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Teemo General Guide by superdorian
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Teemo Troll
Teemo Build
Early-Late Game
More Agressive
Ability Sequence
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Please rate this guide and give feedback. I would love to see what people think of this guide and if you have criticism.
This is my first guide so I figured I would do it on my favorite champion: Teemo. Everyone knows that Teemo is just that one troll that anyone can mess around with and be okay with. Hopefully this guide will take you from being the classic Teemo Troll to the true Teemo carry.
This guide will go in-depth about what, how, and why I chose the build I did with Teemo which is important. Knowing why you max what abilities and how to maximize each item and using Teemo as a utility and carry is the first step to becoming the true Teemo carry.
Something I want to clear up before continuing on is why I chose AP/Attack Speed over ADC Teemo.
Teemo's E, Toxic Shot, Q, Blinding Dart, and R, Noxious Trap ALL scale with AP. Building AP Teemo is automatically 80% as effective as ADC Teemo because 80% of your AP is factored into your basic attack due to Toxic Shot. This means that ADC Teemo is 20% more effective. But building ADC Teemo will give you no other benefits other than that 20% extra damage on hit. But let's look at the list of why AP Teemo is more effective than ADC Teemo.
AP Teemo turns his Blinding Dart and Noxious Trap from a utility to a utility and source of damage.
- Toxic Shot will deal 10% of your AP over 4 seconds after the shot. If you stack this with ignite, this alone can deal around a 1/4 of your enemies damage depending on who you are targeting.
- Blinding Dart will deal a good amount of base damage but then stack on the 80% AP and it deals a ton of damage and blinds the opponent. Good tool for harassing without getting harassed back.
- Noxious Trap will turn from a mini ward to a deadly killer with AP Teemo. The base damage on this trap is already high but stacked with the additional 80% AP is an unpleasant surprise for the enemies.
If you know how to utilize Teemo's abilities, then AP Teemo is definitely more viable than ADC Teemo.
Key Build Ideas and Role for a Successful AP Carry Teemo
The goal with this build is to attack fast so that the items make the enemies weaker and you stronger.
Cool Down Reduction : Is one of the most important part of Teemo. In the build you can see that Nashor's Tooth gives a 20% cool down. I always think that BLUE BUFF IS A MUST for a successful AP Teemo. This grants an extra 20% cool down reduction. This means that Noxious Trap will be on around a 15 second cool down timer. Blinding Dart will be around a 5 second cool down. You will also have more than enough mana for all of your needs.
Magic Penetration : This is built into some of the items on the guide. Basically this will just dig into the enemies magic resist and deal more and more damage. With Malady you gain magic penetration and Wit's End gives magic resist. This will make sure your shrooms and auto attacks just deal more and more damage as time goes by.
Ability Power : This is basic. Just build AP and your auto attack and abilities will deal more damage. This is how you build up Teemo's damage.
Attack Speed : This is also basic. Teemo AP is still on-hit Teemo. You want him to hurt as many people as possible and do it fast so attack speed is a good thing to build.
Global Awareness/Taunt : This is a meta. Something not incorporated in the game, but something innate in the player. Knowing the enemies position is crucial for any player but being able to control the map with an ability is extremely useful. Noxious Trap slows and damages a lot so kiting people into the Noxious Trap is great. You change the map for the enemy. It is something invisible that they have no control over (unless they purchase an Oracle or Vision Ward). Bringing team fights to the shroom fields will hurt the enemy a lot as an AP Teemo and slow them. It will also give your team the element of surprise which can cause the enemy to perform at a lower level than normal in a team fight.
Role in Team Fights : Teemo has an interesting role in team fights. Whenever I play him, I try to get targeted because I know the enemy won't be able to get me. I am fast, I have map control with Noxious Trap and if someone gets too close, I just blind them with Blinding Dart.
- Kiting enemies away from the anyone squishy on your team.
- Blind the enemy ADC
- Pick off enemies that try to escape by closing the gap with Move Quick and shoot a nice Blinding Dart and ignite if possible. That combo deals so much damage.
- Noxious Trap escape points
- Lead enemy to shroom fields
- When Teemo has his full build, Noxious Trap will do an insane amount of damage (usually around 750-1000) and he will dish out tons of poison damage to 3 targets at a time.
- Don't die
This is the next chapter in this guide because knowing how to use Teemo's abilities is crucial.
Camouflage is probably one of the most unused but OP passives in the game. Here is a list of things that you can do with this ability that most people don't do.
- Stand at enemy blue (invisible) at around 7:00 (around the time they normally go back to get blue again). Make sure to take an obscure path to get there to avoid being caught by enemy wards.
- If you know you are going to lose a team fight and running away will be almost impossible, just find a random spot and go invisible. When everything calms down again, recall and defend.
- Using it as a common harassing technique is viable. Turn invisible then you can auto attack the enemy, Blind Dart them right after, then get at least one more auto attack in without getting any damage in return and returning to safety.
- Remember this passive gives you a 40% attack speed increase for 2 seconds.
Blinding Dart is often not used to it's fullest capability. This ability allows you to get in range of most AD Carry's (minus Caitlyn, Kog'Maw, and Tristana) and deal damage, then get out with no damage in return. It is also a great zoning technique while farming. Most players back off when a Teemo goes head in because early-mid game, it usually means no good. ALWAYS use this against the ADC because it deals a lot of damage and prevents them from dealing damage for a good amount of time.
Move Quick is just an ability to move around faster. This ability is easily trumped by the summoner spells Flash and Ghost which is why I don't find this ability too useful. I use it to close gaps, finish off kills, escape death, and to just troll around. I guess this ability gives you easier access to the whole map.
Toxic Shot is a passive ability. Basically, just building AP will increase the usefulness of this ability. One shot of this and ignite will deal a ton of damage as the enemy starts running away.
Noxious Trap is definitely my favorite ability on Teemo. Know how to use this ability is the most crucial part of Teemo. Planting these traps can secure kills, spot enemies, act as wards, and help you escape. Early-Mid game, I like planting the shrooms or eggs or whatever you want to call them into key spots on the river. Getting ganked on bot lane is the least of my worries when these are planted in places like the try bush, the bush closest to the lane, and the bushes in lane. I know I am secure in lane because these will slow enemy, show enemies, hurt enemies, all while I am running back to turret. Around 10 minutes, you should have trapped those key places as well as the whole area around Dragon, and the enemy jungle around blue. Around 15-20 minutes in the game, the bot part of the map should just be covered in shrooms. You and your team mates will be aware of ganks and will be able to kite enemies into your shroom field. By 25 min in the game, start warding key areas around Baron so you know if any enemies are checking it out. By 35 minutes, Baron should be covered in shrooms.
Normal Combos early game are
Auto Attack=> Blinding Dart=>Auto Attack=> Move Quick away. This is just a harass with an almost 100% guarantee to not take any auto attack damage.
Camouflage=>Auto Attack=> Blind Dart=>> Move Quick chase (I guarantee the enemy runs every time you do this combo.)
Kiting enemies into a Noxious Trap field will slow the enemies, deal damage, and help your allies chase, have global awareness, and escape.
Berserker's Greave Is common for most champions that deal a lot of damage on hit. This will let Teemo dish out more attacks. Get the Furor Enchantment for that chasing and escaping.
Malady gives you more AP and attack speed. The passive also gives you more magic damage. Another passive is that it lowers the enemies Magic Resistance. This stacks up to 7 times.
Liandry's Torment is a good item for Teemo to have because he starts out with very little health and is very squishy so this item will counter that. It also has good AP and magic penetration. One of the passives is that it will burn the enemies when a spell is used (which is all the time because of Toxic Shot) which stacks on top of the poison from Toxic Shot and ignite.
Nashor's Tooth This item is great for just attack speed and cool down reduction. This also grants a pretty hefty AP bonus.
Wit's End gives you the ability to 1v1 any other AP champion with a little bit of ease. The more you attack, the more magic resist you get. It stacks up to 5 times so it grants 45 magic resist along with magic damage on hit and attack speed.
Runaan's Hurricane is what absolutely annihilates the enemy team. You start to fire 3 shots every attack. The on hit effects are still the same so Toxic Shot is applied to everyone which was your main source of damage to begin with. This item will make you farm creeps and sweep the jungle with ease which will get you a lot more money which can help you edit your build to your liking.
Lich Bane is best if you know how to use it. You need to use Blinding Dart, Noxious Trap, and Move Quick to activate the passive which just gives you increased damage for the next attack. This item will make you unstoppable 1v1. It also gives you a lot of AP and movement speed which will close the gap or help you escape when need be.
Rabadon's Deathcap this is just a great item for anybody who wants to deal damage with attacks and abilities that scale off of AP. This alone should bring your AP up around 175.
Rylai's Crystal Scepter is great if you find yourself getting picked off in team battles easily. It will give you more health and AP so it just makes you stronger health and damage wise.
This will be a very basic section.
Teemo get's armor Seals because he needs it for early game protection against ADC. AP Quint and Glyphs for that extra AP for early game. Attack Speed just for more attacking in less time.
The mastery page is pretty basic. Cool down reduction, AP, magic pen. Everything I talked about being necessary for a successful for an AP Teemo.


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Joan Pingley was there for a Westport friend who saw the monthly cost of her heart medicine rise from $18 a month to $65. Armand Malenfant went on behalf of his disabled daughter who could lose the same benefits seniors are afraid will be taken away by the state.
Joan Pingley was there for a Westport friend who saw the monthly cost of her heart medicine rise from $18 a month to $65. Armand Malenfant went on behalf of his disabled daughter who could lose the same benefits seniors are afraid will be taken away by the state.
They and 100 other seniors across the state marched to the Statehouse in Boston Wednesday to protest proposed budget cuts that include fewer benefits like prescription drug payments and subsidized housing. Led by the Massachusetts Senior Action Council, the group met with a governor's aide and spoke with legislators urging them to consider the impact of cuts on seniors.
"They're up to the fight. They're not just going to adapt to changes that will affect their livelihood," said Camilo Viveiros, an organizer in the action council's Bristol County chapter. "The seniors are doing their part. One (who went) was just in the hospital this weekend. They're doing their part to protect their neighbors and families from these cuts."
Pingley and Malenfant said they aren't looking for more benefits from the state — just to keep services level. "They're really hurting. They just can't handle it," said Pingley, a 68-year-old Fall River resident who urged lawmakers to lower the price for prescription drug programs. Malenfant, whose adult daughter is confined to a wheelchair, said her case manager has become overloaded with too many patients.
Prescription Advantage, a state program that helps seniors with drug payments, will receive less than half the funding next fiscal year that it was given in 2007, the Massachusetts Senior Action Council said. The council is recommending the state restore funding levels before the cuts proposed in January, and improve access to home- and community-based services to keep seniors out of nursing homes, a scenario the group says is costlier and inconvenient.
If the proposed cuts are approved, funding will return to 1996 levels, according to the council. "Massachusetts' low- and moderate-income seniors are facing dire situations," the council said.
Viveiros said he's receiving twice as many calls from seniors worried about rising costs and that many seniors are now taking care of grandchildren or providing for family members who have lost their jobs or homes. Seniors who have worked their whole lives should be entitled to greater benefits, he said.
"It's not excessive, believe me," Malenfant, of Westport, said of what benefits seniors are looking for. He said he hoped the Statehouse rally was successful.
New Bedford's Guy Oliveira, the council's regional president, said in a news release by the council that aid for seniors is often a life-or-death issue. "With these cuts, more seniors are going to stop taking proper dosages of their medications, and some will die because of it," he said.
"Whatever happened to respecting your elders?" he said. "Our government can do better than bailing out banks while they cut programs for seniors and the poor. We need to demand that our political priorities get straightened out. We should value grandparents more than corporate CEOs."
E-mail Grant Welker at firstname.lastname@example.com.

subset: commoncrawl


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Daytona 500 Starting Lineup
February 18, 2011 by staff
Daytona 500 Starting Lineup, NASCAR fans are no doubt preparing for a big weekend as the Daytona 500 2011 race is this Sunday, February 20. The Daytona 500 was announced Holders, Drivers hoping for starting spots in Sunday's Daytona 500 were run in the Gatorade Duels on Thursday. Title in 2011 Speed Weeks, Kurt Busch has never won a kind of race on a restrictor plate track. He continued to make up for lost time in the first match race of the afternoon on Thursday, claiming his second victory in a week, following his victory in the Budweiser Shootout last Saturday. "This is just an incredible speed Weeks," said Busch. Also with the victory came Busch pole Thursday for the unofficial Daytona 500. Dale Earnhardt Jr. will be recognized officially pole sitter, but it fell back due to a wreck in practice on Wednesday. Consequently, the line inside moves up, move Busch into the position before departure.
Kevin Harvick and Matt Kenseth made the match that led much of the way in the first game, but lost the lead with a handful of laps to go and ended up finishing third and fourth (Harvick – third and Kenseth – fourth). During their race, Kenseth appeared to understand something that many other competitors had not yet realized – that the car in position by supporting a proposed two cars may, from time to time put down to about half a lane to take the air through the grate to keep temperatures down and negates the need for two cars in that project to change positions from time to time – a move that costs precious time.
Busch attended the victory of Regan Smith, who finished second. Kasey Kahne completed the top five in the first duel. Also in the first duel, JJ Yeley ran his way into the Daytona 500 with a 17th place finish.
Although he did not race until the second duel of the dual action of senior secured Michael Waltrip Daytona 500 a starting spot by virtue of Bill Elliott. Elliott ran his way into the 500 in the first game, so it does not need to enter based on his qualifying speed Sunday qualifying session of the pole. Elliott race his way into Waltrip moved up into a position where his qualifying speed Sunday was enough to make the Daytona 500, no matter how he finished the race second duel.
Despite the guaranteed place, Waltrip posted a strong finish for third place in the race duel second behind Richard Childress Racing teammates, two dual winner Jeff Burton and second place finisher Clint Bowyer.
Both Richard Childress Racing teammates (Burton and Bowyer) worked together throughout the second duel to finish the event in the first and second places.
"Clint and I decided that we would find each other early, and it worked well for us," said Burton.
Despite the advantage of watching the first game to see what works and what did not, competition wise, the second duel proved to be more chaotic than five warnings hit the second duel, against only two in the first. Some of these warnings in the second duel spelled early trips home for a couple of drivers.
After blowing an engine to bring out the first caution of the second duel in the third round, his second blown engine speed of weeks, Casey Mears said goodbye to a Daytona 500 starting positions. In addition, an accident ended the hopes of Daytona 500 2011 Todd Bodine. Other drivers competing in racing duel on Thursday, which will not be in the Daytona 500 on Sunday include Derrike Cope, Michael McDowell and Kevin Conway.
The history of welfare out of Gatorade Duels on Thursday was the team of brothers Brian and Brad Keselowski in the second duel. His younger brother Brad, who was already guaranteed a spot 500 from 2010 under owner points, spun at the end of the race, put it far enough in the area of the restart. He was at the back where he found his older brother Brian, driving a family business, the entry under-funded. Together the two wrote the forward, and scored a fifth place for Brian – just before the fourth place finisher Kyle Busch – and a seventh place for Brad. With the top five, Brian started in the Daytona 500.
Here's how the first five rows compare the start of the Daytona 500:
Row: Dale Jr. Eanrhardt Jeff Gordon
Second row: Kurt Busch, Jeff Burton
Third row: Regan Smith, Clint Bowyer
Fourth row: Kevin Harvick, Michael Waltrip
Fifth row: Matt Kenseth, Kyle Busch
Please feel free to send if you have any questions regarding this post , you can contact on
Disclaimer: The views expressed on this site are that of the authors and not necessarily that of U.S.S.POST.


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Yes, this is a cake that I have never tried or dared to attempt before. The best of all, I don't even know what stopped me from baking this cake in the first place. I guess it could be the layers that stump me. Yes, I love to bake but I'm also not shy to admit that much as I love to bake, I tend to fall into my comfort zone where I want baking to be as easy as it can and as simple as it can be. Well, sometimes we have to give ourselves that teeny bit of challenge isn't it?
|Source: http://wekosh.com
Me: "BFF, what cake do you like to eat?"
BFF: "Hmm I like mango...mango mousse cake"
There you go! It wasn't that difficult finding out what cake she likes ;P
And so I 'set' off to find the perfect recipe for mango mousse cake. I tried to find the recipe from various books but can't seem to find it. So, I consulted my trusted friend, google :) It seems that many people have attempted one or two trusted recipes which seem pretty good. So, I'm going to try one of it. This recipe is from Rei.
Sponge Cake Base:
2 egg whites
fine caster sugar
1/4 tsp cream of tartar
2 egg yolks
fine caster sugar
1/2 tsp vanilla essence/extract
50g milk
24g corn oil
68g cake flour
1/2 tsp
bicarbonate baking soda
- Prepare and line a 7x7 baking tin and preheat oven to 150 degrees celsius.
- In a bowl, whisk the egg yolks and sugar together till pale and fluffy.
- Add vanilla essence/extract, milk and corn oil to the egg yolk mixture and mix well.
- Sift cake flour with baking soda and add to the egg yolk mixture. Fold in swift strokes till incorporated and set aside.
- In a clean bowl, whisk egg whites
and sugaruntil frothy.
- Add cream of tartar to the egg white mixture.
- Add sugar to the egg white mixture, 1 tbsp at a time.
- Mix the egg whites till they are stiff and glossy.
- Add a dollop of the egg white mixture into the egg yolk mixture and fold in until incorporated. Add the remaining egg white mixture and fold until incorporated.
- Bake for about 30 to 35 minutes.
- Let the cake cool and slice horizontally into 2 slices.
17g gelatine powder
60g hot water
350 whipping cream
3 tbsp icing sugar
300g mango puree
1 tbsp rum
200g to 220g cubed mango
- In a mixing bowl, whip whipping cream with icing sugar to soft peak state. Refrigerate to chill.
- In a small bowl, dissolve gelatine in hot water.
- When the gelatine is fully dissolved, add to mango puree. Mix well.
- Add the mango mixture to whipped cream. Mix well until incorporated.
- Use a cake ring or a cake tin with a removable bottom lid, place a layer of cake and pour in the mango mousse or use a large piping tip to pipe the mango mousse over the cake. Do remember to fill the cake corners.
- Add mango cubes and fill them with a bit of mousse.
- Let it set in the fridge for about 10 minutes or so.
- Lay another cake layer and pour the remaining mango mousse over.
- Let it set for about 30 to 45 minutes in the fridge.
- Meanwhile, prepare the mango puree topping as below.
- Wait till the mousse is set and the mango topping is cooled before pouring the mango topping over the mango mousse cake.
- Let the cake chill for at least 3 hours or more before removing the cake ring.
150g mango puree
1 tbsp gelatine powder
4 to 4 1/2 tbsp boiling water
- Dissolve the gelatine in hot water.
- Mix in the mango puree.
- Let cool.
What do you think of my first attempt? I thought tastewise, it was pretty good but lookswise, I probably need to improve more. The next time, I'll probably bake a square one like Rei did. Thanks Rei for the awesome recipe!!
If you love what you see above, please vote for me on AFC!! This means alot to me :)


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As the only musician who for the for last 15 years has owned & operated, performed and traveled extensively with two of the world's supply of about 12 of these unusual instruments I want to try to explain a bit about them, since they are so different from "normal" guitars in almost every way, and there is now a chance that many more of them will be made. If you have ever wanted one, now might be your best chance. They are currently hand-made and expensive, but they are trying to produce them on a larger scale, which would of courser lower the price, though the hand-made ones would presumably retain their value...
(Actually I have a guitar and the world's only 8-string Chrysalis mandocello, shown here when I got it around 1999.)
These instruments have a number of unique advantages:
1) They easily come apart and go back together, which makes them vastly easier to travel with. One of them fits easily in a briefcase and can be assembled and played in about 30 seconds.
2) Being made of mostly carbon fiber (graphite) they are impervious to weather, temperature and humidity.
3) The action and intonation are easily adjustable, so they play very much in tune. You can change the neck angle in the middle of a song if you want to.
4) Because they have no resonating cavity (body) they are much more easily amplified than wood-body acoustic guitars. They can be played at much higher volumes than conventional acoustic guitars.
5) Because they don't have body resonances like acoustic guitars, they are good platforms for plugging into effects and signal processing devices.
6) They are incredibly cool-looking, and feel good to play in front of audiences.
7) New Ridgewings are modular, which means you can swap parts, and easily change neck, body etc. for fashion or functional reasons.
A Little History
Most people who see a Ridgewing (the new name for what I have always called a Chrysalis) think it is an electric guitar, but when I play them, I conceptualize them as "acoustic" instruments. Let me elaborate a bit, since this is a very important point, especially to someone who is considering buying one. This guitar is the brainchild of Tim White, who seems to have combined his training and interests in guitars, robotics, engineering and entomology into this idea. He doesn't seem to talk much about the entomology connection, perhaps for fear of seeming too weird, but I find it to be possibly the most fascinating part of the guitar.
All guitars were "acoustic" (I'll stop using quote marks now...) until the 1930's when the first magnetic pickups were added to acoustic guitar bodies. So much is already written about the origins of electric guitars that I'll spare you the long story. Not long after the first pickups were built into new instruments, the need for some changes to the guitar bodies became apparent. Very soon after the invention of the electric guitar was the discovery of feedback, and obviously the newly-amplified large-body acoustic guitars had problems with that. The hollow-body electric guitar was quickly followed by the semi-hollow-body, but the real "revolution" came in the early 1950's when Leo Fender and Les Paul pioneered the solid-body electric guitar that we all know so well.
The point of the solid body was to make the guitar sustain better and to have less feedback, but it soon also became apparent that the solid-body electric guitar was a platform for electronic experimentation with amps, pedals and the explosion of signal processing we also now take for granted. Musicians like Jimi Hendrix would have never been able to take the electric guitar to all those exciting new places had he been playing hollow-body instruments. So it really has only been about 50 years that there has been this line of distinction between acoustic and electric instruments.
A number of attempts have been made to bridge this gap, with a proliferation of types of pickups and new body designs added to acoustic guitars to make them amplify differently, as well as features (such as the Fishman Power Bridge) being added to electric guitars. The Parker guitar is a prominent example of a re-born electric guitar that has some properties of an acoustic. Like other guitars in this "hybrid" class, the Parker has 2 sets of pickups: electric pickups on the body and a piezo acoustic-style pickup under the bridge. (A piezo-electric material makes a weak electric current when it is vibrated or physically disturbed.) The idea is that you can switch between these types of pickups (and even combine them) and get a sound that resembles a plugged-in acoustic guitar when you use the piezo pickup, and a normal electric sound when you just use the magnetic pickups. This works reasonably well, except that the acoustic sound is pretty thin, since the guitar is usually strung up with thinner gauge strings typical of electric guitars. Essentially all acoustic players use bronze-wound strings, and presumably don't get the tone they like from the nickel-wound strings needed to drive a magnetic-type guitar pickup. So without heavier-gauge bronze strings a hybrid Parker-type guitar can never really sound like a plugged-in acoustic.
The other less-understood but vital difference between acoustic and electric guitars is that an electric guitar is essentially a plank with strings, and an acoustic guitar is much more sonically "alive." Those of us who play hard-core acoustic guitar music depend on the top of the acoustic guitar flexing and responding to our attack, and the way the strings bounce back is a key part of the experience of playing acoustic guitar styles. (It's worth noting here that arch-top guitars are different animals, and they respond differently to the player's hands than either solid body or flat-tops, though they can be made louder when plugged-in than flat-tops since the arched tops are not as feedback-prone.) Personally I don't enjoy playing electric guitars as much because they feel like planks, and I much prefer the response and feel of an acoustic. Sort of like dribbling a basketball with the right amount of air in it; it bounces back as you use it. This responsiveness that comes from the top of the acoustic guitar (and also from aRidgewing) , and the extra sonic complexity it generates is another reason why Parker electric guitars can never quite sound like a plugged-in acoustic. The electric guitar remains fundamentally a plank, no matter what you do to it electronically.
Which brings us back to the Ridgewing and entomology, the study of insects.
Modern guitar making crystallized in the mid-1800's in Spain when Torres developed the modern braced guitar top, and it has not wavered much in spite of endless tinkering and experimenting of almost every luthier. Torres showed famously that the top of the guitar was the most important part, and his paper maché-body guitar made a startling amount of sound to prove his theory. The strings pass over a saddle, through a bridge that is glued to a flat top made of spruce or cedar, braced variously with fan or parallel braces glued under it. This gives it the strength to withstand the pressure of the strings, with the freedom to flex and vibrate and amplify the vibrations passed to it from the bridge. Now we get to the entomology...
The Ridgewing guitar grew from a fact that Tim White learned in entomology: the strongest architectural design known to science is not the spider web as many believe, but the wing of the dragonfly; in particular one known as the damselfly. The Ridgewing is a rather faithful replica in carbon fiber of the wing of a dragonfly, and though it looks like a space-age electric guitar, it is essentially a prehistoric, 100 million year-old acoustic guitar. To me it is as alive and responsive as any acoustic guitar top, and possibly more so. The lack of a body means that the vibrations from the bridge are passed from the webbed top to a frame, which itself might be exhibiting more of frame resonance typical of harps than the body resonance we associate with guitars. I have never played a "conventional" guitar top that floats in space like a Ridgewing, so I can't compare the two structural ideas. They just made the first Ridgewing this month that has an aluminum rather than a carbon fiber frame, and it has noticeably more resonance and sustain, comparable to solid-body electrics. The only instrument with that frame was strung with very light electric strings, so I was unable to really take it for a test drive.
The Ridgewing guitars do not currently have magnetic, electric guitar pickups as we know them, but they can be conceptualized as electric guitars, and played at very high volumes and played through effects pedals and distortion devices designed for electric guitars. The bodies don't have the feedback problems that acoustics have, and it is possible that Tim White has created the best platform yet for reuniting the guitar family, and making an instrument that can be either an "acoustic" or an "electric." It would be possible in the middle of a gig to pop the strings off a "electric" Ridgewing that was string with light gauge strings, and put a new set on that were much heavier. The headstock and bridge of a Ridgewing are connected to each other by the strings, and they stay together as a unit when you take it apart.It would take a few seconds to readjust the neck angle and string action, but the nut and saddle are part of the assembly you remove, and the usual problems you might have, for example, switching from a .045 gauge bass E string to an .054 would not be there.
Two things are needed to investigate this further. I'll try to do a volume test, and see how loud I can play a Ridgewing into my Mesa Boogie amp as compared to a solid-body electric. I anticipate that it will be able to be vastly louder than any acoustic, but not quite as loud as a standard solid-body electric. (My neighbors and family might put a stop to my testing.) At some point as the volume goes up there will be a threshold, and until you are on stage at a real gig it won't be possible to know for sure just how loud it can get. I suspect also that it can be easily loud enough for many styles of music, such as country or jazz, and just where in the spectrum of nightclub or arena rock it would start feeding back will likely be determined by someone other than me. When an electric guitar feeds back, it is when the body and strings together are being excited by the sound waves from the speaker and sending new energy into the pickup via the strings vibrating in the magnetic field of the pickup. When an acoustic-type piezo pickup under the saddle feeds back it is because the body of the instrument is the antenna for the sound waves from the speaker, transferring this energy in turn to the pickup under the saddle. Good solid research of this kind does not happen in the living room, and if I payed in a punk band I could get to the truth faster.
The other thing that is needed is to try to mimic the output of an electric guitar pickup by EQ'ing the saddle-style piezo pickup in the Ridgewing. Magnetic pickups make a much less complex signal than piezos do; in particular they don't make much sound at all above about 6000hz. The amps that have evolved to amplify electric guitars do not even have tweeters, and they are just mid-range drivers. When we play plugged-in acoustic guitars, we generally play them through a "full-range" speaker or PA system and not an electric guitar amp. The distortions and effects pedals that we associate so much with the art of electric guitar playing do not work as well with the more complex signals that piezo style pickups generate, so in order for the Ridgewing to be able to mimic the electric sounds some tools will need to be developed to modify the pickup signal. (The other option would be to add electric guitar pickups to the Ridgewing, but the dragonfly-grill top does not currently allow for that.)
In order to find out if the Ridgewing is indeed the new standard for a hybrid guitar, and whether or not a traveling musician could use it to play both acoustic and electric guitars in a show, some experimenting will need to be done to find out how to modify the piezo pickup signal so it more resembles the output of a magnetic pickup. It should be easier to remove frequencies and dynamics than to add them, and this is the time in history when such a transformation might be quite doable, even by something like a cell phone. It seems like it should be a lot easier to convert a more complex signal into a simpler one than the reverse. This is the kind of thing being done now with the Fishman Aura and the amp modeling technology from companies like Line 6, and presumably some circuitry and a switch could be added to the Ridgewing preamp to make this kind of transformation and make the pickup signal behave differently.
I'll see if I can learn something about this, and report back, since I have access to Ridgewing guitars and people who have the know-how and motivation to answer these questions. The idea that we could carry both an acoustic and an electric guitar around in one briefcase from the jungle to the desert is tantalizing indeed. (The success of my mandocello indicates that it will also be possible to switch necks on a Ridgewing guitar so that it could be either a guitar or a bass, or even a 6 & 12-string guitar interchangeably.) The biggest unsolved problem with the Ridgewing is how to give it some acoustic sound so you can play it in a hotel or around the house and hear it. The inflatable mylar balloon add-on body that mine first came with in 1999 has been discontinued, though it did work surprisingly well, not unlike the Torres paper-maché guitar body.
©2015 by Harvey Reid
This web site
concerns the music and life of acoustic musician & music educator Harvey Reid.
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Where freestyle play really comes into its own though is in DJ Hero 2's wealth of new multiplayer options. You might remember DJ Hero's somewhat half-hearted multiplayer offerings last time around - or, rather, you might not, with anaemic two-player platter-spinning and ill-advised guitar-twiddling hardly setting the world alight. It's all change for the sequel though and, frankly, multiplayer - whether on- or offline - is an absolute blast.
Alongside drop-in-and-out Party Play, DJ Hero 2 also features fairly traditional head-to-head DJ battles and a number of deceptively brilliant twists on multiplayer based around point-banking and checkpoints. Streak and Accumulator modes task you with building and banking the longest flawless streak possible, the winner being the player with the most points at the end of a game. Accumulator is the more generous of the two offerings, limiting you to a default of three banks while Streak really tests the mettle with one solitary bank available.
Both variants deliver a fraught, entertaining multiplayer experience, with every premature bank and accidental blunder raising stress levels and reducing the likelihood of a decent-length streak. Checkpoint, meanwhile, is a slightly more simplistic affair with players fighting to score the most points in a section before they pass the checkpoint and move onto the next. The person acing the most checkpoints at the end - or who maxes out the meter first - wins. It's straightforward, yes, but it's that previously mentioned freestyle play that turns battles into compulsive trash-talking chaos. You see, freestyle sections net big points but only the player who activates a segment first gets in on the action. As with the rewind option, trigger it and your opponent's left looking like a plum until freestyle play ends.
What's nice about DJ Hero 2's competitive modes is that, by their very design, they're total levellers and anyone, regardless of skill, can get stuck in and have a chance of winning. On the subject of inclusiveness, you've also the option to plug in a mic and have a comrade bellow along with the action. Obviously though, the unfamiliar, erratic nature of mixes and mash-ups means it's more an excuse to get someone else involved than it is a serious multiplayer addition.
That, then, is pretty much the meat of the DJ Hero 2 experience, although there's plenty more elsewhere too. Empire mode replaces last year's vanilla single-player offering, adding a degree of personalisation to proceedings as you travel the world, play sets (songs unlocking in Quick Play mode as you progress) and build your club's reputation. Unlike more recent Guitar Hero attempts at story modes, it's remarkably unobtrusive - rather than bringing the game to a standstill with arduous cutscenes, FreeStyleGames merely uses Empire mode as a framing device for logical progression, with special guest megamix appearances from the likes of DJ Tiesto and David Guetta feeling perfectly at home among the usual star-grabbing and occasional head-to-head AI battles. Again, it shows the enormous amount of care that's gone into this sequel, each subtle and not-so-subtle refinement (did we mention load-free streaming of multi-track set lists?) making for an unarguably superior follow-up to an already outstanding game.
Of course, that leaves one bit of business: the music. And, once again, FreeStyleGames has excelled itself. Its in-house DJs have created another world-class selection of mixes and mash-ups that really give the game its edge. There's more diversity this time too, with only a handful of tracks popping up more than once - it's certainly a far cry from last year's Jackson 5 and Gorillaz-fest. There's also much broader representation across the genre pool too - it's far less pop and hip-hop focussed this time, instead leaning every-so-slightly more toward dance and electro. Arguably, it's a less frivolous mix this time around, and though the move away from traditional party pleasers might disappoint a few, FreeStyleGames' mischievous sense of fun is unmistakable, and still utterly irresistible.
Last year&#Array;s DJ Hero was a breath of fresh air for the rhythm-action genre. Even with its focus on solo deck-spinning, it was unique, exciting, accessible and, most importantly of all, hugely entertaining. With no arbitrary hardware upgrade to justify this time, FreeStyleGames has poured all its efforts into delivering a sequel that improves on the original in every conceivable way, from song roster to multiplayer to freestyle mode. Subtly-improved single-player is as recklessly compulsive as ever but DJ Hero 2&#Array;s superbly-realised focus on social gaming, an aspect conspicuously absent last time around, takes things to a whole new level. DJ Hero was always worth a spin in the right crowd but, with so many new ways to get everyone involved, it&#Array;s no longer just a living room curio - it&#Array;s a genuine, bona fide dance floor-filler.


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In my shop today, Elements #23!
This quilt is bright, whimsical and colorful! I remember when I made it my goal was to utilize half-square triangles in block format. It was an exciting exploration into colors, value and design. I think the browns really make those colors sing! This quilt would look fabulous in any room; it has the whimsy fitting for a child's room and the sophistication fitting for a study. This is one of the quilts that really speak to me as jazz in visual form. If you are interested in this quilt, please visit my shop! Tata!
Elements #23 measures 35″ x 47″


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Address5 Rue de Saintonge
Saint Sauveur D'aunis
B&B Description
You will discover a place of light where everything invites you to slow down; Well being, peace and tranquility: Come relax and enjoy the good life in this beautiful region "Poitou Charentes."
Show more description
I give you the winner of this regional lotto draw: 16 Under - 17 - 79-86 No additional 85. You will not receive any euro but just the pleasure of discovering the cultural wealth, Architectural treasures, entertainment bonanza that will satisfy you without a doubt. Between land and sea, there are so many outings and activities to see and do, you'll be spoiled for choice.
After your walks: In summer, why not take a dip in our pool to cool off and then relax on the sun loungers.
If you preferYou can stay in and laze, read a good book in our park.
In winter, a warm fireplace awaits you in our living room with our library.
By late evening, if you wish, by reservation only we offer our table to let you know and share the delicious local produce.
After a restful night in one of our rooms and start your day, we offer a continental breakfast tasty and filling.
It is best that you do not perceive yourself. See you !!!!!
Whether you are with family, friends or as part of your job, you are always welcome.
Holiday Rental Description:
Our rooms are equipped with TV and free internet access and secure. They are tastefully decorated and all have views of the pool and the park. They are non-smoking and have a private bathroom with Show more descriptionhairdryer.
room on the ground floor:
- The shooting star: 21m2, 1 160x200 bed, bathroom with shower.
2 persons Price: 75 .
rooms upstairs:
- The North Star: 22m2, 1 160x200 bed, bathroom with shower
2 persons Price: 75 , 3 people: 90
- Prima ballerina: 31m2, one bed 160x200 + 2 90x190 beds, bathroom with spa bath and shower
Price 2 people: 90 , 3 people 105 , 4 people: 120
Prices:Prices may vary depending on the season. Please check with the owner.
|Daily Price
|Weekly Price
|Room (2 pers.)
|75 -
|Room (3 pers.)
|100 -


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|Inkling (SSBV)
|Other Super Smash Bros. Appearances
|Final Smash
|Ink Blaster
Inkling (暗示, Anji) appears as a newcomer in Super Smash Bros. V; Revealed at E3 2018 in their reveal trailer along with the Official Trailer for the game.
Inklings are the characters players can control in Splatoon. Inkings can alternate between a humanoid form and a squid form that bears a resemblance to the Bloopers from the Super Mario video game series.
The humanoid form has a black marking resembling a mask around their eyes, pointed ears, and "hair" that resembles a squid's tentacles. They possess pointed teeth that appear to be similar to a squid's beak. The squid form resembles a brightly-colored cephalopod with two pronounced tentacles and two large eyes that seemed to be joined.
Inkling is confirmed to have no alternate costume.
For their appearances in SSBV, The Inklings don't have a voice actor but they do "speak" in their artificially made language.
Average weight with the Splat Roller/Charger
Fast Faller.
Good Field control thanks to Ink
Moves very fast while Traversing Ink
Good Kill Power
Strong Special and Smash Attacks
Pretty weak regular attacks with the Splashooter.
Lightweight (with Splashooter) and relatively slow especially with the Splat Roller/Charger
Completely empty ink gauge means any ink consuming move cannot be used.
Short jump height.
- Some special attacks can be hard to hit.
Inkling is a loaded character, literally. They come packed with Ink and powerful, powerful attacks. The Side Special you run decides your weapon and your weapon decides your attacks and power. They have really good kill power with their attacks and their Special and Smash attacks are really powerful. Their Ink feature really helps them out in battle and will be discussed in a separate section.
One of the bad things about the Inklings is that they are relatively slow, especially with their 2 heavier weapons. Being slow combined with a medium-light weight usually isn't a good thing. You may feel that their Special Attacks may be hard to hit at times.
Inklings jump height is much higher with the Splashooter.
Inkling comes packed with a special feature known as Ink. The can damage with the ink, recover with it (Alt Up Special), and cover the ground with the Ink. When the Ink is covering the ground, Inkling can travel through through it in squid mode and move about much faster. The ink will disappear splatter after splatter as Inkling is damaged (can range from 16% to 30% taken). Taunting keeps the Ink puddles staying a bit longer (ranging from 4%-10% (damage taken) longer). The Ink can effect opponents that step on it. Opponents who are on the ink can trip at random times (similar to Brawl's tripping effect) and they're jump height is reduced.
Players that use the Ink well can really be forces to be reckoned with.
(May seem overpowered but it really isn't.)
Ground Attacks
|Neutral Attack
|Splashooter: 3%, Splat Roller: 6%, Splat Charger: 4.5%
|Attacks opponent with weapon. The Splashooter melee the fastest. The Splat Roller is the strongest and the Splat Charger is a mix between the two.
|Neutral Combo
|Dash Attack
|3%, 2% (late)
|Slides foot first into opponent.
|Side Tilt
|Splashooter: 2%, Splat Roller: 5%, Splat Charger: 4%
|With the Splashooter, fires a small ink pellet that functions similar to Megaman's Neutral Attack in SSB4 but less faster. Simply stretches out the other 2 weapons to attack.
|Up Tilt
|Splashooter: 4%, Splat Roller: 9%, Splat Charger: 8%
|Swipes weapon upward. Very good juggle and combo capability. The Splashooter has the best juggle and combo capability out of the 3, though.
|Down Tilt
|Splashooter: 3%, Splat Roller: 7%, Splat Charger:6%
|With the Splashooter, does a quick leg sweep. Simply sweeps with the other 2 weapons.
|Side Smash
|Splashooter: 11%, Splat Roller: 14%, Splat Charger: 15%
|With the Splashooter, rapid fires a series of ink (10 to be exact; counts as the Ink Shot meaning it runs gauge) at the opponent, the final ink pellet doing large knockback. Slams the Splat Roller onto the opponent. Uses the Splat Charger as a spear. The Splat Roller and Charger KO a bit earlier than the Splashooter.
|Up Smash
|Splashooter: 10% (each), Splat Roller: 15%, Splat Charger: 14%
|With the Splashooter, shoots 3 shots of Ink in the air (Up-Left, Upwards, the Up-Right) which deal immense knockback if hit with. Counts as Ink Shot so runs gauge. With the other to simply swipes them upwards.
|Down Smash
|Splashooter: 12%, Splat Roller: 16% (each side), Splat Charger: 14%, 17% (tip)
|Spins around with weapon hitting both sides. Opponents can be caught in both hits if hit at the base.
Aerial Attacks
|Neutral Aerial
|2% (each hit)
|Inkling goes into squid mode and spins similar to a flying disc.
|Forward Aerial
|Inkling goes into squid mode and swipes a tentacle forward. Good knockback.
|Back Aerial
|4% (each)
|Inkling goes into squid mode and swipes both tentacles backward.
|Up Aerial
|Inkling goes into squid mode and claps both tentacles together. Good kill move at higher percents.
|Down Aerial
|10%, 13% (sweetspot)
|Inkling goes into squid mode and swipes one tentacle downward. Sweetspotted (center part of tentacle) can spike.
Grabs and Throws
|Splashooter: 1.6%, Splat Roller: 3%, Splat Charger: 2.5%
|*Turns hand tentacle and grabs with it, medium range*
Hits opponent with weapon.
|Forward Throw
|2% (spin), 7% (throw)
|Spins opponent then tosses them forward.
|Back Throw
|2% (spin), 6% (throw)
|Spins opponent then throws them overhead backward
|Up Throw
|2% (spin), 8% (throw)
|Spins opponent then throws them overhead skyward. Can KO lighter fighters at 124%+
|Down Throw
|Slams opponent into the ground.
|Floor Attack (front)
|Gets up spinning in squid mode.
|Floor Attack (bank)
|Gets up spinning in squid mode.
|Floor Attack (trip)
|Swings weapon.
|Edge Attack
|Gets up attacking with tentacle in squid mode.
Special Attacks
|Neutral Special
|Sink and Traversion
|9% (normal), 12% (reverse)
|Inkling sinks into the ink. You can now move left or right and can press B to pop out. If you pop out near the opponent, and attack animation will ensue and you attack the opponent coming out. Double tap B to pop out jumping; this is useful for opponents who may be on platforms. Has good damage and high knockback and is also a good kill move. If the ink disappears while you're moving you automatically pop out. Can be hit while in squid mode as long as moving. Can also jump into a separate group of ink by tapping B right after you jump out. If there's no ink to sink into, an animation involving the Inklings looking behind them will occur.
|Alternate 1
|Electrified Sink and Traversion
|3% (both normal and reverse)
|Sink and Traversion with electricity. When you pop out attacking the opponent they're instead paralyzed similar to Zero Suit's paralyzer effects. Attack is based off the electric eel.
|Alternate 2
|Slippery Sink and Traversion
|5% (normal), 9% (reverse)
|Sink and Traversion that has a higher "jump-pop out" and can trip opponents sometimes. Lower damage and knockback than the Sink and Traversion.
|Side Special
|Ink Shot
|Inkling fires Ink from the Splashooter. Does good damage and pushes opponents back. Covers ground much slower but fires pretty fast and consumes less Ink from the ink gauge. 24 shots before Ink gauge needs to be fully recharged.
|Alternate 1
|Ink Roll
|Makes weapon the Splat Roller. Inkling rolls the Splat Roller covering ground. Covers ground faster than the other 2 weapons. The rolling does very small damage to opponents and pushes them back. Can roll for 6 seconds straight before Ink Gauge needs to be fully recharged.
|Alternate 2
|Ink Charge Shot
|Makes weapon the Splat Charger. Inkling charges the Splat Charger. Release Side B to shoot Ink in the direction inputted. Covers more ground with one shot compared to the Splattershot and is much more powerful and has really high damage but leaves you vulnerable. Two shots before Ink Gauge needs to be fully recharged.
|Up Special
|Inkling Launch
|6% (immediate contact), 4%
|Inkling goes into squid mode and launches into the air. Has very good range. The pressure on Inkling can damage opponents. Immediate contact can send opponents flying and potentially KO at higher percentages.
|Alternate 1
|Boosted Ink Launch
|Inkling travels much farther but this version has no hurtboxes.
|Alternate 2
|Ink Jet
|1% (splatters)
|Inkling uses its Ink Gauge to travel in any direction it wants. Can travel for 5 seconds before Ink gauge needs to fully recharged. Also drops Ink.
|Down Special
|Ink Bomb
|8%, 11% (Full Charge), 1% (radius splatter)
|Inkling drops a bomb which detonates after 1-2 beeps depending on the distance. The distance can be adjusted by holding the input down. Has a medium-large radius and splatters ink as well. Has high knockback.
|Alternate 1
|Killer Wail
|Inkling sets up the Killer Wail which then deals decent damage while blowing opponents back quite a distance depending on their percentage. Can only be used once a stock and takes 3 seconds to setup. Lighter opponents can be blown off screen view from the middle of Final Destination at 90% or higher. The blast can be shielded but you'll still be blown back, only thing is you won't go off the stage. The blast also takes away a lot of shield.
|Alternate 2
|Splash Wall
|A reflecting move. Inkling rapidly pulls out and sets up (at the end of they day it's still a videogame haha) the Splash Wall which reflects projectiles back stronger with more knockback and drops a small amount of ink on the ground after use. Does slight damage on immediate contact.
|Final Smash
|Ink Blaster
|5% (each drop)
|Inkling Hops of the stage and there's a transition to an animation of Inkling setting up the Ink Blaster and firing it off into the air. The Ink drops fall all over the stage (even off the stage!) hitting anything it touches dealing high knockback. Somewhat similar to PK Starstorm. When its over the whole stage is covered in ink, which of course disappears after the ink time limit, and Inkling returns back to the stage.
Animations and Misc.
About the same height as Mario.
SIDE - Inkling giggles and says something in its language.
UP - Inkling celebrates by jumping twice while laughing.
DOWN - Inkling transforms into squid mode and bounces twice on the ground.
Character Selection Screen Animation
Inkling is shown laughing apparently loudly, weapon withdrawn.
On Screen Appearance
Inkling appears in squid mode in a puddle of Ink, pops out and shakes the ink off. The ink disappears right after.
Victory Animations
Only with Splashooter: Jumps about happily while holding Splashooter, does a final high jump, lands, then poses with Splashooter slightly in the air.
Only with Splashooter: Jumps, pulls Splashooter, then does a gunman pose.
Only with Splat Roller: Rolls Ink Roller onto the scene. Brings it up then pulls out a big smile.
Only with Splat Roller: Swipes the roller about then places it on its shoulder with its back towards the screen.
Only with Splat Charger: Spins around with Splat Charger twice, pumps it in the air, then points it at the screen.
Only with Splat Charger: Spins around with Splat Charger twice then takes aim.
With All: Traverses ink in squid mode pops out and giggles, weapon withdrawn.
Losing Animation
Inkling is seen clapping with a small smile.
Crowd Cheer
Victory Theme
A flourished remix of the Splatoon Victory Theme.
Fighting Stance
Stands slightly hunched holding weapon and bouncing from side to side.
Idle Poses
Inkling looks around then giggles.
Inkling kicks the ground.
Simple walk while holding weapon.
Dashes while holding weapon.
To be added.
Palette Swaps and Alternate Costume w/Palette Swap
|Male Default
|Male Inkling's default appearance. Blue Ink
|Female Default
|Female Inkling's default appearance. Orange Ink.
|Male Second
|A turquoise coloration of the male Inkling. Turquoise ink.
|Female Second
|Lime Green
|A lime green coloration of the female Inkling. lime green ink.
|Male Third
|A purple coloration of the male Inkling. Purple ink.
|Female Third
|A pink coloration of the female Inkling. Pink ink.
|Male Fourth
|An emerald coloration of the male Inkling. Cyan ink. His skin tone is darker.
|Female Fourth
|A yellow coloration of the female Inkling. Yellow ink. Her skin tone is darker.
Reveal Trailer
Here To Make a Mess
The Reveal Trailer Starts off with Mario, Fox, Link, and Kirby running through an urban area. They come up to a large puddle of orange ink. They then hear a loud giggle and are then attacked by ink shots. They then proceed to evade the shots. They look up, and they see Inkling holding her Splashooter laughing. Then she gets serious really quick and points her Splashooter at the screen and then her promo comes in: "Inkling Splatters the Competition!". She then begins to fire orange ink as the screen is then covered in orange.
Now comes the gameplay. The Music used in the gameplay portion is the Splatoon Main Theme. Inkling is shown shooting ink all over various confirmed stages. It also shows off her main special moves and then shows her alternate side special and everything else that has to do with her moveset. It also shows Splatoon-Copied Kirby. It then shows her out of ink as she runs away chased by Donkey Kong. Then it shows her performing her Final Smash on Mario, Fox, and Link. That follows up with her doing her side taunt. To end off the trailer it shows shooting ink everywhere then finally at the screen. The post-trailer shows the Male Inkling running up to her tired from running then female Inkling proceeds to hug him happily. It then shows a battle betweem Mario, Link, Pikachu, and male Inkling going on at Blackbelly Skatepark; confirming it as a new stage in the game.


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WORKERS from East Timor and Pacific nations will soon be able to get seasonal tourism jobs in Australia's north under a three-year trial.
The trial, due to begin on July 1, will include motels, serviced apartments and other tourist accommodation businesses in Broome, across the Northern Territory, Kangaroo Island, north Queensland and the Whitsundays.
Federal Tourism Minister Martin Ferguson says it builds on a pilot scheme whereby 12 East Timorese were given work and training experience in Broome.
Mr Ferguson said the three-year trial in the regional tourism areas would help to ease labour shortages.
"The tourism industry is facing a shortage of some 36,000 workers," he said.
"Labour shortages are particularly problematic in seasonal areas with small workforces and peak tourist periods such as Australia's tropical regions in the winter months, and Kangaroo Island over summer."
Operators who gain approved employer status will be able to hire workers for between 14 weeks and six months, but must show they have given first priority to Australians.
"Ensuring the tourism industry has the workforce it needs when it needs it can be the difference between a regional area having services open or closed to the public during peak season," Mr Ferguson said.
Originally published as Tourism hubs trialling foreign labour


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Town & Country Toyota Body Shop
Featured Business
ABRA Glass Charlotte10421 S Tryon St.
Charlotte, NC 28273
4.0 miles away
"John said they were excellent."
Review for Town & Country Toyota Body Shop
Kimberly S. on 01/31/2012
Kimberly said she had no issues with the business and the work was good.
Category: Collision
Service Date: 01/20/2012
Review Created: 01/31/2012
This review was collected via phone interview by Customer Research Inc.


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Trees and Rebirth: Urban Community Forestry in Post-Katrina Resilience. What are the roles of the Urban Forest and Urban Citizen Foresters in the recovery of communities following disasters in cities?. Jean Fahr, Parkway Partners, NOLA & Keith G. Tidball, Cornell University.
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What are the roles of the Urban Forest and Urban Citizen Foresters in the recovery of communities following disasters in cities?
Jean Fahr, Parkway Partners, NOLA & Keith G. Tidball, Cornell University
"I used the oaks to find my home..."
"...surviving trees gave
me hope that I would persist."
What defines the community for my study is not a particular neighborhood or political boundary such as "the 9th Ward," but rather a practice---i.e., the planting of and caring for trees.
This practice has emerged through the work of my community partner organizations and of a diverse group of volunteers who have taken the initiative to go into City Park, their own neighborhoods, and other sites throughout the city to prune damaged trees, plant street trees, document losses of important symbolic trees and forests, and provide trees and information for residents, all to actively participate in the rebirth of themselves, their neighborhoods, and their city after Katrina.
Parkway Partners/NOLA Tree Troopers
Hike for KaTREEna
Replant New Orleans
Community Forestry Research Fellows Program
Cornell New Orleans Planning Initiative
Dr. Marianne Krasny
A community of practice defines itself along three dimensions (Wenger 1998):
What it is about – its joint enterprise as understood and continually renegotiated by its members.
How it functions - mutual engagement that bind members together into a social entity.
What capability it has produced – the shared repertoire of communal resources that members have developed over time. (see, also Wenger 1999: 73-84)


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The protein encoded by CAPRIN2 may be involved in the transitioning of erythroblasts from a highly proliferative state to a terminal phase of differentiation. Additionally we are shipping Caprin Family Member 2 Proteins (3) and Caprin Family Member 2 Kits (2) and many more products for this protein.
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Human Polyclonal CAPRIN2 Primary Antibody for ICC, IF - ABIN4287683
Jia, Dong, Jing, Xu, Wang, Chen, Li, Huang, Zhang, Zhang, Liu, Zheng, Xia, Wang, Dong, He: Exome sequencing of hepatoblastoma reveals novel mutations and cancer genes in the Wnt pathway and ubiquitin ligase complex. in Hepatology (Baltimore, Md.) 2014
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findings revealed an unrecognized role of Caprin-2 in facilitating LRP5 (show LRP5 Antibodies)/6 constitutive phosphorylation at G2/M through forming a quaternary complex with CDK14 (show CDK14 Antibodies), Cyclin Y (show CCNY Antibodies), and LRP5 (show LRP5 Antibodies)/6.
Caprin-2 C1q-related domain forms a flexible homotrimer mediated by calcium, and this trimeric assembly is required for the functioning of caprin-2.
regulated expression of EEG-1 (show SLC43A3 Antibodies) is involved in the orchestrated regulation of growth that occurs as erythroblasts shift from a highly proliferative state toward their terminal phase of differentiation.
Caprin-2 promotes activation of the canonical Wnt (show WNT2 Antibodies) signaling pathway by regulating LRP5 (show LRP5 Antibodies)/6 phosphorylation.
RNG140 has roles in the maintenance of the dendritic structure in the adult vertebrate brain through localizing to a kind of RNA granules that are distinct from RNG105-containing granules
The authors have isolated and characterized mouse cytoplasmic activation/proliferation-associated protein-2 (Caprin2), with domains belonging to both the Caprin family and the C1q and tumour necrosis factor (TNF (show TNF Antibodies)) super-family
The protein encoded by this gene may be involved in the transitioning of erythroblasts from a highly proliferative state to a terminal phase of differentiation. High level expression of the encoded protein can lead to apoptosis. Several transcript variants encoding different isoforms have been found for this gene.
C1q domain-containing protein 1
, RNA granule protein 140
, caprin-2
, cytoplasmic activation/proliferation-associated protein 2
, gastric cancer multidrug resistance-associated protein
, C1q domain containing 1


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Tiktok - reassurance, please?(7 Posts)
I've seen your excellent advice, and am hoping for some directed my way
DD is 5 weeks on Saturday. Lost 8% of birth weight, and is slowly gaining it back - had a bad start due to a posterior tongue tie (snipped on day 9), and an awful cold, followed by a cough which required antibiotics. Her last dose of these was last Monday.
She had normal, yellow poo up until 2 weeks ago tomorrow. She is now having green poo with yellow seeds, which is very mucusy.
I was told by the lovely lady who did the revision to double pump after feeds to increase/maintain supply - I've been doing this and giving the pumped milk at about 8pm - usually 2 - 3 oz.
The other issue is that I've had a breast reduction, so I'm protective of my milk supply and really don't think it can be oversupply causing the green poo.
She is a very alert, happy baby, who sleeps and naps well, wakes for feeds, and she is now consistently gaining weight (last three weeks were 2oz, 2oz and 3oz as of today's weigh in).
Midwife said to keep an eye on it, health visitor says her gut is irritated and it's oversupply, I've read it could be a virus, or that the antibiotics have changed her gut flora and it could take some time to get back to normal.
Can I please ask your thoughts on it, and also on the slow weight gain?
Thank you in advance - sorry for the lengthy post, but I really feel a bit all at sea, and no one seems to have any real answers or advice that I can access.
Bunty, difficult for me to say anything on a health issue like this - but here are some discussion points to share with the midwife/hv:
* why would it be oversupply? (doesn't sound anything like it to me)
* is the ebm you are giving her making her go longer between feeds? If so, stop
* how many times is she feeding? Are you using at least both breasts frequently and offering at least both breasts each session?
* is she beyond birthweight now?
* antibiotics do cause green poo in babies - do they not think it could be that?
* what about the possibility everything is just fine?
Thank you!
The ebm makes no difference to her feeding, thankfully; she cluster feeds from 5-11 each night, usually has the milk at 8, and is then straight back on the boob.
I've been offering both breasts each session without fail - she often falls asleep on the boob, and I use compressions, and switch nurse each session. She feeds every 2-3 hours, aside from the cluster feeding where she just feeds pretty much constantly.
She's 3oz short of birth weight now - I think they think as it's been over a week since her last dose it shouldn't be the antibiotics.
No one has said it might just be fine!
Hv heard green poo and the automatic leap was oversupply just based on colour.
Jack Newman suggests that mothers wear sunglasses when changing nappies - to help them ignore the poo colour. I wouldn't worry about the colour, and focus on getting her to feed as often as possible, and, as tiktok says, offer at least both breasts at every feed. (And maybe consider breast compression?)
just to chip in, my dd lost just over 10% (severe jaundice contributed) and it took about 4-5 weeks to regain bw. Noone seemed too worried, but then didn't see hv until after she was dicharged from midwife at 27 days.
Don't know if it helps, but ds had 3 lots of antibiotics before he was 3 months old (infection at birth, meningitis and another infection). Each time it took him about 10 days for his poo to get back to normal, and he often had green poo. As he was gaining weight and otherwise well, nobody worried. He's fine now. Sounds like you're doing g a great job.
Thank you, everyone. We had a moment last night - pink mucus in her nappy. Was at dr this morning and she doesn't think it's anything to worry about, but took a stool sample. The antibiotics were mentioned, as was the possibility of a little infection, an allergy ...
Results tomorrow.
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what are UNSELFISH, even ALTRUISTIC reasons why people don't have children?
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A Selfish and egocentric reason would most likely be the parent trying to live their unfulfilled dreams through their kid. I've seen Honey Boo Boo...it happens.
An unselfish reason? To be able to raise a kid and let them experience life. Still undecided if I ever want kids, but I dont really see myself wanting them to try and have them be something I never was. Seems like a waste of time and a bit of hassle really.
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I answer this in my Hub about love actually...my theory is that, people do it to learn. The people having the child or children will mostly likely unconsciously be thinking about what they haven't been able to learn and have kids to "make them" discover the truth for them since nobody lives forever. I'm going philosophical and I'm not sure that's exactly what you might have been looking for...
Also, if you want to think about it while they are alive, I think people have children to feed off the child support that the government offers until the age of 18. Or even worse, rape and sexual assault (if you want to go that far). I'm just trying to widen your imagination into an extreme view of your question.
By the way, you made a typo in your latter question. You mean, "DO" instead of, "don't."
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Oh no, it wasn't a typo. I meant unselfish, even altruistic reasons why people DON'T (as in not wanting) children.
Oh, okay. I apologize. I was sure you meant why parents have children selfishly, as well as unselfishly. Haha, sorry about that.
Their are many reasons that I think people selfishly have children. One being to simply "trap" the person that they are with. Some believe to save a relationship it helps to "get pregnant". Sadly I see it all the time, if anything it hurts that relationship in the long run. Another selfish thing that was stated is the parent wants to fulfill their dreams through the child. That is wrong, we only get one life and eventually that child becomes an adult and makes he/she own choices. Most often it's not the choices of the parents but we all have to make are own path. My last reasoning for people having babies selfishly is "money". A lot of time I hear personally from people stating that having their babies made them pretty wealthy come tax season. Another reason is to get on public assistance. It's sad that children are used this way it's just how it is I suppose. The majority of parents have children for the right reasons.
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Writings On The Wall Promo Text
There are no boundaries in the world of jazz, and if there are, they are there to break through,- playfully and with ease.
For Michel Sajrawy, a Palestinian of Christian faith who comes from Nazareth and has an Israeli passport, overcoming contradictions is an important element - in everyday life, and in his music. This guitarist and composer already melted his fellow-musicians' diverse religious faiths into a bubbling blend of rock, jazz, intoxicating Arabic rhythms and arabesque sounds on his debut album "Yathrib" two years ago. Now he sets off on a groundbreaking fusion trip through the musical world of orient and occident.
Fully freed from the laws of gravity, Michel Sajrawy abandons himself completely to the elegant and cultivated sound of jazz on his new album, "Writings On The Wall". While everyone kept trying to compare him to Jimi Hendrix, Al Di Meola and John McLaughlin after his debut album, he now presents himself as a guitarist who is quite evidently acting beyond all trends and "isms". With his almost consistently soft, sparing, and clearly structured playing, he elicits sounds from the jazz guitar that combine the traditional and the contemporary, East and West, in a bewitchingly beautiful way.
Having completed his music studies in England, where he learnt the art of composing from Adam Gorb at the London College of Music, Michel Sajrawy now regards Nazareth as the center of his musical creativity and has released his second album from there. Recorded in Zaza Studio and mixed in his own Dasam Studio, the nine self-penned songs are dominated by the power and strength of a guitarist at peace with himself, a man who lives in harmony with his environment, but who doesn't ignore the pressing problems arising from the daily conflict between Palestinians and Israelis. Tracks like the happy sounding "Bride Of The Galilee", and "Writings On The Wall", with its powerful and dramatically phrased piano intro document the reality of the Near East, between hope and anger, with sounds of remarkable design.
Drummer Ameen Atrash and bassist Valery Lipets prepare an elegant, flowing fundament out of effectively accentuated rhythm for Sajrawy. They give his guitar playing enough room for fiery improvisations - improvisations characterized by balladesque strength ("Blue Sheep"), or effortlessly rolling tempo and sovereign, velvety precision ("Ta Ti Ta Ta", "Green").
Michel Sajrawy has found a congenial partner for his intensive/inventive statements between fusion and Arabic music in French pianist Franck Dhersin. Dhersin's phrasing art, that produces incredibly complex timbres between swinging chords and classical impressionistic patterns, proves to be a highly lucrative element for Sajrawy's sound – a sound formed by the lyrical strength and total harmony of a musician playing his trump, with virtuoso.
Free of soloistic ego trips, Sajrawy's songs live from the brilliant interaction of musicians who always let themselves be led by a lean and light intonation. "Writings On The Wall" is a work of broad musical vocabulary in which impressionistic harmonies and natural elegance combine in the finest of ways.
A work that doesn't set on trends, but on truly beguiling listening pleasure.


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Integrating signal and power management in a single device, the control and power handling hybrid module from BI Technologies combines thermally-conductive ceramic substrates with discrete components or bare die through the use of vacuum low-flow die attach to provide a smaller and more efficient solution than comparable products. Intended for applications such as motor drives, power amplifiers, and power conversion, the module can handle currents as high as 100A and voltages as high as 1,000V and is available in versions that meet MIL-PRF-38534 Class H requirements.
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In the two decades since Mission of Burma dismantled, its members have risen to the rank of indie-rock legends. Fans who discovered their manic, unique destruction of rock precedents a few years too late got a second chance when the lineup reunited for concerts in 2002, and after 22 years of recorded silence, the band finally has its first major-label release. But can the comeback possibly match the expectations of fans who've waited so long? The answer is a loud, uncompromising yes. ONoffON succeeds largely because of a DIY sensibility that still sounds fresher than bands half its age.
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MoB wastes no time proving its diversity by pulling off hysteria in "Fake Blood," maturity in "Prepared" and off-kilter Americana in "Nicotine Bomb." ONoffON even makes radio-friendly songs seem effortless with "Wounded World," whose start-stop guitars, sing-along choruses and violin touches sound like a Bush song remodeled into something musically worthwhile. The best way to sum up the album, though, is to look at three '80s B-sides that finally made it to the album this go-round. "Hunt Again" and "Dirt," while meaty enough on this LP, suffer when compared with the original live incarnations. Bassist Clint Conley's voice has lost some of its desperation, while drummer Peter Prescott rarely (but noticeably) sags. Fortunately, the band clicks back into place on "Playland," a jagged composition sung by guitarist Roger Miller that has grown even more vicious in the past two decades. Age and restraint present themselves on the album in fragments, but those fragments aren't nearly enough to stop MoB from reaffirming its place in rock history.


text:
Mystery of the Spook Lights
"See them!" shouted the man excitedly. "Over there… and there!" Twinkling eerily above the headstones in the graveyard were strange, blue lights. Then they vanished… adding another baffling chapter to the story of America's unearthly 'spook lights'.
"It appeared to be about 50 yards long, and I estimated its phosphorescence extended about 25 feet in the air. There it sat, just a blob of blue light!"
'It' was a phenomenon well known to the Sei Indians and the poor Mexican fishermen of Bahie Kino, a village on the Mexican coast of the Gulf of California, for many years. They called it the 'Luz Peculiar' — 'The Strange Lights' — although the Indians at least were convinced that the thing was not a 'light' at all, but a great sea spirit.
Bill Mack, a Californian fisherman and author who reported on his experience of the Luz Peculiar for the June 1970 issue of Fate magazine could well understand the attitude of the natives after his own close-up view. "Maybe the Sei Indians are right and the light is a spirit," he says. "From what I've been able to find out, they have just as much evidence as any other investigators."
Bill Mack had first experienced the eerie blue glow when it shone through the window of his camper trailer, waking him up one night at about 10:00 p.m. He had heard that a team from the University of Arizona had investigated the thing for three days, finally coming up with the theory that the light was caused by ionization of the air which occurs only under specific atmospheric conditions. But, as Bill Mack pointed out, they could offer no explanation why the luminescence appeared only at one particular spot.
"I had reasoned that if the ionization theory was correct and if the light appeared only in that spot something large and metallic might be the collecting agent," he wrote. "Secretly I had hoped to find a meteor, although the ground surface showed absolutely no indication of ever having been disturbed. But like everyone else's, my efforts were doomed to failure. Neither the compass nor the metal detector were affected in any way by the ghostly glow."
A Glow in the Dark
On one occasion, a quiet, sultry night, the light appeared at 11:00 p.m. and remained visible for two hours. Bill Mack was able to make several tours around it as it hovered a few inches over the earth and apparently took shots of it with his twin lens Yashica-Mat camera. But though he was an experienced photographer and had carefully gauged the amount of exposure needed, he got only a few pictures "of extremely poor quality… the light showed as a tiny glow in the center of… intense black."
And so the Luz Peculiar of the Bahie Kino remains a mystery that anyone can see for themselves but that apparently no one, even scientists, can satisfactorily explain. Furthermore, it is by no means a unique phenomenon; throughout the United States dozens of examples of 'spook lights' as researchers have dubbed them, have been recorded over the years, and so far not one has been rationalized in a convincing fashion.
All we know is that they appear to be largely indigenous to the North American continent — although largely unconfirmed reports claim sightings in Russia, China and parts of Europe — that they all have a similar form, usually a bobbing or hovering blue light, and that they can be seen by almost anyone who cares to seek them out. The histories of the best known and best authenticated spook lights stretch back into the largely uncharted centuries before the white man settled the continent, and most Indian tribes who have them as part of their tradition claim that they are earthbound souls. It is, as Bill Mack observes, as good an explanation as any put forward so far; for each 'scientific' approach to the mystery of spook lights tends to have an unnerving knack of falling down on a vital point.
Spook lights — European Roots?
Several thousand miles away from Bahie Kino, on the east coast of the United States, sophisticated New Englanders have watched the 'Palatine Light' for over two hundred years. The Palatine Light phenomenon is unique in that it appears as a red, rather than blue, glow, and has its roots in European rather than Indian tradition. In all other respects it is a spook light like the rest.
The story behind the Palatine light is an unpleasant one. The phenomenon takes its name from that of the immigrant ship the Palatine which sailed from Holland in 1752, bound for Philadelphia with a complement of would-be colonists. The voyage took place in the depths of winter, and as the ship neared the New England coast foul weather began to buffet her. To make matters worse there was mutiny; the captain was either pushed or fell overboard and the crew robbed the passengers before taking the only boats and leaving the immigrants to their fate.
About 11 miles off Long Island between Montauk and Gay Head lies the windswept, desolate stretch of land called Block Island, and it was here on a New Year that the hapless Dutchmen finally grounded. The passengers were extra lucky, for the island was occupied by a poor community of fishermen who were said to eke out their meager livelihood by wrecking and plundering passing ships. On this occasion, though, showing Christmas spirit, they saved the passengers of the Palatine before stripping the ship of cordage and bits of rigging, setting her alight, and leaving her to drift back out to sea and sink.
By a tragic oversight, however, the looters had missed one woman passenger who, demented by the storms and violence, had hidden herself in the depths of the hold. As the blazing ship was swept seaward by the tide the onlookers were horrified to see her by the main shrouds screaming for help; but by that time there was nothing they could do.
Ever since that time the people living along the Rhode Island coast opposite Block Island have watched at Christmastime for a fiery red disc which hovers on the horizon near the spot where the Palatine foundered. Some reports, perhaps fanciful, claim that it takes the shape of a blazing ship, while others describe it as being spherical 'an orange glow like a small setting sun' — except that it appears in the east. In 1969 the Westerly Sun newspaper carried a story of the sighting by several people of 'a great red fireball on the ocean.'
It may be that the Palatine Light is a natural phenomenon, perhaps an electrical discharge such as St. Elmo's fire. But this theory still leaves the perplexing fact that it appears only during Christmas week, on the anniversary of the original disaster, a well documented event in itself.
One set of inland spook lights have become the intangible foundations of a tourist industry. They glow in the evenings near the town of Joplin, in the corner of land where the stated of Missouri, Arkansas, and Oklahoma meet, and have even given their name to the small town of Spooksville. The area was once the preserve of the Cherokee Indians — the great Bull Shoals reservation is nearby — and the Cherokees hold to the usual firm belief that the bobbing blue lights which are viewed by bus loads of visitors every year are the angry spirits of their ancestors, pulsing with incandescent fury at the white men who swept the buffalo from their plains and reduced the mighty Cherokees to servitude. Among white 'old timers' there are many who cling to a similar viewpoint; during the American Civil War Joplin and its precincts were the battleground for the infamous 'Border Raiders' — guerrilla troops who swept from the southern slave territories to capture and cut down blacks fleeing to freedom in the north. The liberal viewpoint is that the lights are the spirits of the slaves, while the 'rednecks' say that they are the ghosts of the 'good old boys' — the raiders themselves.
Old Indian Legends
Mr L. W. Robertson, curator of the Spooksville Museum, confessed that he has an open mind on the subject. "I have no idea what the spook light is, and I've looked at it as much as any living man," he is on record as saying. "I don't tell the tourists any story about the light at all. If they don't believe it, it's here for them to see for themselves. I accompanied the US Army Engineers on their experiments to explain the light in 1946. Maybe the old Indian and Civil War legends about the source of the light are just as plausible as the scientific theories."
Mr Robertson refers to an expedition made by the US Corps of Engineers to the area during World War Two, when reports of the lights reached the Pentagon and prompted the Army High Command to investigate in case the phenomenon had any military significance. The Corps checked out the area for several miles, testing caves, mineral deposits, and highway routes, and making aerial surveys. They came to no conclusion.
A small pamphlet entitled Spooksville's Ghostlights written and printed by local man Bob Loftin cites many examples of individual testimony. A Mrs Louise Graham told how on one occasion a spook light perched on the rear window of her school bus near Quapaw, Oklahoma. The children were convinced that the light was trying to get in, and were terrified. "The light was so bright that it temporarily blinded the driver and he had to stop the bus. Just as we stopped the light went away."
Chester McMinn, a farmer near Quapaw told how he was ploughing after dark because of heat during the day, which made the task intolerable. "Seems the old light felt real neighborly one night and decided to help me with my ploughing. I couldn't see too well, and I guess the old light sensed it, because he started hovering all over the field where I was ploughing." Mr McMinn concludes, however, by saying that the light suddenly turned on him, darting in his direction: "I was absolutely frozen stiff to my tractor until it suddenly went away and vanished."
The most rational approach to the Joplin area spook lights seems to have been made by student Rob Gibbons, a senior at Drury College, Springfield, Missouri. As a freshman in 1960 he began to investigate the lights which appeared along one portion of the 'haunted area', a dirt road some 11 miles south west of Joplin, near the Missouri-Oklahoma line. The light there, according to its hundreds of witnesses, is seen almost every evening at about half-an-hour after sunset and continues until half-an-hour before sunrise. Mr Gibbons and his assistant took stills and movie film of the lights, at the same time checking into eyewitness accounts. On February 14, 1965, he presented his conclusions at a student symposium in Springfield.
He spent some time discounting the more fanciful accounts, pointing out that all his team had ever seen was a small light bobbing about at the end of the gravel road.
"Usually it seems to float over the hills down the roadway to the west," he said. "at rare times it seems to come towards the observer. At times it moves slightly horizontally. With a 30-power telescope… I could perceive as many as four distinct pairs of lights, with pairs of red lights appearing slightly to the right of pairs of bright white lights. The red lights grew dimmer as the white lights became brighter."
On a composite map of the area, Mr Gibbons pointed out that US Highway 66 running east and west between Quapaw and Commerce was in direct line with the spook light road and the observation point, and noted that the Spring River ran between the spook light area and the highway, 12 miles away.
"Therefore," Gibbons concluded, "I believe that the cause of the spook lights lies in the refraction of light from automobiles moving on distant US 66 in direct line with the road where the spook light is observed. Light from a source traveling on 66 would be bent, or refracted, out of its normal path and would appear in the form of bouncing balls of fire on the road 12 miles away. The phenomenon of the bright white lights appearing sightly to the left of the dimmer red lights corresponds with the natural movement of traffic on a road or highway."
Certainly Mr Gibbon's case is convincing for the area he surveyed, but it fails to account for the other localities in the area where bouncing blue lights are seen; and most notably it fails to account for the fact that lights were first accurately observed on his dirt road in 1903, almost a quarter of a century before Highway 66 was built, and when not even a rough trail lay along its future route.
Seven or eight hundred miles due west of Spooksville, in the Wet Mountain Valley of Colorado, lies the site of perhaps the most baffling 'ghost light' phenomenon of all. Like the Joplin spook lights the Colorado ones appear every night for anyone to see and as with the Joplin lights, they have been subjected to all manner of investigation by scientists, reporters, and keen amateurs. No one so far has come up with even the most remote explanation, and to give them and added edge of eeriness, the Colorado lights dance only over individual gravestones, in a small 'boot-hill' near the tiny settlement of Silver Cliff.
In 1880 the township of Silver Cliff blossomed overnight on the back of a 'silver rush'. By the end of that year over 5,000 miners and their families lived and worked in the area, but the boom died quickly and in the early 1970s the town's population stood at 110, slightly less than the dead population of the old, disused cemetery which lies about a mile from the town itself.
A Whiskey By-product?
The strange phenomena which haunt this graveyard were first seen in the 1880s, when a group of drunken miners returning from their diggings reported seeing eerie blue lights hovering over each grave. Nor were these lights just a by-product of whiskey consumption — they appeared on other nights to sober observers, and passed into local folklore. It was not until the spring of 1956, however, that the press, in the shape of Colorado's Wet Mountain Tribune, investigated the phenomena and reported on them. A decade later, on August 20, 1967, the respected New York Times ran a story on the case, and two years after that in August 1969 the lights received the ultimate accolade when the National Geographic Magazine sent its assistant editor Edward J. Linehan to investigate in person.
Edward Linehan drove out to the graveyard accompanied by a local resident, Bill Kleine. It was dark when they reached the place, and Kleine told Linehan to switch off the headlights. They got out of the car, and Kleine pointed: "There! See them? And over there!"
Linehan saw them: "dim, round spots of blue-white light" glowing over the graves. He stepped forward for a better look at one but it vanished, then slowly reappeared. He switched on his flashlight and aimed it at one of the lights; the beam revealed only a sandstone tombstone. For 15 minutes the men pursued the elusive ghost lights among the graves.
Kleine told Edward Linehan that some people theorized that the lights were caused by the reflections of the town lights of Silver Cliff and nearby Westcliff. Linehan turned to look back at the two small towns in the distance. The tiny clusters of their lights seemed far too faint to produce the effect in the graveyard. "Trouble is," Bill Kleine remarked, "my wife and I have both seen these lights when the fog was so thick that you couldn't see either one of those towns at all."
County Judge August Menzel added weight to Bill Kleine's theory when he told a reporter that one night everyone in Silver Cliff and Westcliff shut off their lights; even the street lights were turned off to try and get to the bottom of the mystery, "but the graveyard lights still danced."
There are spook lights all over the North American continent, some not as well documented as the Palatine, and the Luz Peculiar, the Joplin lights and the Silver Cliff spook lights, but all mysterious so far — and all open to any explanation put forward, of which there are many.
As Edward Linehan concluded in his article in National Geographic: "No doubt someone, someday, will prove there's nothing at all supernatural in the luminous manifestations of Silver Cliff's cemetery. And I will feel a tinge of disappointment. I prefer to believe they are the restless stirrings of the ghosts of Colorado, eager to get their Centennial State on with its pressing business; seeking out and working the bonanzas of a second glorious century."
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text:
Camp Redo is a Holiday Villa in Pollensa, Mallorca with a Private Swimming Pool
Ref: 1092
3 Bedroom, 2 Bathroom Villa with Mountain View and a Private Swimming Pool , Satellite TV, near Golf, Sleeps a maximum of 6 people.
This charming, traditional, rustic style Mallorcan house is ideally situated on the outskirts of the town of Pollensa, affording lovely mountain views but within walking distance to the shops and centre of the town.
There is a nice outside terrace and patio garden from which to enjoy the mountain views towards the valley of Ternelles.
On the ground floor there are two lounge areas, one with satellite TV and DVD, and another separate seating area. The owners have kept many original features including stone flooring in most of the ground floor. The kitchen has vitroceramic hob and electric oven, fridge/freezer and the washing machine is located outside.
At first floor level all the bedrooms are located. There are two twin bedrooms and one double room sharing one full bathroom and one shower room with toilet. There is a further shower room with toilet outside by the barbecue.
The outside pool area has a covered terrace and a built-in barbecue with sink area for those who enjoy al fresco dining. The pool itself is an usual triangular shape.
- Pollensa
- 3 bedrooms (2 twins & 1 double)
- 1 bathroom & 2 shower rooms (1 shower room outside)
- Washing machine
- Satellite TV & DVD
- Pool size: 6 x 5 mts (triangular) - Depth: 1 to 1.9 mts.
Satellite TV
Beach distance: 6.5 km/approx
Town distance: 0.8 km/approx.
Please note:
- tourist licence number ETV1606


text: I'm all about staying sexual and attractive post-baby. But I'd like to make a suggestion. Let's leave the MILF acronym where it belongs -- in the domain of teenage boys -- while we adult women (and mothers) grow up and show some class. Here are eight ways to be a MILF with class.


text:
The Chief of Naval Staff, Vice Admiral Dele Ezeoba has warned that any officer involved in crude oil theft will be severely dealt with.
At a meeting with Senior Naval Officers, Vice Admiral Ezeoba admitted that some officers may have been compromised in the oil bunkering theft in the country.
Vice Admiral Ezeoba however warned that the Nigerian Navy will not tolerate any form of ineptitude and complacency.
He added that the Navy has taken necessary strategies to tackle the menace, which includes the deployment of new vessels to flashpoints in the country.
The latest flashpoint identified by the Navy is the Brass Corridor, which consist of Forcados and Escravos.
The Senior officers also took their turns to sign the Performance Contract, with a mandate to curb the activities of crude oil thieves.
Source: Naija.ng