to her will have an impact," she said.
Cowley's 15-year-old daughter was shot dead two weeks ago while hanging out with friends in a park near school, just days after she returned from Washington, where her marching band competed for a chance to be in Obama's inauguration parade.
On Monday night, just after Cowley landed in Washington, Chicago police announced they had charged Michael Ward, 18, and Kenneth Williams, 20 -- putting a smile on the mom's face.
"I'm ecstatic," she said, adding that she hopes Ward and Williams are locked up for many years.
"Look at what they've done to me and my family. We put so much work into raising my daughter. We had hopes. My son no longer has a big sister. They deserve to feel something that is remotely comparable," Cowley said. "But my daughter is dead and even if they are rotting in jail, they will still be alive."
On Tuesday, Ward and Williams were ordered held without bond on first-degree murder charges. Prosecutors said Ward, the alleged trigger-man, confessed that the shooting was a case of mistaken identity and that Pendleton was "just there."
In the days since the shooting, her daughter has become a face of the national debate over guns and a symbol of Chicago's stubborn murder rate. The first lady was among hundreds at her funeral Saturday.
"That was amazing," Cowley said.
"My daughter really wanted to perform directly in front of the president and first lady and didn't have the opportunity. Having the first lady at her homegoing was like Hadiya having an opportunity to perform because of all the friends and family who gave feedback about her."
She said she also appreciated Michelle Obama's low profile at the funeral.
"She didn't have a desire to have it be about her. She wanted to attend as a mom," Cowley said.
Before the big speech, Cowley and her husband, Nate Pendleton, attended a hearing on gun safety called by Illinois Sen. Richard Durbin.
'Flashpoint: Guns in America': An NBC News special report
How to watch the State of the Union with NBC News
This story was originally published on Tue Feb 12, 2013 12:32 PM EST


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Posts tagged 'motto '
2015 New Years Resolutions Goals Plan Path Journey
- 2015 New Years R
esolutions Goals Plan PathJourneyWe all know that resolutions are rarely successful. Goals are great but must be outlined then draw and quarterly with little give. Plans are just dreams that have not become goals. Path is the road to walk, but the journey is how we walk the path. I want 2015 to be an amazing journey where I can finally get out of the desert. Ever feel like the Israelities in your life wandering around the desert for forty years? I am not forty, though my hair says, I could be fifty or sixty and have only been suck for the last three years. I realized through many closed doors and much prayer that I have to learn to be content with what I am blessed with. I have a job that I am good at, but I stopped taking the initiative and lost the drive to go the extra mile, but just in the last few weeks God has opened my eyes to see that I have amazing coworker who are becoming friends, and personally, I just want to be a better Mom, and get my ab muscle back :). Last year, I learned that I cannot be both mom and dad filling in for their dad absents and no one can ever replace him or fill that void but God. I can focus on our relationships and on our family relationship to help give them a solid foundation. I want to spend 2015 learning what I can do to have a better attitude and mindset. To not be that mom, about to rip her hair out in the middle of the Target line because her kids are running a muck or the disgruntled employee who does what is ask while bellyaching in the inside. I read a book called QBQ several months ago, and then I begging God for an answer for a guide for 2015 this was my answer. I rediscovered on New Years Day the author and his wife has also written a book called Parenting the QBQ way. So, I rushed down to the Baptist Book Store and purchased their only copy. My new motto "What is the QBQ?". Which stands for the Question Behind the Questions, both books talk about IQ andQBQ. An IQ is the incorrect question and theQBQ question behind the question being the better question to ask. IQ start with why, what, who and general use you, where aQBQ contains anI and an action. It is a retraining of yourself to get go of what is ready done (good, bad, or ugly) and focusing on what you yourself can do moving forward.Motto: QBQ
Bible Versus:
- Psalms 46:10a – Be still, and know that I am God
- Jeremiah 29:11 – For I know the thoughts that I think towards you, says the Lord, thoughts of peace and not of evil, to give you a future and a hope
- Matthew 7:7-8 – Ask, and It will be given to you: seek, and your will find; knock, and it will be opened to you. For everyone who asks receives, and he who seeks finds, and to him who knocks it will be opened.
- Proverbs 31: This is the kind of woman, I want to be
Workouts: Five Minutes Abs – daily
Tiny House: I will have the trailer and shell built by the end of 2015, but I am going to work super hard on having in complete
Massage: Complete my freshman term
What does your 2015 journey look like?
Add a comment January 3, 2015


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Dear Em.
Well what do you think of this for class. It is some paper that that girl friend of mine sent down, although Ive lectured to her about sending stuff away down here as much as I have to you. We are just about all played out. I sent a postal saying how much hiking, under the conditions, but that didnt end it. No sooner had I mail three postals than all us non comps were taken about three miles from camp, and hiked over the ground we are now gaurding and patrolling. We started back to camp at five oclock, ate some grub and rolled up our roll and hit for this out gaurd. I was with the captain all night patrolling around, and I didn't get a chance to sit down once until 2 oclock this morning, and the first thing I knew we were both asleep. One of the sentrys woke us up, and off we were again. He said "Come on Sam lets get walking so we wont fall asleep. We'll walk around just once more and see that everything is all right before we turn in." Well I hit the ground at about four oclock and was up again a five, so you can see the loss of sleep that we have gone through in the last 24 hours. I can just write this letter and I hope I finish it before I fall asleep, for if I don't write and get this off to you today, the Lord only knows what time you will get it.
I didn't know just where I was laying down this morning if I had noticed this, I wouldn't have woke up this morning (an hour after I layd down) feeling as though some one was sticking a bayonet into my back and every bone in my body acking. I was laying right on a rock with out noticing it. Im feeling fine now, but gee wouldn't I like to have a 36 hour sleep. (Part of the game.)
There wasn't a shot fired from our men last night which speaks very good for us. Company K is covering a distance of about 1 ½ miles which makes it very hard for the men to get any sleep. This would be all right if it only lasted for about three or four days, but where we have been doing this duty for the last month it gets pretty tiersome. Of coarse I didnt expect a picnic down here any way so what is the use of my telling all this. Ive got to dig up some thing to fill this letter up now that Ive started it.
There is one good thing about writing this letter and that is, perfect quite. Every one that is not on now are fast asleep and if I don't make the rounds again pretty soon, I guess they will be asleep on gaurd. This is a good job when you get used to it, but we will never get used to it. The flies are after me again and it is all a man can do to keep one hand writing and brush flies off and the other to hold this paper on my knee. I hope this finds you all well for it sertainly is leaving me that way. When I get a good bath and sleep I will feel like running over into Mexico and licking the whole Mexican Army.
Tell the rest of the folks that Ill write when I get a chance, and no one wants that chance any more than I do. I guess I'll wake up the corporal now and pound my ear for a couple of hours if the flies will let me. But I am so near asleep now that I guess Ill beat them to it.
With love,
Dear Lena,
I have had a little nap and some eats and I feel a little better. We have just had a very hard rain, which lasted about ten minute. It sure did come down for a while and now it is hotter than ever. It is funny what a little sleep and feed will do for a fellow. I received both yours and Em's post card, and I hope that the range will lessen your work considerable. I don't doubt but what 17 people have caved in and it is too bad. Em writes that every thing is O.K. which sounds good to me. We have about five fellows at the hospital now, and two more to go very soon I think. Em asks how the washing is. Well I dont blame her for I guess that is about all some of my letters consist of. I fell asleep three time writing the letter you have just about received and I hope you can make out what it says. The card you sent was very fitting and proper, the one about the blue bird. Tell me in your next if you can read these postals. If not I will write larger.
© Copyright 2008 by Richard Landers, All Rights Reserved. No reproduction without permission.