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Extreme Mode Boss guide
It sounds like a lot of people are having trouble beating the bosses on Extreme, so I figured I'd post how I beat each one.
I got my Extreme Soldier achievement in less than a day using these strategies.
If you need help, send a private chat to xMMRx Bluntman
Mission 01: The first thing you'll notice here is you don't get a VS like you did on the other difficulty settings. You're gonna have to fight the boss and 5 of the bugs that roll. Stock up on shotgun ammo and hand grenades. As soon as you enter the room, turn right and throw 3-4 grenades at the two small bugs. At least one should die, run up to them and finish them off with the shotgun and collect their T-Eng. After that, dodge the boss as much as you can and kill the remaining 3 small bugs. If you hit them with the shotgun it will stun them and give you a chance to run around and hit them in their weak spot at the tail. Make sure you collect all the T-Eng they drop, you'll need it.
After you've killed all the small bugs, it's time to focus on the boss. You need to keep as much distance from him as possible, and watch his attack pattern. He does a couple close-range attacks that you should be far enough away to dodge. What you need to worry about is the rolling attacks. He has 2 different attacks, one is a straight charge towards you, that will stun him for a moment when he finishes. The other attack will kill you instantly, because he rolls around the room 3 or 4 times, and if he hits you once, you'll be stunned long enough for him to hit you again.
The key to killing this boss is knowing when he's going to start a rolling attack. Before he starts rolling, he'll pause for about 5 seconds, and then he'll make a shrieking noise. You want to throw a hand grenade as soon as he pauses. The grenade will send him flying across the room in the direction he was facing. You want to try to avoid getting hit, and run over to his tail and start hitting him with the shotgun as many times as you can. Stay right on top of his tail so you collect the T-Eng he drops. When he turns around to face you, run away and wait for him to start another rolling attack. Rinse and repeat until he's dead.
If you run out of shotgun ammo, pick up one of the gattling guns. If you have to pick up a gattling gun, don't get close to him when you interrupt his rolling attack, just start unloading on him as fast as you can.
Mission 02: This boss is a little easier than the first one, and again you won't have a VS. When you enter the boss's area, there will be 2 red mechs with gattling guns and a bunch of snow pirates scattered around the area. DO NOT KILL THE MECHS. As soon as you kill one of them, the boss appears. So before you kill the mechs, clear out the snow pirates, and blow up the fuel tanks scattered around the edges of the area and collect the T-Eng. Once the area is clear, start weakening the mechs with a gattling gun. Get both of them down to the point before they blow up, then destroy one of them. The boss will enter the area in a few seconds, so you need to destroy the second mech as quick as you can.
When the boss enters the area, run to cover as quick as you can. When you first entered the area, if you look to the right there's a small brick building partially buried in the snow. This is the best place to fight the boss, and there's 2 gattling guns and a mech rocket launcher near it. This boss has a gattling gun, and a missile launcher. He'll only fire 2 missiles at a time, but they will drain your T-Eng fast if they connect, so dodge them as much as possible. This boss is one of the jumping mechs, and he'll jump all over the area. Pay close attention to his movement. If he stops for a second and hops in the air a few feet, he's about to leap on top of one of the buildings on the edge of the area. Get ready to unload on him when he lands. If you're by the brick building, he'll jump back over there and try to run up to you. Use the building as cover and hit him with rockets when he turns the corner.
The best weapons to use on this boss are the standard rocket launcher and the VS rockets. If you use the VS rockets, make sure you're safely in cover before you reload, or you'll leave yourself open to his missiles.
Mission 03: This boss is easy, mostly because unlike the first two bosses, you will be able to use a VS. All you need to do is hit him with rockets, while avoiding his rockets. Also, be sure to destroy the fuel tanks to get the T-Eng from them while you're fighting. If your VS is destroyed, there's another one you can use inside. Be sure to equip yourself with 2 rocket launchers, because the gattling gun is pretty worthless against this boss.
The only thing you need to worry about here is the laser beam the boss will occasionally fire. It sweeps in a 180 degree arc, and it will take half your mech's life away. You'll know when he's about to fire the laser because he'll pause for a moment and his left arm will open up. If you can't dodge the laser, there's a good way to avoid getting damaged by it. Once the laser is about to fire, hit B to exit your mech before it hits you. You won't take any damage while you're exiting the mech, and the laser should be finished firing by the time you get out. Immediately get back in your mech, and continue.
Scroll down for the next boss.
Last edited by Bluntman428; 01-28-2007 at 10:43 AM.
Join Date: Feb 2006
Location: Brooklyn
Posts: 191
Gamertag: Wet Factory
Good stuff. If your able to get the rest of them then this would definitely be worth a sticky.
Banned User
Mission 04: This is a rough fight. If you come unprepared, you're setting yourself up for failure. First off, don't waste time any time on your way to the boss. If you don't have enough T-Eng to get a VS up to the boss, you're screwed. Make sure you dig up the VS with the missile launcher on the cliff right below the boss's area, and attach a rocket launcher to the other weapon slot. If you have no T-Eng when you get up there, don't sweat it, as long as you're in a VS when you jump up there and the boss appears, you'll start in the VS when you die. Don't even attempt to do the boss without a VS, I don't think it's even possible. I spent 2 hours trying to kill him the first time without a VS, and I only got him below 50% twice. If you don't have a VS before you jump up there, just kill yourself and try again. There's a checkpoint halfway through the level after the room with the snow pirates, so you don't have to start over from the beginning.
The first thing you want to do as soon as the boss appears, is run towards the rock in the middle of the area and jump on it. The boss will circle around the area once and he'll stop for a few seconds. Hit him with a rocket and fire a couple missiles. As soon as you shoot at him, pick up more ammo for the rocket launcher. It will automatically reload your rockets. He'll fly right in front of you, and if you timed it right, you should be ready to hit him again. After you hit him, jump off the rocks and destroy the 3 fuel tanks in the area with missiles. This will give you enough T-Eng to live through the fight. As soon as you get the T-Eng, run back to the rock. It's absolutely vital that you stay by the rock. It's your only cover in the area, and if you get caught out in the open, your VS will be destroyed in seconds. There are no other VS's in the area, so if you lose the one you start in, you're screwed.
This boss has a couple attacks you need to watch out for. When he first appears, he'll only do two attacks. He'll either shoot volleys of explosive rocks at you, or he'll spit out a group of Akrid that will fly toward you and blow up if they hit you. The rocks aren't a big deal and are easily dodged. The akrid however will damage your VS badly and will stun you if more than one or two hit you. The only way to dodge the akrid is to make sure the rock is between you and the boss, but they will occasionally go around the rock if you're sticking out to the side too far. If the boss flies over your head and shoots out the akrid, immediately start running forward towards him. If you're lucky, the akrid will go over your head and you won't get hit. If you watch him, you'll know when he's about to shoot the akrid when he pauses in midair and raises his tail. If you're quick enough, you can hit him with a rocket before he spits them out, and his attack will be interrupted.
This fight doesn't really get hard until you get the boss to 50%. When he hits 50%, he goes berserk and flies around twice as fast, and he learns a bunch of new attacks. He starts shooting the rocks out faster and there's more of them at a time, and he'll spit out twice as many akrid as before. He also does a few new things. The first thing he does when he hits 50% is fly out over the cliff. He'll pause there for a moment, and then he'll charge at you. When he flies out there, you need to make sure you're behind the rock by the time he charges you. If he hits you your VS will lose half it's health, but if he hits the rock, he'll be stunned for a few seconds. This is your oppurtunity to unload on him. You should be able to hit him with a rocket and 2 or 3 missiles before he recovers.
After his initial charge, the fight gets chaotic. On top of the increased movement speed and the more intense attacks, he has two more attacks you need to watch for. He'll start kicking up snow that will stun you when he flies overhead, which is more of a nuisance than a threat. What you need to watch for is when he pauses and shoots what looks like a blue flare. If he's anywhere near you when he shoots it, you need to run in the opposite direction fast. The flare will explode in the air and drop about a dozen bombs in a circle below it. If the bombs hit you, it'll take about 50%-75% of your health away depending on how many bombs hit you.
The key to this fight is timing, and knowing when to take a shot and when to duck and hide. During his first phase before he goes berserk, wait until he pauses to fire at him. The best time to hit him is when he spits out the akrid. Just wait for him to raise his tail, and then fire at where his tail will be when he lowers it again. If you time it right, you'll nail him and have time to return to cover before the akrid reach you. If you want to try hitting him when he shoots the rocks, use your missiles, don't waste your rockets.
During the second phase, conserve your ammo and watch the boss carefully. You're only going to get a good shot lined up on him when he charges you, or when he drops the bombs. When he flies out to prepare the charge, just reload and get behind the rock. As long as you make sure he hits the rock, you'll be able to take away about 15% of his health when he's stunned. Hitting him when he drops the bombs is a little trickier, but you should be able to do it after you see the attack a couple times. Just wait until you see the blue flare and immediately fire a rocket and a few missiles at him while you run away. If you time it right, you'll hit him before he flies away.
If your VS is destroyed at any point, your best bet is to kill yourself and try again. The only way you'll kill him on foot is if he has less than 20% of his health left. If you've almost got him, just collect the T-Eng from your broken VS, and grab the rocket launcher on the side of the rock. Don't pick up a VS rocket launcher, because you'll get killed when you stop to reload. The standard rocket launcher should be able to finish him off if you manage to hit him fast enough.
This fight is really hard, but it's doable. Once you learn his attack patterns and get the timing down right on your rockets, he'll go down quickly. Just stick with it and you'll get him eventually.
Mission 05: This is the easiest fight so far. You should have at least 2000 T-Eng stored up by the time you enter the boss's room, and a VS in near-perfect condition with a shotgun and a gattling gun. I downed this guy on my second attempt...he had a sliver of life left when I died the first time.
All you need to do is focus your fire on the weak points on his arms. Just unload on him as fast as you can. When you break off an arm, it will stun him and his head will drop to the ground for a few seconds. Run right up to his head and start pumping shotgun shells into him. When his arms regenerate, just destroy them again. You should have him to about 50% before you run out of shotgun ammo. When you run out, go pick up a rocket launcher and continue focusing on his arms. Your VS will probably be destroyed before he dies, but there's 2 more VS's lying on the floor. Just go grab a new one and put a rocket launcher on it.
He has a few attacks, but most of them are pretty harmless. The most common thing you'll see is him smashing his arm on the ground or stabbing you. If he connects it'll damage you a little, but he usually misses. When he pounds on the ground it will stun you for a second, but it's more of a nuisance than a threat. He'll start to swing his arms in a 180 degree arc when he gets lower on health, which will hurt you a little more than the other claw attacks, but it's nothing to worry about. He also smashes his claw into the ceiling which will drop boulders around you. The boulders will hurt you a little more if you get caught in a stunlock, but again, it's nothing to worry about.
The only thing this guy does that you need to watch for is his ice breath. When his head starts to glow blue, jump and run to either side of his body as quickly as you can. The ice will do a load of damage to your VS, and you'll be stunlocked for a few seconds, which will give him the chance to hit you again. It's hard to dodge, but it can be done. Even if it hits you, there's 2 more VS's in the room, so you don't need to worry much about losing your's. The best way to keep him from using his ice breath is to take his arms out before he gets a chance. The arms are pretty weak, so you can destroy them in a few seconds whenever they regenerate. Just stay on the offensive and maneuver around him as much as possible and you'll drop this boss without a problem.
Last edited by Bluntman428; 01-27-2007 at 08:11 PM.
Banned User
Mission 06: Green-Eye's pretty much the same as before, only this time one mistake will get you killed. If you've beaten him before, you can beat him on Extreme. It's just gonna take some time and patience.
You're probably already aware what Green-Eye brings to the fight. He shoots shards of ice from his back that home in on you, and the more damage you do to him, the more shards he'll shoot. You have to dodge the shards while remaining on the offensive. Just use your VS's dash move whenever he shoots the ice. Before you shoot off his armor, there's two ways to tell when he's about to start shooting. When he starts shaking back and forth, start dashing or use your jets to dodge. When you see him stand up and start roaring or whatever it is Akrid do, jump and stay airborne until he hits the ground. If you're on the ground when he lands, you'll be stunned for about 5 or 6 seconds, and by the time you recover, you'll probably already be getting hit by the ice.
It's important to never get too close to him, or stand directly in front or behind him. If you're behind him, he'll charge backwards, which doesn't damage you too badly, but every bit of health is important in this fight. If you're in front of him, he'll charge you, and that'll take away about a third of your health. Or even worse, he might use his ice breath, and that's basically the end of the fight if he hits you with it. Until you break the armor on his sides, you want to stay behind him at a safe distance, slightly to the side.
When you start the fight, use your gattling gun to break his side armor while dodging the ice. DO NOT USE ANY ROCKETS. It's important you save your rockets for when he goes berserk. When he runs into the tunnel, chase him and continue to work on breaking his armor. Don't forget to pick up the T-Eng that drops every time you break a section of his armor. Chase him all the way through, and you should be able to break off his whole left side before he exits the tunnel. On the opposite end of the tunnel from where you followed him in, there's a rocket launcher. Pick it up on whichever side your rocket launcher's currently on to stock up on ammo. You'll need it later.
After you grab the rocket launcher, run out the tunnel. On your right side on the ledge are two fuel tanks. Shoot a rocket at them and pick up the T-Eng quickly. Green-Eye should be turning around in the middle of the area at this point. Fly over to the ledge in the center, and get ready to work on his right side. You should be able to destroy his right side in the tunnel the same way you did the left. Remember, save your rockets.
Once you've taken down both of his flanks, start shooting the weak points on his head. Be careful, because once his sides are taken down he'll start crawling on the walls to attack you, and he'll start shooting a lot more ice at you. At this point, you can't afford to make any mistakes, because you'll need as much health as you can get for his next stage. Take down the four weak points with your gattling gun, then fire a rocket at the exposed part of his head. As soon as you fire the rocket, start flying and try to maneuver out of his path, because he'll charge you. Wait for him to start running into the tunnel, and then run over to the center ledge near the other 2 fuel tanks. Replace your Gattling gun with the rocket launcher, and then drop off the ledge and grab ammo for your new rocket launcher.
At this point you should have about 20 rockets, which should be enough. Wait for Green-Eye to come back out, and start flying when you see him turn the corner. He's going to start charging at you constantly, and you need to avoid getting hit as much as you can. He'll also start shooting ice almost non-stop, so never stop moving when he's in the area. When he starts moving towards you, fire both your rockets at the exposed part of his head, while flying away from the path of his charge. Once you've fired at him, get as far away from him as possible until he goes back in the tunnel. Move up to the center ledge and wait for him to come back out. Rinse and repeat.
It'll probably take you a few tries to learn his movement patterns when he goes berserk, so just be patient. It took me about an hour to bring him down, and my last rocket killed him.
Banned User
Mission 07: This boss makes every other boss you've fought so far look like a cakewalk. It's not so much that he's difficult as he just fights dirty. No matter how well you play, you will die. A lot. It took me just under 3 hours to down this guy, which is close to what it took me to kill every other boss up to this point combined. I wouldn't recommend even trying to kill him if you're prone to controller abuse.
He has several attacks, and all of them will kick your ass. The most common one he uses is an electrical shot. There's really no way to dodge it since it appears to be random where it hits. The only way to get away is if you jump behind one of the blocks so you're no longer in his line of sight. His other primary attack is an explosive volley that blows up in a straight line. This one's pretty easy to dodge, just jump to the side away from its path. Once in awhile he'll fire a grenade launcher at you. This one's hard to get away from, but it doesn't hurt as bad as his other attacks, so don't worry about it too much. He'll change from the Spider VS to the Tank frequently too. When he turns into the Tank, you have a few seconds to get away before he charges you. Listen closely during the entire course of the fight. When you hear him start to change, use your grappling hook to jump up on top of one of the blocks. If you're too far away to get up there in time, try to run behind something.
The last thing you need to worry about from him is when he jumps. Almost every time I died, it's because he jumped on me. When he goes airborne, get the hell away from him as fast as you can. If he lands on you, it instantly brings your health to the minimum. That isn't so bad on it's own, but when you stand back up if he's still on top of you, you'll die instantly. He also likes to jump up and down on top of you, and when he lands you'll have just gotten up again, so he'll kill you instantly. Props to whoever programmed that BS.
The key to winning this fight isn't to drop the boss as fast as possible. To win, you need to focus on the 4 flying robots that surround him. There's two reasons to focus on them. First, they're annoying as hell. They'll shoot you with pinpoint accuracy over and over if you don't take care of them quickly. Second, there's no way to live through this fight if you don't collect the T-Eng they drop. Every time you kill one, it'll drop about 200 T-Eng. Since the boss will be kicking your ass, the only way to win is by keeping as much distance between him and you as possible, and killing the robots as soon as they enter the area. They respawn about 30 seconds after you kill them, so that'll give you time to hit the boss with a couple rockets before they come back.
First off, destroy the 3 fuel tanks next to the elevator where you spawn. Head over to the elevator, and as soon as you get up top, run over and climb up on the block closest to you. Pick up the rocket launcher, and quickly use your grappling hook to get over to the next block and pick up more rocket ammo. The boss will apear in the far left corner. Hit him with a rocket and switch over to your machine gun to take out the flying robots. Run over and collect the T-Eng while avoiding the boss as much as possible. Once you've collected the T-Eng, run back over by the blocks and use them as cover against the boss. Keep the block between you and him, and pop out to hit him with a rocket whenever you get a chance. The best time to hit him is when he's using his electrical shot, or when he's switching back to the Spider VS after charging with the tank. Keep an eye out above you for the flying robots, and when they come back, switch back to your machine gun ASAP and clear them out again. When you get a chance, grab the rocket launcher ammo laying on both sides of the area next to the wall.
The fight will get a lot harder when you drop the bosses health down to about 40%. The flying robots will start shooting rockets instead of lasers, and they'll drop bombs on one side of the arena. When you see them form a line on one side of the arena above the wall, run towards the center as quickly as possible and start shooting them. At this point, you need to start doing damage to the boss fast. All it takes is one of those rockets to connect, and it's game over.
It seems near impossible, but if you keep at it you'll eventually kill him. Once you finally get him, the rest of the game will get a lot easier.
Mission 08: After that last boss, this guy seems too easy. Before you enter his area, make sure you've got the VS with the chainsaw on its arm. There's one in the room right before the boss's room. Stock up on rocket launcher ammo, and bust all the fuel tanks on the way to the boss. You should have plenty of T-Eng at this point. I had about 9000 when I did this. As soon as you enter the boss's room, grab the shotgun in the corner below you. Ignore the boss for now, but watch him to make sure you don't get run over. If you see the drills start to spin, just start flying, you jump high enough that he'll pass under you. Get right on top of the three Spider VS's, and destroy them with the shotgun. They'll die in 3-4 solid hits.
This boss is a pansy. He'll switch back and forth between the spider and the tank. The spider will shoot rockets and some lasers that do almost no damage. Avoid the rockets, don't sweat the lasers too much. When he's in tank mode, you need to be a little more careful. If he runs over you, your VS will be destroyed fast. Just make sure you time your jumps right, and he'll never touch you. He'll also shoot a cannon in tank mode, but if you're moving around enough, he won't hit you. Over the course of the fight, he'll break some of the floor and open up pits of lava. Avoid that area all together. If you fight him over by the entrance to the room where you came in at, you don't need to worry about it.
It's best to save your ammo until he changes into the Spider. You can damage him in tank mode by firing directly on top of the tank into the cockpit, but it's easier to hit him when he's in Spider mode. His weak spot when he's in Spider mode is the front of the cockpit, the same as the last boss.
If your VS gets destroyed, use your grappling hook to get up on the ledge with all the fuel tanks on the right side of the room. Just fire rockets down on him, and avoid the cannon shots. If you look carefully, you can see the cannon shots coming. Jump to the side and fire your rockets in between his shots.
Last edited by Bluntman428; 01-28-2007 at 04:03 AM.
Join Date: Dec 2006
Location: Tampa, FL
Posts: 802
Gamertag: Bolt of Thunder
congrats on doing all this.
also I love you
The tragedy of Canada is they could have had British culture, French cooking, and American technology, but instead they got American culture, British cooking, and French technology.
Retail: Gears of War 2, Modern Warfare 2, Assassins Creed 2, Mass Effect, Prince and Persia, Just Cause, Mirrors Edge, Fight Night Round 3, King Kong
Arcade: Puzzle Quest, Dash of Destruction, Worms
nicely done bluntman. i will be usin this soon--i just got this game.
Banned User
Mission 09: This is another relatively easy boss. The hardest part is actually getting to him with enough T-Eng and a VS. Make sure you have a VS before you enter the boss's room! I went in the first time without one, and I had to start the level over again. Don't try to do this with the Spider VS either, that's a waste of time. Grab the VS at the end of the tunnel where you have to drill through the walls.
This boss is a joke compared to the previous ones. He only has a few attacks, and they're all weak. The most common one is when he tries to stomp on you, but that's easily countered if you grab the right weapons. He'll spit out the explosive 4-legged akrid throughout the fight. Watch out for these, they'll ruin your VS quickly. After you've blown his legs out and he's regenerating them, take those few seconds to clear out the akrid with your gattling gun. If you let them pile up, you might run into trouble when he throws down his web. When he puts the web up, you can't get out of the area below him, so it's vital that you clear out those akrid when you can.
You have your choice from a few weapons. There's rocket launchers, shotguns, laser rifles, and gattling guns spread out across the room. A shotgun/gattling gun combo works best. Just pick one of his legs, and start unloading. Make sure you stay close to the leg so your shotgun takes it out fast. Drop two legs, and he'll go down. As soon as he goes down, fly over to the huge glowing part on the top of his body. Just keep jumping and unloading on him with your shotgun. If you do it right, you should be able to kill him the third time you bring him down.
Banned User
Mission 10 - Akrid Boss: This guy's kind of a mini-boss, and you shouldn't have any trouble with him. Just try to have over 2000 T-Eng before you fight him, and bring the Spider VS. As soon as you get inside, park your mech against the wall where you came in. Get out and grab either the gattling gun or the VS shotgun. Kill one of the antennae sticking out of the ground, and while it's going through its death animation, go grab the standard rocket launcher and run down the hole. Blast the weak spot on the boss, and run back up when his shield goes back up. Rinse and repeat.
When the antennae are gone, jump back in your VS and stay by the back wall. His fire bombs shouldn't hit you if you stay against the wall. When the boss opens up his mouth and his tongue or whatever the hell akrid have is exposed, blast him with the cannon. Keep doing this for about 30 seconds and he'll drop.
The only thing to watch for here is the blue floating jellyfish things. They'll stun you if you hit them, so try to just avoid them. If for some reason your VS gets destroyed, just go grab the VS rocket launcher in the corner and start blasting the boss.
Mission 10 - NEVEK Boss: This boss looks a lot tougher than he is. Just make sure you grab the VS with the saw on its arm from the top level of the room with all the NEVEK VS's lined up.
The only thing you need to do here is make sure you keep as much distance from him as possible. If he catches you in melee, he'll do an electric attack that will stun you and deal a bit of damage. The other thing to watch for is when he starts charging around the room with his arms glowing. If he hits you with that charge, you're dead. You can't even get out of your VS. Just use your dash to sidestep him, and you should be fine.
Aside from those two attacks, he's pretty much the same as any other VS boss. He'll fire rockets at you that you want to dodge, and when he gets low on health he'll start rearranging the pillars in the room. I don't know if the pillars hurt your VS, but when I was on foot they didn't do anything. He's also resistant to standard bullets, so don't bother with the gattling gun.
As soon as the fight starts, shoot a rocket straight down the hall at him. Then dash to the left between the pillars and replace your gattling gun with the shotgun. Continue going straight and pick up the rocket ammo in the back left corner. If you're quick enough, you can maintain a safe distance while circle strafing to use the shotgun and fire rockets at him without getting hit by his melee attacks.
If your VS gets destroyed, head to the back left corner and grab the standard rocket launcher. If he's got less than 25% of his health left, you can easily kill him on foot. If he's got more than that, you can probably still kill him, but it's better to just save time and suicide.
Banned User
Mission 11: This is it, the final boss. You've fought him before, so you know what you're up against. Not too much has changed, his skills are just a little stronger now. He'll shoot more rockets, fire more lasers, summon those cannons earlier, and he has a bit more health. Aside from that, he's pretty much the same.
There's a trick to getting him down to 50% without getting yourself hurt. When the fight starts, rush him and use the left trigger to slash him. He'll do one of two things...either he'll stand there and get hit, or he'll put up his barrier and change into that jet and fly away. Stay close to him at all times, and slash him with the left trigger at every oppurtunity. Don't use the right trigger. It does a little more damage, but it takes longer to swing, and you have a higher chance of missing. Pay close attention. When he raises his arm over his chest and summons the first cannon, immediately swing at him when his barrier goes down. Hold the right trigger and charge him. Release the trigger as soon as you get in range. When he summons the cannon in his first phase, he will try to use it until he gets a shot off. If you time it right, you can interrupt it every time until he gets to 50%, and you shouldn't lose any health in the process. Listen closely when his health gets close to 50%. When he puts up the barrier and you hear a sound similar to the one when you enter or exit a VS, retreat immediately and prepare for his second phase.
This is where it gets tricky. He's going to start throwing everything he's got at you, and it's a lot more intense than when you fought him on Normal or Easy. The key to beating him is knowing when to move in for a melee attack, when to fire your discs, and when to run like hell. The main thing you need to worry about is the floating cannons, particularly the one that fires the beam horizontally. Keep your eyes on the cannons at all times and make sure you're not in their line of fire. If you get hit once, the fight's pretty much over. The best way to dodge every attack he's got is to alternate your flight between ascending and descending, and fly in a circle around the boss. You will never get hit if you keep moving like that and adjust your flight depending on where the cannons are aiming at.
There are 3 safe ways to pull off a good attack on him during his second phase:
1. When he fires the small pink lasers (not the floating cannons), he'll strafe in one direction while he's attacking. Strafe in the same direction, and if you were close enough, you'll be in range for a melee attack when his attack finishes. Don't try to hit him if he's too far away, and make sure the floating cannons aren't active and there aren't any missiles or homing lasers chasing you. This is the quickest and most efficient way to dish out damage. Fly away as soon as the attack finishes before he can counter.
2. When he does his melee attack, where his arms and legs grow like 50 feet, hold in the right trigger and start shooting your big discs at him. Keep doing this until he finishes his attack. You should be able to hit him at least twice.
3. When he fires the orange homing lasers from his shoulders, if there's no missiles chasing you and the cannons are inactive, start descending quickly and fly towards him. Ascend at the last minute until you're just above his head and do a melee attack with the right trigger. This is a little dangerous, because one or two of the homing lasers will hit you, and if your timing's off they may all hit you. But when you get the timing down, this is one of the few oppurtunities you'll get to do some serious damage to him.
Unless one of those situations occurs, your best bet is to keep dodging him, and throw a disc at him in between his attacks. It's slow, but the only effective way to kill the boss on this difficulty is with weak long range attacks. Chances are, it's going to take you a few tries to beat him. Just stay patient, and remember the majority of this fight is luck. Sometimes he barely uses the cannons or fires off his missiles, other times it's damn near all he does. Eventually he'll use just the right set of attacks for you to take him down.
Banned User
Join Date: Apr 2006
Posts: 552
Just another small tip for last boss. When his arms/legs grow 50 metres , hold down left trigger and just as he is doing the spin you need rush towards him and let go the trigger. You will hit him and take off quite a lot of power.. then back away as far as you can and rinse and repeat till he dies.
Join Date: Jan 2007
Posts: 183
Gamertag: Myncy
Oh, thank you!
I couldn't even beat the first boss on extreme...this helped though.
Join Date: Sep 2006
Location: California
Posts: 998
Gamertag: Spot2004
Wow, thanks.
I still can't beat the first boss.. Wow, Extreme is a real pain.
Join Date: Jan 2007
Posts: 29
Gamertag: ImpartialKarma
Thank you
I thought I could figure it out on my own, and did actually manage to kill the first boss, but why do it on your own when someone already figured it out? I LOVE THIS WEBSITE!
Join Date: Jan 2007
Location: Nova Scotia
Posts: 1,876
Gamertag: Scotian Bred
yeah i am working on this right now ! the first boss was one big neck pain but after that its been ok .. but there was one thing i wanted to add the mech that you fight in the pirate fortress in level 2 its better to use the VS shotgun on him after you get rid of the other two .. you can get two shots on him before he leaps away and it does the most damage up close. oh and i did all my target marks along the way as well .. which makes it that much more fun since it only gives you just enough T-Eng to do all the things you need to do .. thank god for waypoints .. LOL
Join Date: Dec 2006
Posts: 36
Gamertag: james hindson
How do you unlock extreme dificulty do you have to complete the game or something?
Join Date: Jan 2007
Location: Nova Scotia
Posts: 1,876
Gamertag: Scotian Bred
Last edited by Scotian Bred; 02-03-2007 at 05:21 PM.
Join Date: Feb 2007
Location: Yorkshire, UK
Posts: 103
Gamertag: Obscure Ale
Finally downed the 1st boss, Your tatics proved very nice
Join Date: Nov 2006
Posts: 143
Gamertag: SUMO SNIPER
Addition to GAB in Mission 7, I stole the VS in the third area, Then I went on, get killed by the boss, so the VS's HP comes back to full, and then looted Dual VS shotguns. He was turned into swiss cheese in just one try. It was much easier than the stratergy you just said.
Join Date: May 2006
Location: Toronto Ontario Canada
Posts: 53
Gamertag: Col%20Boom%20Stick
One note on the 4th boss...
If you lose your VS you can actually drop back down dig out another one. There's also another T-Eng Container down there. Then you can jump back up and get back to work.
Join Date: Oct 2006
Location: Dallas, TX
Posts: 164
Gamertag: BrigadeMindless
I think I tried spawning at the boss in the VS, then parking it and jumping down, collecting energy, grabbing the spare VS, then jumping back up. I don't know if I killed him with that tactic (I was frustrated after a few hours of attempts) but it worked a lot better than trying it in the middle of the fight.
Retail 100% - 23
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Overall - 59460
Current MP Boost Projects - Retail:
GoW, GoW 2, Quake 4, Perfect Dark Zero, CrackdownCurrent MP Boost Projects - Live:
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Join Date: May 2006
Location: Toronto Ontario Canada
Posts: 53
Gamertag: Col%20Boom%20Stick
How do you steal a VS from a NEVEC soldier? Im so stuck on that dam Mission 7 boss I may have to replay the board and try what youre suggesting. I get him down to about a 5th of his life and then I get cheese killed by his rocket toting crew and his need to do aerobics on top of my head everytime.
Banned User
On Mission 7, in the area right in front of the elevator that leads to the boss, there's a VS and 2 rocket turrets. Grab a plasma rifle, and take out the two guys in the turrets. Once they're taken care of, snipe the guy in the VS in the head. If you aim well enough, you'll pop him out of the VS and you can then grab the VS and take it to fight the boss.
I've never tried it personally, but I heard it makes fighting the boss really easy. I did it the hard way, and it wasn't fun.
Join Date: Dec 2006
Posts: 36
Gamertag: james hindson
yea mission 7 boss was probibly the hardest boss in the game i also did it the hard way.
Join Date: Feb 2007
Posts: 7
finally beat it on extreme, i cant really say which boss sucked the most, but im leaning towards the wasp
Join Date: Oct 2006
Location: Dallas, TX
Posts: 164
Gamertag: BrigadeMindless
I don't know .. the wasp was a bitch to be certain .. but I think the level 1 boss on extreme was definitely the biggest hump. It's been said before but Capcom really threw down the gauntlet at the very BEGINNING of Extreme. By the time you get to the wasp you're acclimated to 'Extreme Mode Bosses' and you DO get a couple VS's for the wasp.
I really think that the first boss left the least room for error out of all of them.
Retail 100% - 23
Live 100% - 35
Overall - 59460
Current MP Boost Projects - Retail:
GoW, GoW 2, Quake 4, Perfect Dark Zero, CrackdownCurrent MP Boost Projects - Live:
Wing Commander Arena, Doom, Contra, Cyberball, TMNT Arcade, E4, Hardwood Spades
Join Date: Feb 2007
Posts: 7
my thing with the wasp was near the end it was moving so fast and there were so many damn explosions it became a rediculous fight of luck. but i will give it to you the first boss was tough, it was more a challenge to down the 4 little guys without taking little to no damage before taking on the main guy. more of a fun fight then most of the other bosses though
Join Date: Feb 2007
Location: NYC
Posts: 144
Gamertag: I KingMurda I
i figured out an alternative way to fight he wasp..wen the fight starts i ditch my VS jump down dig up the other VS jump back up and do bluntman's strategy..at about 50% of the wasps health my VS would get owned so i quickly jumped out and jumped into the other VS.. i equipped the other VS with 2 gattling guns and just unloaded on his ASS he didnt stand a chance
Join Date: Feb 2007
Location: NYC
Posts: 144
Gamertag: I KingMurda I
Holy crap!! mission 7 i didnt even bother going in there on foot i used the VS with 2 shotguns strategy...he got lit up ended him on my first try in about 15 sec easiest boss yet.
p.s sorry bluntman had to go through that on foot
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The Herald of Everett reports that Charles Conrad Adams, 78, was charged earlier this week in Snohomish County with two counts of unauthorized practice of law in a bizarre case of forgery.
A Seattle man tried to keep a woman accused of child abuse out of jail by posing as her attorney in a Snohomish County courtroom, according to charging papers.
The Herald of Everett reports that Charles Conrad Adams, 78, was charged earlier this week in Snohomish County with two counts of unauthorized practice of law in a bizarre case of forgery.
According to charging papers, Adams represented the woman at a 2007 arraignment hearing and tried to negotiate a plea deal with prosecutors, and on two occasions the man told a judge he was an attorney.
It wasn't immediately clear how Adams came to represent the woman, who was accused of sexually abusing a fifth-grade girl.
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Details of Adams' background began to unravel after the county's assigned prosecutor got a call from the man. He identified himself as the woman's attorney and asked Snohomish County Deputy Prosecutor Cynthia Larsen if they could reschedule an arraignment hearing set for that day, Deputy Prosecutor Charlotte Comer wrote in the charging papers.
The court date was not rescheduled. Adams appeared at the hearing, where the woman pleaded not guilty. He signed all the documentation at the hearing and identified himself as the "counsel of the accused," court records say.
Larsen then tried to find Adams' information in the Washington State Bar Association's directory. The only Charles Adams listed was not representing the woman.
A second arraignment hearing was called. In it, Adams tried to negotiate a plea deal with prosecutors, but the woman told the court she wanted a different attorney.
Larsen asked Adams for his bar number, and he provided one that belonged to another lawyer.
Later, the judge asked Adams for his bar-association identification card, but Adams said he had left it at the office.
It was later confirmed by the state bar association that Adams did not have a license to practice law and that he had previously been convicted of forgery.
Most complaints of people passing themselves off as lawyers revolve around legal documents, such as wills and trusts, said Steve Crossland, chairman of the state's Practice of Law Board, which was created to investigate unauthorized law practice.
Crossland said it's unusual for someone to pretend to be an attorney in a court.
"It's pretty hard to fly under the radar there," he said.

subset: commoncrawl


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Are you Fabien Crozet?Claim your profile
Publications (7)22.66 Total impact
- [Show abstract] [Hide abstract] ABSTRACT: We report on the isolation and initial characterization of a human alpha-tubulin gene named TUBA2. This gene is located in the 13q11 region and has been considered a candidate gene for two nonsyndromic deafnesses, DFNB1 and DFNA3. The gene, with a minimum size of 6.5 kb, contains five exons and four introns starting at codon positions 1, 76, 125, and 352, one of which is inserted between the initiation methionine codon and the codon specifying the second amino acid, arginine 2. Neither rearrangement nor point mutation was found in the coding region of the gene in DFNB1- and DFNA3-affected patients. The gene was therefore unlikely to be responsible for either of these deafnesses. During the characterization of TUBA2, the gene encoding connexin 26 was proven to be responsible for both DFNB1 and DFNA3 (D. P. Kelsell et al., 1997, Nature 387: 80-83). However, the present data offer the possibility of testing the involvement of the TUBA2 gene in the Clouston hidrotic ectodermal dysplasia and the Kabuki syndrome, two genetic diseases that have recently been mapped to the 13q11 region.
- [Show abstract] [Hide abstract] ABSTRACT: Several lines of evidence indicate a crucial role for unconventional myosins in the function of the sensory hair cells of the inner ear. We report here the characterization of the cDNAs encoding two unconventional type I myosins from a mouse cochlear cDNA library. The first cDNA encodes a putative protein named Myo1c, which is likely to be the murine orthologue of the bullfrog myosin I beta and which may be involved in the gating of the mechanotransduction channel of the sensory hair cells. This myosin belongs to the group of short-tailed myosins I, with its tail ending shortly after a polybasic, TH-1-like domain. The second cDNA encodes a novel type I myosin Myo1f which displays three regions: a head domain with the conserved ATP- and actin-binding sites, a neck domain with a single IQ motif, and a tail domain with the tripartite structure initially described in protozoan myosins I. The tail of Myo1f includes (1) a TH-1 region rich in basic residues, which may interact with anionic membrane phospholipids; (2) a TH-2 proline-rich region, expected to contain an ATP-insensitive actin-binding site; and (3) a SH-3 domain found in a variety of cytoskeletal and signaling proteins. Northern blot analysis indicated that the genes encoding Myo1c and Myo1f display a widespread tissue expression in the adult mouse. Myo1c and Myo1f were mapped by in situ hybridization to the chromosomal regions 11D-11E and 17B-17C, respectively. The human orthologuous genes MYO1C and MYO1F were also characterized, and mapped to the human chromosomal regions 17p18 and 19p13.2-19p13.3, respectively.
Article: Human myosin VIIA responsible for the Usher 1B syndrome: A predicted membrane-associated motor protein expressed in developing sensory epithelia[Show abstract] [Hide abstract] ABSTRACT: The gene encoding human myosin VIIA is responsible for Usher syndrome type III (USH1B), a disease which associates profound congenital sensorineural deafness, vestibular dysfunction, and retinitis pigmentosa. The reconstituted cDNA sequence presented here predicts a 2215 amino acid protein with a typical unconventional myosin structure. This protein is expected to dimerize into a two-headed molecule. The C terminus of its tail shares homology with the membrane-binding domain of the band 4.1 protein superfamily. The gene consists of 48 coding exons. It encodes several alternatively spliced forms. In situ hybridization analysis in human embryos demonstrates that the myosin VIIA gene is expressed in the pigment epithelium and the photoreceptor cells of the retina, thus indicating that both cell types may be involved in the USH1B retinal degenerative process. In addition, the gene is expressed in the human embryonic cochlear and vestibular neuroepithelia. We suggest that deafness and vestibular dysfunction in USH1B patients result from a defect in the morphogenesis of the inner ear sensory cell stereocilia.
Article: A YAC Contig and an EST Map in the Pericentromeric Region of Chromosome 13 Surrounding the Loci for Neurosensory Nonsyndromic Deafness (DFNB1 and DFNA3) and Limb-Girdle Muscular Dystrophy Type 2C (LGMD2C)[Show abstract] [Hide abstract] ABSTRACT: Two forms of inherited childhood nonsyndromic deafness (DFNB1 and DFNA3) and a Duchenne-like form of progressive muscular dystrophy (LGMD2C) have been mapped to the pericentromeric region of chromosome 13. To clone the genes responsible for these diseases we constructed a yeast artificial chromosome (YAC) contig spanning an 8-cM region between the polymorphic markers D13S175 and D13S221. The contig comprises 24 sequence-tagged sites, among which 15 were newly obtained. This contig allowed us to order the polymorphic markers centromere-D13S175-D13S141-D13S143-D13S115-AFM128yc1-D13S292-D13S283-AFM323vh5-D13S221-telomere. Eight expressed sequence tags, previously assigned to 13q11-q12 (D13S182E, D13S183E, D13S502E, D13S504E, D13S505E, D13S837E, TUBA2, ATP1AL1), were localized on the YAC contig. YAC screening of a cDNA library derived from mouse cochlea allowed us to identify an α-tubulin gene (TUBA2) that was subsequently precisely mapped within the candidate region.
- [Show abstract] [Hide abstract] ABSTRACT: Le syndrome de Usher associe une surdité congénitale et une rétinite pigmentaire évolutive. Il comprend trois formes cliniques qui se transmettent toutes selon le mode autosomique récessif. Le type I désigne la forme la plus grave; au moins quatre genes distincts en sont responsables. Nous avons récemment identifié le gene responsable du type IB. Ce gene code pour une myosine non conventionnelle, la myosine VIIA.


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At AmCareBenefits, we understand how to stretch your dollars and still provide the best Medical, Dental, Vision, Life, or Disability insurance for the people you value most –your employees.
Based in Harford County, Maryland, AmCareBenefits specializes in connecting Maryland businesses with group health and life insurance plans. Our Certified Insurance Counselors and Registered Health Underwriters have more than 35 years' experience matching companies from 2 to 100+ employees with great health and life benefits. And, we are amoung a select few brokers who are Certified PPACA Professionals ~ thereby insuring that our clients have the most up to date tools and information to respond to Health Care Reform.
We are licensed to work with top carriers in many of the regions of the US –companies like the BlueCross/BlueShield Associations, United Healthcare, Aetna, CIGNA/Great West, Coventry, Humana, Mutual of Omaha, Health America, and ING.
We focus on group health and life benefits, but we also work closely with individuals and families in Maryland, Pennsylvania, Delaware and Virginia to locate affordable Health, Life, and Disability coverage options.
Whether you're looking for group benefits or individual coverage, you'll find that personal, dedicated, continued service is what sets AmCareBenefits apart from other benefits providers.
Call us today! 800.884.0386 or 410.836.1911.


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* If you are experiencing difficulties viewing our site, pages and links, please ensure that your browser has been updated! Best viewed using Mozilla Firefox.
* For the text to voice option, on any page of the BCANDS website, simply highlight the text you wish to hear and click on the speaker icon!
Click on images above to enlarge.
BCANDS "From the Outside Looking In…" 2017 Indigenous Disability and Wellness Gathering
On November 29th, 29th and 30th during the third anniversary of November being declared and proclaimed as "Aboriginal Disability Awareness Month" in British Columbia BCANDS will host the 2017 "From the Outside Looking In…" – Indigenous Disability and Wellness Gathering in Victoria, British Columbia.
To learn more about the Gathering please click on the banner below to be taken to the 2017 Gathering website. Want to keep up-to-date on all the Gathering happenings as planning moves forward? Follow the Gathering on Twitter!
Above – BCANDS Board President Stephen Lytton with his Excellency the Right Honourable David Johnston – Governor General of Canada, receiving the Caring Canadian Award on March 4th, 2016.
BCANDS 2016 Vancouver Island Disability and Wellness Gathering
The 2016 Gathering ended on February 24th, 2016 and we sincerely thank all delegates, volunteers, vendors, sponsors and presenters in attendance. Please click on the images below to see some of the Gathering happenings.
Click on image to see Minister Stilwell's message to the Gathering (a new window will open and you will be re-directed to BCANDS YouTube site)
Click on image to see Minister Qualtrough's message to the Gathering (a new window will open and you will be re-directed to BCANDS YouTube site)
Province of Saskatchewan to declare November 2016 and all future Novembers as "Aboriginal Disability Awareness Month" within the province!
Great Job Saskatchewan!
Click on the link below to view the confirmation letter from Saskatchewan's Minister of Social Services – The Honourable Donna Harpauer.
Government of Saskatchewan – Aboriginal Disability Awareness Month 2016
November 2015 Proclaimed Aboriginal Disability Awareness Month!!!
November 2015 has been declared Aboriginal Disability Awareness Month in British Columbia by the BC First Nation Summit, the Métis Nation BC and the Province of British Columbia! The proclamation of November as Aboriginal Disability Awareness Month is the first such proclamation / recognition of its kind in Canada and we believe the world!
The proclamation of November as Aboriginal Disability Awareness Month will assist in raising awareness and knowledge of the unique issues facing Indigenous individuals and families living with a disability and a venue to help celebrate and recognize the contributions and value Indigenous persons living with a disability bring to our communities and province on a daily basis.
The rate of disabilities within the Indigenous population of Canada is twice that of the national rate seeing the disability rate among young adults almost three times higher for Indigenous people than for non-Indigenous people
Please click on the links below to learn more about this exciting and ground breaking announcement!
FN Summit Aboriginal Disability Awareness Month Resolution
MNBC proclaims November 2015 as Aboriginal Disability Awarness Month
Province proclaims Aboriginal Disability Awareness Month
BCANDS recipient of the March of Dimes Canada – 2015 Judge George Ferguson National Award!!!
BCANDS is very pleased and honoured to have been selected for this truly great honor and accepted the award on September 30th in Toronto!!
The March of Dimes Canada Judge George Ferguson Award was created in 1981 and named in honour of Former March of Dimes President Judge George Ferguson. The award is presented annually to a recipient who contributes in an outstanding way by enabling equality and full community participation for people with disabilities throughout Canada.
Thank you March of Dimes Canada!
Who we are:
The British Columbia Aboriginal Network on Disability Society, or as more commonly known, BCANDS, is an award winning, provincial, not for profit, charitable Society serving the unique and diverse disability and health resource / support service needs of the Indigenous population of British Columbia. BCANDS is a "stand alone" organization and the only organization of its type in Canada. Incorporated in 1991, BCANDS enjoys over 24 years of successfully delivering Indigenous disability and health programs and services across British Columbia.
Indigenous persons in British Columbia and across Canada continue to deal with the generational effects that European contact has had on all aspects of our lives. It is well documented that the health and disability status of Indigenous people in British Columbia and Canada, is significantly lower than that of our non-Indigenous population. Many Indigenous communities are additionally affected by minimal economical and employment opportunities, community remoteness, limited community access to necessary disability, health and social services, their associated professionals, limited community amenities and so forth. Demands and expectations placed on Indigenous communities and organizational leadership are high from their membership, with their membership identifying multiple priorities within the community or organization, all of which compete for any available financial resources. Understanding this, leadership within Aboriginal communities and organizations across British Columbia are often forced to make difficult decisions in regard to priority programs, services and specific funding allocations made available. Due to these important and ever increasing community and organizational needs, specialized disability and health support services may be minimal with only limited resources available to the membership, leaving the individual, their family and support system(s) at times isolated and frustrated.
BCANDS may be able to help.
BCANDS provides a vast array of services to eligible clients and organizations, both within Indigenous communities and within British Columbia's urban and rural centres. If you are an Indigenous person living with a disability, residing within the province of British Columbia, or an on-reserve organization requiring health information / resources and support services, BCANDS may be able to assist.
Click here to be redirected to our Request for Disability Services Page
Click here to be redirected to our Health Resource / Information and Support Services Centre Page
"BCANDS wishes to respectfully acknowledge the traditional territory of the Coast Salish Nation of Esquimalt on which our main office is located. We further wish to acknowledge those organizations and communities across British Columbia, both Indigenous and non-Indigenous, who assist us in our work."


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Zootopia | 3D
The modern mammal metropolis of Zootopia is a city like no other. Comprised of habitat neighborhoods like ritzy Sahara Square and frigid Tundratown, it's a melting pot where animals from every environment live together—a place where no matter what you are, from the biggest elephant to the smallest shrew, you can be anything. But when optimistic Officer Judy Hopps arrives, she discovers that being the first bunny on a police force of big, tough animals isn't so easy. Determined to prove herself, she jumps at the opportunity to crack a case, even if it means partnering with a fast-talking, scam-artist fox Nick Wilde to solve the mystery.
Walt Disney Animation Studios' Zootopia stars the voice talents of Idris Elba, Ginnifer Goodwin, and Jason Bateman.
"Zootopia is one of my favorite animated movies. Not one of my favorite animated movies of the last year or two, or of the last decade, or in recent memory. It's one of my favorite animated movies, period." Richard Roeper, Chicago Sun-Times
Duration: 108 mins. | Rating: PG
Mummies: Secrets of the Pharaohs
Journey to the royal tombs of Egypt and explore the history of ancient Egyptian society as told through the mummies of the past. Narrated by actor Christopher Lee, Mummies provides audiences a window into the fascinating and mysterious world of the pharaohs. Scientists today are reconstructing mummy DNA and deciphering ancient texts in order to gain insight into modern human genetics and devise new medical treatments. To unwrap the secrets of the pharaohs is to perhaps glimpse the future of our own civilization.
Star Wars: The Force Awakens
Lucasfilm and visionary director J.J. Abrams join forces to take you back again to a galaxy far, far away as Star Wars returns to the big screen with Star Wars: The Force Awakens.
Set 30 years after Return of the Jedi, it follows the efforts of the First Order, a group that is the successor to the Galactic Empire, to eliminate Luke Skywalker and the New Republic. The Resistance, backed by the Republic and led by Luke's twin sister, General Leia Organa, opposes the First Order while searching for Luke to enlist his aid.
"It's everything the kid in us goes to the movies for -- marvelous adventure that leaves us surprised, scared and euphoric." Peter Travers, Rolling Stone
Duration: 136 mins. | Rating: PG-13
Chemistry Lab
Included in General Admission | The Chemistry Lab offers a wide variety of hands-on experiments and activities, and gives visitors the opportunity to safely mix, measure, and pour chemicals. The Chem Lab website is also the home of Experiencing Chemistry, a unique online resource for chemistry curriculum and engaging experiments.
Life Science Lab
Included in General Admission | The Life Lab, located in OMSI's Life Science Hall is a place of continual change, where exhibits, experiments and the public meet in a more intimate way than in the Halls. The Lab includes a large collection of live animals and a young children's table with lots of fun activities and experiments to allow our younger visitors to explore the life sciences.
Flying Monsters | 3D
For thousands of years, humans have believed that there were once flying monsters. But did they really exist beyond our nightmares? In Flying Monsters, veteran filmmaker and renowned naturalist Sir David Attenborough takes viewers to a prehistoric world inhabited by pterosaurs, flying vertebrates with a wingspan of up to 45 feet that lived alongside the dinosaurs.
Two-hundred-and-twenty-million years ago dinosaurs were beginning their domination of Earth. But another group of reptiles was about to make an extraordinary leap: Pterosaurs were taking control of the skies. The story of how and why these mysterious creatures took to the air is more fantastical than any fiction – and one of the great mysteries in paleontology. Audiences watch as Attenborough describes pioneering scientific techniques that reveal new details about pterosaurs, using pterosaur embryos to show that they might have flown from birth and advances in imaging technology and aerodynamics to describe how a creature the size of a giraffe could possibly take to prehistoric skies.
Duration: 40 mins. | Rating: All Ages
Antarctica: On The Edge
Antarctica lives in our dreams as the most remote, most forbidding continent on Earth. Yet it is also a fragile place, home to an incredible variety of marine life along its edges: several species of penguins, tens of thousands of seals, humpback, Minke and killer whales, and dozens of different seabirds including giant, soaring albatrosses. It is arguably the most stunning, the most breathtaking place on the planet. Because of all the ice that covers and surrounds it, Antarctica changes every season, every day, every hour; its beauty is never the same twice.
But the nine-hundred-mile long Peninsula that juts out from the continent like a long finger is changing faster than anywhere on the planet, thanks to both warming air and sea temperatures.
Traveling to Antarctica from the tip of South America by sailboat and then along the Peninsula by sea kayak, foot, small plane and dive gear, we will take a look at this one-of-a-kind place and bring back a unique perspective on our planet's most remote region and the incredible wildlife that call it home.
Duration: 40 mins. | Rating: All Ages
Narrated by Benedict Cumberbatch, Jerusalem immerses audiences into one of the world's most beloved cities. Discover why this small piece of land is sacred to three major religions through the stories of Jewish, Christian and Muslim families who call Jerusalem home. Unprecedented access to the city's holiest sites, as well as rare and breathtaking aerial footage of the Old City and the Holy Land, combine to make Jerusalem a unique and stunning cinematic experience.
Duration: 40 mins. | Rating: All Ages
Lewis & Clark
With sweeping panoramas of the rugged American West and stunning aerial photography, one of the epic adventures in American history comes to life in Lewis & Clark. The film follows the grueling 8,000-mile expedition past buffalo-filled prairies, through thick forests and raging river rapids, over towering peaks and plunging precipices. Narrated by Jeff Bridges, Lewis & Clark chronicles the danger and beauty of the unknown West as it unfolded before the eyes of the two courageous captains, their guide Sacagawea and the brave Corps of Discovery.
Duration: 42 mins. | Rating: Ages 5+
Journey To Space | 3D
A celebration of space exploration, Journey to Space is a tribute to international cooperation in space research and a vision toward our near-term future beyond Earth's orbit – a manned mission to Mars within a generation. Beautifully and inspiringly chronicling our history in space – including the shuttle program, MIR, the International Space Station and the Hubble telescope – Journey to Space recognizes these milestones in the context of our future in the cosmos, what we've learned, and how to apply this knowledge to deep space missions. The film takes audiences on a behind-the-scenes tour of the international effort to send astronauts to Mars within the next 20 years, culminating in a virtual voyage to the Red Planet. Dazzling and meticulous computer imagery depicts the new machines that will soon enter into our lexicon – Orion, Olympus, SLS rockets – spacecraft, habitats, landers, and vehicles necessary to achieve interplanetary travel, touchdown and colonization.
Journey to Space taps into the same human fervor and fascination that makes science fiction so popular, our unquenchable drive to explore and discover what lies beyond. This film, though, is not fiction. Mars is the next step in what will be an unending human odyssey to explore the cosmos. Journey to Space is about the next chapter, a vision certain to inspire today's young explorers and dreamers. It is time to take the next great leap into space. It is time for our species, in the words of Carl Sagan, to "set sail across the cosmic ocean." Next stop… Mars!
Duration: 40 mins. | Rating: All Ages
Presented by Toyota and Boeing, Journey to Space is an immersive film produced by K2 Communications and Giant Screen Films in association with the Giant Dome Theater Consortium. Additional production support and consultation was provided by The Smithsonian Institute, The Kennedy Space Center, the California Science Center and NASA.
OMSI's presentation of Journey to Space is supported by the Portland Metro Toyota Dealers Association.
Science Pub Portland: Earthquakes
Yes, Humans Really Are Causing Earthquakes
With Justin L. Rubinstein, PhD, Research Geophysicist and Deputy Chief - Induced Seismicity Project at the U.S. Geological Survey in Menlo Park, California
Doors Open @ 5PM | $5 Suggested Donation
The central United States is experiencing an unprecedented surge in earthquakes that began in 2009, rising from an average of 21 magnitude 3 and larger quakes to over 650 in 2014 alone. This increased earthquake activity is found in just a few concentrated regions around the country, with the lion's share in Oklahoma. In 2014 there were more magnitude 3 and larger earthquakes in Oklahoma than there were in California. The increased earthquake activity is limited to areas of new and emerging oil and gas production and is undoubtedly caused by some of the techniques they use.
With a focus on oil and gas production and related techniques, I will discuss the many ways that humans can cause earthquakes. In the case of fluid injection, the primary source of the recent increase in earthquake rate, the fluid pressure increase from injection can be transferred many miles from the injection point. This fluid-pressure increase, in effect, lubricates the faults, making them more prone to slipping in earthquakes.
Recent research shows that the rate at which injection occurs strongly influences whether earthquakes will be induced. Areas with higher injection rates are more likely to have induced earthquakes. Other parameters, like the total volume injected and the depth of injection, are also believed to affect the likelihood of induced earthquakes. Additionally, local geological conditions are important. Despite similar injection practices, there is very little injection-induced seismicity in North Dakota in stark contrast to Oklahoma.
Given that these earthquakes are human-caused, there is hope that they can be minimized or even stopped. Slowing or stopping injection, changing injection depths, or trucking fluids to other locations have all been suggested as ways to curb induced seismicity. Regulators in a number of states have taken notice of the increased seismicity and are taking action to reduce the likelihood of damaging temblors. With future research to improve our understanding of fluid-injection induced earthquakes, we may be able to reduce their likelihood, something that is not possible for natural earthquakes. To accomplish this, though, it will require cooperation between all the stakeholders, including academic scientists, regulators, and the oil and gas industry.
Dr. Justin Rubinstein is a seismologist and Deputy Chief of the Induced Seismicity Project at the US Geological Survey (USGS) in Menlo Park, California. His research focuses on the ongoing surge of seismicity in the central United States and its relationship to oil and gas operations. This work includes developing methods to estimate the likelihood of earthquakes induced by oil and gas operations and field studies of seismicity in the Raton Basin (southern Colorado and northern New Mexico) and the Mississippi Lime Play (southern Kansas and northern Oklahoma). Dr. Rubinstein has worked on many topics related to earthquakes including: earthquake forecasting, controls on earthquake ground shaking, and causes of damage in the 1994 Northridge earthquake near Los Angeles. Rubinstein received his Bachelor's Degree from the University of California, Los Angeles and his Master's and Doctorate from Stanford University.
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Great White Shark
Misrepresented, maligned and on the verge of extinction, the great white shark is an iconic predator: the creature we love to fear. Great White Shark explores the great white's place in our imaginations, in our fears and in the reality of its role at the top of the oceanic food chain.
Shot on location in South Africa, New Zealand, Mexico and California, the film concentrates on key global aggregation points, examining what we know about these incredible animals through the eyes of researchers whose lives and work have become inextricably linked to the great white.
Duration: 40 mins. | Rating: All Ages


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Mini poster and canvas print featuring Roald Dahl's much-loved characters, The BFG and Sophie.
This inspiring image shows the BFG and Sophie face-to-face, with Sophie's arms outstretched to the jumbly giant. In the book the BFG and Sophie form an unlikely friendship, and that friendship is conveyed in this delightful illustration by Quentin Blake. With a blue background, this landscape print would be an ideal gift for the ultimate Roald Dahl fan.
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By Sam Youngman - 05/09/10 07:57 PM EDT
As the summer nears, a top White House official said that
President Barack ObamaBarack ObamaRyan seeks to put stamp on GOP in Trump era Stoddard: Clouds loom for Clinton Pelosi, Dems rush to defense of Wasserman Schultz MORE's goal of getting United Nations sanctions in place for Iran
this spring is still the goal.
White House press secretary Robert Gibbs told The Hill late last week that Obama's late-March pledge to get sanctions in place "in weeks," or "this spring," is "still operable."
But sanctions may be softened to be amenable to the two veto-wielders at the Security Council and not stiff enough for lawmakers, who have ramped up the pressure on the White House in recent weeks.
Reps. Jesse Jackson Jr. (D-Ill.) and Mike Pence (R-Ind.) sent a letter
to Obama on April 19 with 366 House signatures calling on the president
to "fulfill your June 2008 pledge that you would do 'everything in my
power to prevent Iran from obtaining a nuclear weapon'" and urging
Obama to use whatever presidential powers at his means to impose
"punishing measures" on Tehran.
The letter, of which there was also a similar Senate version spearheaded by Sen. Charles SchumerCharles SchumerOvernight Healthcare: House, Senate on collision course over Zika funding Ryan goes all-in on Puerto Rico Cruz's dad: Trump 'would be worse than Hillary Clinton' MORE (D-N.Y.) and Lindsey GrahamLindsey GrahamTrump: Romney 'walks like a penguin' Romney should endorse Clinton Graham: I'm still not supporting Trump MORE (R-S.C.), also asks the president to "rapidly" implement the sanctions legislation -- passed in December by the House and the following month by the Senate -- when it comes out of conference.
Lawmakers have a non-binding goal of wrapping up conference work by May 28.
Iran's leaders have shown no indication that they intend to abandon
their nuclear plans. Iranian President Mahmoud Ahmadinejad gave a speech
at the U.N. in New York City last week in which he accused the U.S. of
being a bully.
Ahmadinejad did not in any way suggest that his country would alter its nuclear plans, which he insists are for peaceful, energy purposes.
After that speech, Gibbs said that the Iranian president's remarks were "predictable."
On Sunday, Ahmadinejad said that the U.S. couldn't accomplish anything in the Middle East without Iran on its side, and said sanctions would prove inefficient.
"They themselves know that resolutions do not leave any impact on the Iranian nation," Ahmadinejad said.
Administration officials say the U.S. and the other permanent
members of the Security Council are continuing to make progress on
drafting and implementing those sanctions.
One senior administration official said that the U.S. is pursuing sanctions at the U.N. with the five permanent members of the Security Council plus Germany "urgently," and that pursuit has been constructive.
The official said that preventing a nuclear Iran is a "top priority" for the president, and he takes that threat "seriously."
"Our efforts to build a strong consensus with the international community to isolate Iran, as well as our efforts to strengthen the capacity of our regional partners, reflect that seriousness. We continue to tighten enforcement of U.S. sanctions, and P5+1 discussions continue urgently on a new sanctions resolution, and have been very constructive."


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There are always a few surprises when the final list of college underclassmen declaring for the NFL draft is released.
A late addition Tuesday night from the SEC was South Carolina receiver/return specialist Ace Sanders, who had a change of heart and decided to enter the draft.
All players have until Friday to change their minds as long as they don't enter into an agreement with an agent. Sanders' decision to turn pro brings the total number of SEC players leaving early this year to a whopping 33.
It's always a gamble when a player in Sanders' position gives up his senior season. He's not going to be a first-rounder, and there's no guarantee that he'll go in the top three rounds.
That's not a slight because Sanders is a super player and an explosive game-changer with his ability to return punts and make things happen after the catch. But he's also 5-foot-8, and those guys as a rule don't go very high in the draft.
He was so dynamic in the Outback Bowl with his three touchdowns that maybe he decided that he wasn't going to get any hotter and the time was right to take his shot at the NFL. Moreover, watching teammate Marcus Lattimore go down with knee injuries in back-to-back seasons also had to have an effect.
Either way, here's hoping that Sanders is getting good advice and listening to the right people because he would have been one of the top 10 or 12 players in the SEC next season.
His departure is a bummer for the Gamecocks, too. With Sanders back, that offense had a chance to be as explosive as it's ever been under Steve Spurrier. It still should be very good, but replacing Sanders won't be easy.
The thing he does best is find the end zone. He scored 11 touchdowns this past season, including two on punt returns, and those guys are invaluable.
From a selfish standpoint, I'll miss watching him play. He was easily one of the most entertaining players in the SEC and always a treat to interview after games.
We're not supposed to have favorites in our business, but it was hard not to like Sanders and the way he played the game.
I just hope this decision is the right one for him.
One thing we've learned about Sanders is that he revels in proving people wrong. A product of Bradenton, Fla., he was overlooked by Florida and Florida State during the recruiting process because of his size.
Obviously, he wasn't too small to play in the SEC, and regardless of where he does go in the draft, here's betting he won't be too small to play in the NFL, either.


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Our news has been entierly about Boston. Federal Jury Duty - that's impressive. I didn't even know you could be called for that.
Our news has been entierly about Boston. Federal Jury Duty - that's impressive. I didn't even know you could be called for that.
Thinking about:
-yoga and/or pilates - improving posture and hopefully reducing the need to go to the chiropractor (my back is very poppy and crackly and it always goes away after an adjustment). Will spend some time btwn making dinner & doing laundry tonight looking for videos. This would be a good thing to incorporate on days when I'm not biking (while I'm "training") or on weekends once I'm biking 5/7 days of the week. Hell, maybe I'll be able to come up with a good morning routine.
-Wondering how useful this stool test could really be. What if it shows nothing? Part of me just wants to continue plowing through with colostrum and probiotics, but I don't want to risk something being seriously wrong that we're missing.
-Toes are nearly all better, at last. I even missed a couple days of treatment and they are still better. I think the new shoes made a big difference (larger toe box, made with antimicrobial materials).
-Hulky and I jogged back and forth from his parents' house on Sunday (just two streets over). The way there, I was able to speak (with difficulty) the whole time. The way back, my shins hurt a lot. Hulky told me to take longer strides and that helped a little. It was easier than the way there, despite the pain. That is encouraging for my goal to run a mile without too much effort. That is something that I should be trying to do. I need to constuct an iPod arm-band so I can run with music and feel less self-conscious.
-Before heading home on Sunday, we stopped at the local playground. Hulky has lost a lot of shoulder strength after tearing his shoulder two winters ago and could only do about 4 pull-ups. I could not even hang on the bar, it hurt my biceps too much. Disappointing and I don't know what to do to change that.
I am not sure if I'll have time to bike tonight, though it should be nice enough. I will probably try to find something to do indoors since I need to do laundry and I don't want to be up really late folding.
Hulky did not go to school today. I don't blame him and in fact feel a bit relieved that he will not be going into the city.
To improve arm strength, work on your arms. If you want to be able to do a pull up, start trying to do them. If hanging is all you can do now, do that and work your way up to hanging with your arms bent. I believe Mark's fitness book highlights some stuff you can do to build your pull-up strength, just like squat strength and push up strength.
If it's difficult to talk and your shins are hurting, slow down. Another thing they say causes shin pain is the wrong shoes. Try running in your moccasins instead. Finally, take quick strides. As soon as your foot hits, pick it right back up again. Spending too much time on the ground can also cause shin pain. These are all things I was told by my PT when I had shin pain. I was told to aim for 180 strides per minute. Good luck and I hope you reach your goals.
I can't even hang, it hurts too much. I think I had the PBF, but I'm not finding it now, so I'm downloading it again. Looks like my next goal is 20 regular push-ups. I will need Hulky's help to be able to progress with pull-ups because I'd need assistance trying to hold myself up (can't install a pull-up bar in the apartment). Still can't get past neutral with the squats, but maybe I'll try that wall-leaning one. Not sure where I am with planks, will have to try that out tonight!
I was running in my new Merrells. I'll try quicker strides.
What if you used a door or something to help you with your squats? Maybe hang onto the door knob while doing down with the door between your legs to give you something to catch yourself with?
This is what my chiropractor told me about squats. She told me that while trying to get your form right, use a ball and do ball squats (with the ball between the wall and your back). Keep your feet shoulder width apart with toes pointing slightly outward. Make sure when you go down your knees are moving out to the sides and not moving in toward each other. Make sure you're situated in a what that you can "grip" the floor with your toes (stay on the midfoot, don't go onto the heel or clear up onto the toes). it sounds really complicated but it feels really right.
I don't use the ball anymore for body weight squats, but I do have to have my hands laced behind my neck to keep my chest up and out or I bend over too far. Getting squat form right is what my chiropractor says is the hardest thing about squats. She's a crossfit instructor and said that it took her an entire year to get her form right, so don't sweat it if you're not doing deep squats in a week.
Doing wall squats (back on wall, feet about 1' out from wall, slide down past neutral and then back up) is a lot easier for me. The sound and sensation of sliding my back on the wall is kind of unpleasant to me. I will have to see if I can find a shirt that makes this less uncomfortable. It's a sensory thing. The paint is too matte in the bathrooms at work for me to complete these. If the bathroom is empty, I'll try leaning against the stall wall. I did try a door squat today (door between my knees) and was able to complete a squat, but I wasn't positive that I wasn't overextending over my knees. I'll stay with the wall squats and use PBF as my progression guide.
Only 4 push-ups this morning! I need to start doing those again so I can get up to 20! I sent the PBF e-book to Hulky and he LOVED it. He said that's the idea of progression that he's been using and was happy to see how to expand in different ways. I told him to skip to the page where it lists the progressions for each exercise, but I'm hoping he might read the whole thing.
After reading about Tomi's plan of attack, my interest in barre and ballet was renewed yesterday. I downloaded some yoga videos and did a hip opening routine (maybe 20 minutes? not sure exactly how long). It was challenging, but not too tiring. My hips felt good afterwards. I couldn't find any barre videos to download and am checking out Amazon reviews to see what DVD might be the best for me. I'm not interested in the cardio ones. I tried the Jillian Michaels' Yoga Meltdown video and turned it off within the first few minutes. It's too challenging to hold a pose while my heart is racing and seems very counter intuitive to the whole building-strength-slowly with yoga.
I want to get 3 or 5 lb hand weights to use for the videos. I think I'd rather get 5 lbs and do fewer reps, if I can't keep up.
I'm looking at these three right now:
Amazon.com: Ballet Beautiful: Total Body Workout: Mary Helen Bowers, Kate Elson: Movies & TV
Amazon.com: Element: Ballet Conditioning: Elise Gulan, n/a: Movies & TV
Amazon.com: Tracey Mallett-The Booty Barre-Total New Body: Tracey Mallett, ATP Fitness Productions: Movies & TV
The weather is great today and I will go biking tonight. Unfortunately, I also need to go grocery shopping. I am SO TIRED of rice. Need moar potatoes!
Things to remember to tell the doctor on Monday:
-Gas & bloating gets worse as the day goes on, worst in the evening
-Improvement w/ taking colostrum (having a BM at least 1x daily, after lunch, though it's a bit hard)
-Acne & dry skin
-Still dealing with sensation of mild yeast infections on and off, no apparent correlation with food (for example, nothing over the weekend when I ate wheat & sugar, but now I feel it?)
-Persistent infection on toes (a little itchy today, friggin' go away already!)
-Weight gain (up to 130 lbs now, all in hips, thighs, & upper arms??? stomach is still relatively flat when not bloated...wonder if this is hormones or from the starches)
Things for me to remember
-Sit up straight
Forgot to add: my appetite was completely absent this morning. I am now hungry. I felt disgusted with the thought of food so all I have for lunch is an orange (the last one) and two gluten and dairy-free chocolate chip cookies I made. I will likely go to Shaw's to get apples, almond butter, and Larabars, at least to get me through today.
I feel so unhappy with being inside right now. I feel anxious sitting here. I wish I could go biking now. I wish I could get groceries now. I wish I could be at home today.
I have been sleeping better this week. I wonder why I'm suddenly so unhappy.
I'm feeling the funk today too. Lack of sleep, rainy weather and muscle soreness are what I'm blaming it on - although my sugar consumption could also have something to do with it.
Measuring my response to reading about any headway with information on the Boston Marathon bombing... I'm not dealing with this as well as I would hope. Even avoiding the news on it and not thinking on it directly, I still feel out of sorts. Recovery from an emotional incident has always been difficult for me, most likely due to low serotonin. I thought that with 5-HTP, it'd be easier.
I'm looking at my PTO and feeling guilty. I don't even have enough for 5 full days off right now. I am not going to need it until later in the summer, maybe (and I still have my floating holidays), but this seems like a stupid reason to try and leave work. I can't think of anything that would be a good excuse except the truth, that I'm not handling this well, but I have no doubt I would start crying when talking to my supervisor.