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Solstice: The Quest for the Staff of Demnos
FAQ/Walkthrough by zeldadomer
Version: 3.00 | Updated: 05/25/06 | Search Guide | Bookmark Guide
Solstice Walkthrough by Mike Jenista email@example.com Version 3.00 May, 2006 =============== Version History =============== 1.00: Finally, a complete Solstice guide! 1.01: Finally, a complete, spelling-error-free Solstice guide! 1.21: Better solution for room 243, and cleared up some confusing stuff. 2.00: Added the brilliant 30.85% Completion Rate Walkthrough! 3.00: Added maps, fixed more typos. ================= Table of Contents ================= I. Introduction II. Controls III. Items IV. Monsters V. Castle Contraptions VI. Maneuvers VII. General Tips VIII. Maps IX. Walkthrough X. 30.85% Completion Challenge XI. The Only Solstice Code XII. Acknowledgements XIII. Legal Mumbo-jumbo =============== I. Introduction =============== Solstice is an excellent game for the NES. It has challenging puzzles, both physical and mental, as well as great graphics and sound, simple gameplay, and a non-linear nature. I found this game sitting in a used-game bin for fifty cents (no kidding!), but after I played it, I would gladly pay ten to twenty bucks for it. I hope you feel the same way. You play as Shadax, a brave wizard, as he tries to navigate the evil Morbius' castle to rebuild the Staff of Demnos and save Princess Eleanor before the Solstice. Ah... a fine NES plot. ============ II. Controls ============ Directional Pad: Because Solstice has a rotated, 3D view, the controls take a little warming up to. Up moves Shadax NE (which I will call North), Right moves shadax SE (which I will call East), Down moves Shadax SW (which I will call South), and Left moves Shadax NW (which I will call West). Remember, Up=North, Right=East, Down=South, Left=West. Select: Opens the map and item screen. Here you can view your map, see how many keys, staff pieces, and hats (lives) you have, and also select a potion. Press A for completion info. Note about the Map: Often, as you progress through an area, rooms you have not been in for a while will disappear from the map. I highly encourage you to keep your own map on paper. First, it shows you all exits in a room, even if you haven't opened them yet (described later). Second, if a room is bordered in white, this means you can go up or down to new rooms. Start: Activates the selected potion A button: Jumps B button: Picks up items and blocks, also uses teleporters ========== III. Items ========== Items are objects that you pick up (except for blocks). Note that when you have picked up a block, you can not pick up items until you drop the block. You need to get EVERY item to get the full 100% completion rate, not just all rooms. Credit: This will preserve the number of potions, keys, and staff pieces you have when you pick it up so that if you lose all your lives, you will return to the last credit you picked up with that number of keys, staff pieces, and potions, but everything you got after that will have to be picked up again. Also, the credit disappears, so if you lose all your lives again, you will go back to the second-to-last credit you picked up. I recommend not losing all your lives. :) Magic Elfin Boots: These allow you to jump higher. They are essential to the game. Staff Piece: There are six pieces of the Staff of Demnos hidden throughout the castle. Collecting them is your main objective. Key: There are four keys hidden throughout the castle. You need them to open certain doors, or release hidden blocks in a room. Hat: 1-ups! They are everywhere, but often require skill or skullduggery to obtain. Potions: These are little bottles of any one of four different magic potions. When you pick one up, it fills up your corresponding bottle on the item screen. There are four "doses" in a full bottle, so watch your levels carefully! Each time you use a potion, its effect lasts as long as you stay in the room. Green Potion: Reveals any hidden blocks in a room. After one or two times through the game, you will rarely use these anymore. Yellow Potion: Probably my favorite potion, this one freezes enemies, elevators, and blocks (but NOT conveyor belts!). Blue Potion (represented as blue or purple depending on what room you find it in, but always as purple on the item screen): This makes Shadax invincible to enemies, but NOT spikes. Very useful for riding on tops of enemies. Purple potion (always represented by pink on both game screen and item screen): Destroys all enemies in a room (and blocks and items, so be careful!). There are only a few rooms where this is absolutely necessary, and then only if you are going for 100% completion. ============ IV. Monsters ============ Most of the time, you can avoid monsters easily, but sometimes they are necessary elements to solutions. Also, enemies may have set paths, random paths, or home in on you. If you become familiar with each room's enemies, you will get through the game easier. If you touch a monster, you die, and the only way to kill them is with a purple potion. Be very sparing in using the purple potion, though, since there is a finite number of them in the castle. Trolls: These big guys ALWAYS have a set path. They are also often used as transports in rooms with spiky floors, with either a block or blue potion to protect you. Trolls come in a variety of ghastly colors and clothes. Spiky Balls: These float up and down over one square, often blocking the only path through a room. You can use either a blue or purple potion to get past them (or a yellow by freezing it at its highest/lowest point so you can walk under/jump over it, but that is not recommended), or you can get very close to it, then run under when you have room. You should master the second method, as it will save you a LOT of potions. Three-Legged, Ugly-Faced Spiders: I hate these guys. They usually home in on you. Very annoying. Little Blobs: Slow losers, very easy to avoid. Worms: These guys are also kind of slow, but come in groups most of the time. Should be easy to avoid. Zombies: Skeleton-looking guys with ragged clothes. Usually have set paths. Easy to avoid. Tusk Demons: By far the coolest-sounding monsters, these guys look like serpents with bug faces. They usually home in on Shadax, but also have random paths in some rooms. Walking Eyeballs: Same as Zombies, really. Hideous FootFace: Looks like a foot with an angry face (you'd be angry if you were a foot), and only found in one room in the castle. Thank God, because these guys are the ugliest Nintendo characters I've ever seen. Just run past them. ====================== V. Castle Contraptions ====================== In the castle, there are all manner of things you use to solve puzzles or that block your path. Learn how to master each, and you will dominate Solstice. Squares: These are the basic building blocks of any room. Sometimes, they are in mid-air and it's hard to tell where they are, but after a few experimental jumps (and probably a few deaths) you will learn where they are situated. Disappearing Squares: These disappear when you step on them, but you have a moment to jump off them before you fall. They are fairly common, so try and remember where they are as you explore (and die). Most of the time, they appear as only an outline, but sometimes will be disguised as regular blocks. Invisisquares: These are squares that you can not see unless you step on them or use a green potion to reveal them. Rooms that look "impossible" to cross usually have invisisquares. Little Spikes: These are found on the floors of many rooms, and are deadly to Shadax AND everything else. Any items or blocks that fall on these will be destroyed. Big Spikes: The difference here is that blocks will not disappear upon contact with big spikes. You can use these (provided you have a block) to get across rooms. Conveyor Belts: These are squares that look like conveyor belts, and move you in one of two directions (depending on how they are oriented and which room you are in). They are a slight nuisance, but a simple continuous jump will neutralize them. Caution! There are one or two disappearing conveyor belts in the castle! Teleporters: These look like big evil machines. Get on and press the B button to be teleported to a nearby room. The teleporter in the new room will return you to the previous one. Bombs: These looks like two red balls with sticks that spin around on one square. They will make a hole in the wall when detonated by the appropriate plunger. Plungers: These look like blocks with little plates on top. Jump on them to detonate a nearby bomb. Crystal Balls: These are neat; when you push them, they move in that direction until they hit something, then stop. They never fall! To ride one, push it, then quickly jump on top. This is an essential part of some rooms, so learn it well. Floating Plates: These little squares are small, move back and forth at some fixed altitude, and you usually have to jump from one to another over spikes. A little nerve-racking at first, you should get very good at using these or you will die often. Elevators: These are blocks that move up and down over one square. You can ride them up to rooms above if there are any, but never down to rooms below. Falling Blocks: These look like floating blocks, but when you step on them, they slowly fall. Jump to safety quick! Blocks: Blocks are the most crucial element of the game. Pick them up with the B button (you can only carry one at a time). You must use them constantly to get to high places, ride monsters, and jump over spikes. They are all over, and often in a room where you don't need to use them. I recommend practicing in such rooms in order to hone your skills. Using them is described in detail in the Maneuvers Section (next). ============= VI. Maneuvers ============= The puzzles in Solstice are sometimes tough, but I find that even once solved, it is still tough to complete them if they are physical puzzles. The maneuvers listed below detail the various basics, and you must master these. It can be taxing at first, but this game is about perserverance, so keep at it! Block-Jump: This describes jumping off a block and picking it up at the same time. All you have to do is stand on a block, then press both the A and B buttons simultaneously. This is the most critical move in the game, along with its variants. Block-Double-Jump: After you block-jump, you can jump once more by pressing both A and B again, which drops the block you are carrying, then jumps off it. This gets you to high ledges and over long spike beds, or even around tricky corners if you are good. Also, you can simply drop the block onto something safe by pressing only B and stand on it rather than jump again. I will not distinguish between the jump and the double-jump in the walkthrough, since it is easy to tell which you will need, but I will specify when you need to keep a block rather than leave it behind by double-jumping. Yellow-Blocking: This is named for Yellow Potions, since you must use one to do this. If you use a yellow potion, then pick up a block, you can drop it wherever you want, and it will stay suspended in air. Basically, you can yellow-block across an entire room with ease. To do this, use the yellow potion. Then press A and B to pick up a frozen block and jump at the same time, but instead of pressing A and B again as in a block-jump, press only B to drop the block. You and the block will stay still, and you can do this again and again. You can go the whole game without using this (and you should use it sparingly to conserve potions), but there are a few rooms that are a pure headache without it. Block Stack: Not really a maneuver, but I thought I should mention that the added height of stacked blocks makes some rooms a little easier. Troll Ride: This is accomplished two ways: 1) use a blue potion and simply jump on a troll's head, or 2) drop a block on his head, then jump on the block (or jump on to his head, dropping the block at the last second so you don't die). Be careful that the block (or Shadax) doesn't get knocked off by squares along the troll's path in the room. Continuous Jump: By holding the A button, Shadax will jump constantly. This is great for disappearing blocks, conveyor belts, and rooms with lots of little monsters running around. Observation: This is a very useful tool! If you have a safe place to stand, just sit and look. Think about what devious trap there might be, or what path you might take through the room. Also, many rooms have little gimmicks that serve no purpose other than the sheer joy of watching them, so take a moment to admire the programmers' beautiful creations. ================= VII. General Tips ================= This section is intended for anyone who is not looking for a complete solution, but merely a hint. I encourage you to use this section before the walkthrough, as the satisfaction of solving some of the puzzles in Solstice is pure nirvana. -Pits are never deadly. Jump in and see where they go! -Constantly check your map screen for white-bordered rooms. If you're in one, think about how to go up and/or down. -Keep your own map! -Experiment, experiment, experiment, especially in rooms where there are lots of suspicious elements that seem to have no purpose. You can often find a solution that saves potions or makes crossing the room easier. -Don't be afraid to die. There are a lot of hats throughout the game, and you should not expect to get through the whole game without messing up a lot. Just conquer the game one room at a time. -You can change direction in mid-air, and you can stand on the ledges with only half of Shadax's body. These two facts are useful in many rooms. -Most of the time, there is a way to go through a room without using a potion. I know the temptation to use purple and blue potions is overwhelming in some rooms, but you should only use them if you lose a lot of lives trying to pass through. -Watch the introduction screen before playing to see a few demos. This can often help to release your brain from bad assumptions (I was astounded when I discovered you could ride monsters when I watched the intro the first time). -If you can get to the end of the game, then you can use the permenant invincibility and infinite potions to explore the castle fully. Just backtrack and look around. ========== VIII. Maps ========== In the process of making these maps, I made a lot of "corrections" in order to make the layout nicer. If you make your own map, you will find that the rooms are jumbled a little bit from the nice presentation I have here. However, the maps I have made here are much easier to look at than the ones I originally made on paper while going through the game. In short, don't e-mail me about my inaccurate maps--they are accurate in terms of room connections and items, and that's all you need. Each room also has a number attached to it-this is the room number used in the walkthrough. KEY G = green potion Y = yellow potion P = pink (purple) potion B = blue potion S = staff piece C = credit L = extra life k(number) = key (with its number) K(number) = "locked wall," opens when you pick up key with matching number % = detonator @ = bomb ### = in-room barrier T = transporter $ = elfin boots X = door To"blah" = marker that connects to the diagram labeled "blah" (this is used to map the various pits and multi-storied rooms in the game) *************** * Main Castle * *************** __________________________ | | +------+ To North Garden +------+ | Tower 1 | |Tower1| | |Tower2| | | | +---+-X-+---+-------+ | | +-----+ | | 161 |165|166|167| | | | | G | | | X X X X 168 X 169 | | 2 | | | | | | | | | | | | 164 | | +----X-+---+-X-+---+-------+-X----+ | +-----+ | | | | | | | | | | |160| 4 X 3 X 2 | 15 |170| | +-----+ | | | | | | | | | | | | +-X-+-X-+---+-X-+ $ +-X-+ | 1 | 163 | | | | | | | | | | | | | |159| 5 X 6 X 1 | |171| | +-----+ | To | | | | | | | | | +---+-X-+-X-+---+-X-+---+-X-+-X-+ | +-----+ | West | C | | |11 | | C | | | | | | | <-X X155| 7 | X K1 X 14| | | Ground | 161 X | Garden |154| | | | 12| 13| |172| | | | | +---+-X-+-X-+-X-+---+---+-X-+ | | +---X-+ | | | | | | | | | | | |156| 8 X 10| X19 X 16| S | | +----+ | | | | |20 | | | | | -1 | | | |-X-+-X-+-X-+ +-X-+-X-+---+ | | 162| | | | |G | |18 | |30 | | +----+ | |157| 9 | X | X 17| | |__________________________| | |k1 | 21| |ToA| |ToB| +--+-X-+---+-X-+---+---+-X-+---+--+ | | | | | |Tower3| | 158 X X X 24 X X | | | 23| 22| | 25| | | L +---+---+-------+---+ 26 | | | | | +------+ +------+ ____________________________ ___________________________ | | | | | Tower 2 | | Tower 3 | | | | | | +-----+ | | +-----+ | | | !| ! = fake | | | | | | Ground X | spike | | 2 | 28 | | | | 169| | | | | | | +--X--+ | | +-----+ | | | | | | +-----+ | | +---+ | | |173 L| | | |ToB|-29 | | -1 | | | | |S | | | | BY | | | +-X-+-+ | | +-----+ | | | | | |____________________________| | 1 | 27 | | | | | | | +-----+ | | | | +-----+ | | | | | | Ground X 26 | | | | | | | +-----+ | |___________________________| __________________ _________________ | | | | | Shaft A | | Shaft B | | | | | | +-X--+ | | +---+ | | | | | | Tower 3 | 29| | | Ground | X | | |S | | | | 18 | | | +-X-+ | | +----+ | | | | | | +---+ | | +---+ | | Ground | 30| | | -1 |206| | | | | | | | | | | +---+ | | +---+ | | | | | | +---+ | | +---+ | | -1 |L | | | -2 |207| | | | 31| | | | | | | +---+ | | +---+ | | | | | | +---+ | | +---+---+ | | -2 | | | | -3 |208|209| | | | 32| | | | X P | | | +---+ | | +---+---+ | | | | | | +---+ | | +---+ | | Caves X 33X | | Caves X210X | | +---+ | | +---+ | |_________________| |__________________| **************** * North Garden * **************** ____________________ +---+---+---+ | | |S |199|198| | Tower 1 | | | X | | | |204| | | | +-----+ | +-X-+-X-+-X-+ | | | | | | | | | 3 | 186 | | +------+ |203|200X197| | | | | |Tower1| | | | | | +-X-+-+ | | +---+---+-X-+-X-+-X-+ To | | | | | |191|192| | | | | |187| | | 182 X X C| X |196|-> Mines | +---+ | | | | |202|201| | | | +--+-X-+-X-+-X-+---+-+-+-X-+ of Insanity | +-----+ | |L | | | | | | | | | | 190| X |179|Y X @ | | 2 | 185 | | +--+181| |193| 194 | 195| | | | | +-X-+-X-+-X-+-----+-----+ | +---+-+ | | | | | | | | | | X |205| | |188| | |180|178| | | +---+ | +---+-X-+-X-+---+ | | | | | % | | +-----+ | | X X | | | | | |177|175|176| | 1 | 184 | | +---+-X-+---+ | | | | | | | +---+-+ | |174| | | | | | | | |189| | +-X-+ | +---+ | | | | | +-----+ | To Main Castle | | | | | Ground | 182 X | | | | | | +--+X-+ | | |L | | | | X 190 | | +--+ | | | | +---+ | | | | | | -1 |183| | | +---+ | |____________________| *************** * West Garden * *************** +---+---+---+ |127| C |125| | X X | | |126| | +---+-X-+---+-X-+---+ |129| |124| |123| 139 138 | X | X X | | | | |128| | | | +---+--+--+---+-X-+---+-X-+ +-K3+ 150-| X | |137| | | |122| | |###| X X |130X X G| | | |T | | | | |131|132| |153| +---+-X-++-+--+-X-+-X-+---+---+-X-+ | To |C# | |P # |L | | |120| L| | 145-| # X S X 1# X X133|T K2 X K3 X-> Main | # |####| 5# |136| |149| |121| | +X--+ 151| 2# | +-X-+---+-X-+---+---+ Castle |144+-X--+----+-X-+ | L | | | | | | | X X119| +-X-+ X X |134|135| | |k2 | 142| |140+---+---+-X-+---+ 143-| X | 141| X | |118|117| +---+----+----+---+146| X X | | | | | | +-X-+ +-X-+-X-+---+ | |148| | | | X | | 116 | |147| | | | +---+---+ +---+-X-+ To | | | | | X X |-> The Caves |115|114|113| +---+---+---+ ********************* * Mines of Insanity * ********************* To +---+ |212| North <-| | | | Garden +-X-+ | | |213| | | +-X-+---+---+ | | |216| | X X | |214|215| | +---+---+-X-+ |218| | | X 217 | | | | +-X-+---+-X-+ | | C | | | X X | |219|220|221| +---+---+-X-+ To | | | |-> East |222| +---+ Garden ************* * The Caves * ************* +-------+ To East From Main Castle | To A| | | | | Garden v v | 45 | | +---+---+---+---+-------+-------+-@-+---+---+---+ |211|210| 49| 33| | | 36| 37| 38| 39| | X X X X 34 X 35 X X X X | | | | | | | | | | | | +---+---+-X-+---+-X-+---+---+---+-------+-X-+---+-X-+-X-+ |55 | | | | | |72 | C|#######|44 | 41 | | | X X X X X | X |#######| | X 40| | | 54| 53| 52| 50| 51| | 73|#######|ToB| To B | | To West +-X-+---+---+---+---+---+-X-+-X-+#######+---+-X-+---+---+ | |###|60 |61 |62 | 63| | |###########| | Garden |56 |###| X X X | 71| 74|###########| | | |###| | | | | | |###########| | | +---+-X-+---+-X-+---+---+-X-+-X-+-X-+###+-------+ 81| +---+---+---+---+k3 | | 58| | T|T | | | |###| | | |112X111X110X109X X X X 59| | X X 66| 75|###| X | +---+---+---+---+108|57 | | |99 | 65| 64| | |###| 80 | | +---+---+-X-+-X-+-X-+---+---+-X-+-X-+---+ +---+ |B |104| | | | | | | | | | | X X106|107| 98|69 X X 67|76 X 77| To C| |105| | | | | | 68| | | | | +---+-X-+-X-+---+-X-+-X-+---+---+-X-+-X-+-X-+---+ | |100| 96| | |###|83 | | | | | X X X 97| 70|###| X | X | |103| | | |P |###| | 82|78 | 79| +---+-X-+-X-+---+---+---+-X-+---+---+---+ | | | 92| 91| 90| | | |101| 95| X X X 84X 85| | | | | | | | | +-X-+-X-+-X-+---+---+-X-+-X-+ |102| | | | | | | | | X | |88 X X | |L | 94| 93| | | 87| 86| +---+---+---+ +-X-+---+---+ | 89| |S | +---+ ____________________ _______________________ ____________________ | | | | | | | Shaft A | | Basement B | | Basement C | | | | | | | | +-----+ | | +----+----+ | | +----+ | | 2 | LLY| | | -1 |Up |% Up| | | | B | | | |47 | | | |43 X 42 | | | -1 | | | | +--+-X+ To | | +----+----+ | | |232 | | | |48|-> | | | | +----+ | | +--+ 37 | |_______________________| |____________________| | | | +-----+ | | 1 | LL | | | |46 | | | +-----+ | | | | +-----+ | | Ground | 45| | | | | | | +-@---+ | |____________________| *************** * East Garden * *************** Morbius (need whole staff to pass K5) | To +---+ +---+-------+ |223| | | | Mines <-| | | K5 | | | | | | of Insanity +-X-+---+---+ Tower | | |228|227| | +-------+ |224X X Y | 246 | | | | | | | | | | +-X-+-+-+-X-+---+-X-+---+---+ | | | |229| |244|243| 242 | | 225 X 226 X | X X X | | | | |245| | C| | +-----+-----+-X-+---+---+---+---+-X-+ | |234|235| |T |-241 |230| X Q | k4 |###| | | | | | | Can not pass 'Q' To +-X-+-X-+-X-+ +-X-+ without five staff | | | | 237 | | pieces The <-| X | X X238| |231|233|236| | | Caves +---+---+---+---+---+-K4+ |T | | | X239| |240| Y| +---+---+ ________________________ | | | Tower | | | | +-----+ | | |251 | | | 5 | | | | | % | | | +-----+ | | | | +---+ | | |BYL|-252 | | | | | | +-@-+-+ | | 4 | | | | | S | | | | 250| | | +-----+ | | | | +-----+ | | | | | | 3 | 249 | | | | | | | +-----+ | | | | +-----+ | | | | | | 2 | 248 | | | | | | | +-----+ | | | | +-----+ | | | | | | 1 | 247 | | | | | | | +-----+ | | | | +-----+ | | | | | | Ground K5 246 | | | | X | | +-----+ | |________________________| =================== IX. The Walkthrough =================== This walkthrough is a 100% walkthrough, i.e. it picks up all items and goes to every room. You only have to go through about 30% percent of the castle to beat Solstice, but Joshua Harring already wrote a guide that gets you through the game without getting everything. This walkthrough will take you everywhere, but be warned, it is my own personal path, and once you figure out how to solve each puzzle and where everything is, you can take whatever path you want if you find mine annoying or weird. Just remember there are certain things you need to do before others. "Peek" refers to going into a room and going right back out, simply to register that room as one you have visited without messing around in it unnecessarily. Also, I have numbered the rooms in the order that this guide visits them, and when you go to a room you've been to before, it will be the old number. As you go through, periodically check the map screen for the completion rate and rooms-visited information; if you go to a new room and its number matches the number of rooms you've visited, then you're on track. (If it's below, you missed something, if it's above, you went into a room early) The letter at the end of each room indicates which exit to take (N=north, W=west, E=east, S=south). Some rooms have no solution; this is because the room is either REALLY easy to go through or I have described how to get through it already. The walkthrough is in clusters; this is to make it shorter when scrolling up and down, but don't worry, each cluster consists of a room with a lengthy solution and the rooms leading up to it. Very easy to follow. Opening Scene: That dastardly Morbius... You get deposited into the castle, GO! *********** Main Castle *********** 1)N 2)W 3)W (avoid trolls) 4)S 5)E 6)Peek,W 5)S 7)S 8)S 9)continuous jump up the elevators to the key, N 8)E 10)This room is great for practicing you block jumps and yellow-blocking, but if you already mastered these, block-jump to north exit, N 11)avoid blobs, E 12)block jump to east exit, E 13)get credit and jump over invisisquares, E 14)N 15) To get the boots, either yellow-block up to them (don't forget to drop the block before picking them up), or you can ride the troll to them (watch game demo to see this done), then jump back to the south exit. You can also simply do a great block-double-jump from the square in front of the exit, but be sure to line Shadax up so that half his body will land on the column with the boots. S 14)S 16)get on the green plate and wait for it to go the to NE corner. Jump to the next plate, which is lined up along the east wall. Then jump to the south exit, S 17)W 18)N 19)W 20)get on the plate, ride it to the pink block, which starts to fall, so immediately leap to the south ledge, then take the west exit, W 21)block jump to green potion, then jump to south exit, S 22)The invisisquares are spaced one block apart in a predictable pattern; use a green if you need to the first time, but head to the west exit, W 23)Peek, E 22)E 24)Use a green to see the blocks here, then go to east exit, E 25) continuous jump to exit over falling block, or simply leap to the east ledge E 26) Those pink blocks in the corner are for block-jumping to the main path. If you fall from the rooms above, try to aim for either these blocks or the main path. Use the elevator to go up. 27)go along the south wall to the top step (ignore the blocks), then jump to go up another floor 28)you must immediately jump east and continuous jump to the square near the SE corner. Once there, feel free to use a green potion, but the invisisquares are in very predictable locations. At the north wall, aim for the space between the last two windows and jump 27)You should land right in front of the north exit, N 29)get that staff piece, and then go to the back of the room and fall down the hidden pit! 30) You will be falling along the NW corner, don't move! 31)grab the hat, then jump 32)fall ********* The Caves ********* 33)E 34)avoid Eyeballs, E 35)wait for the spiky balls to be low, then jump over them, E 36)E 37)run east to avoid worms, E 38)E 39)S 40)W 41)use a purple potion to destroy the spiky balls, then jump into the hole 42)use the plunger to destroy the bomb you walked by earlier, W 43)avoid zombies, go up steps and jump south to land on south ledge of room above 44)block jump across spikes, N 36)N 45)use a purple potion to kill these guys, go up steps to room above 46)collect the two hats, ride elevator up 47) collect two more hats and a yellow potion, S 48)jump down 37)avoid worms, W 36)W 35)W 34)W 33)W 49)S 50)E 51)W 50)W 52)W 53)W 54)W 55)S 56)S 57)E 58)E 59)N 60)E 61)E 62)E 63)S 64)W 65)E 64)E 66)S 67)W 68)W 69)S 70)get purple potion, N 69)E 68)E 67)N 66)N 71)N 72)E 73)grab credit, S 74)S 75)S 76)E 77)S 78)E 79)N 80)go around the path, avoiding trolls, E 81)Peek, (careful of the conveyors), W 80)S 79)W 78)N 77)W 76)S 82)W 83)S 84)E 85)S 86)W 87)W 88)S 89)pick up the staff piece, N 88)E 87)N 84)W 90)W 91)W 92)S 93)W 94)N 95)N 96)E 97)N 98)N 99)S 98)S 97)W 96)W 100)S 101)S 102)grab hat, N 101)N 100)W 103)N 104)W 105)grab blue potion, E 104)E 106)N 58)E 59)S 107)N 59)W 58)W 57)W 108)get key, W 109)carefully go past trolls, W 110)there is an invisisquare in the very middle of the room, slightly below the level of the conveyors, jump to it, then to the west exit, W 111)wait for the next elevator to be far below you, then jump, W 112) climb stairs and jump to ledge in room above *********** West Garden *********** 113)W 114)W 115)Peek, E 114)E 113)N 116)be ready to jump! As the plate carries you to the SW corner, jump up on top of the block. When the plate carries you back, block-jump over the spikes, then to the elevator, and through north exit, N 117)Wait for the elevator to be almost to the lowest point, then continuous jump along the disappearing squares to the elevator. Go through the west exit, W 118)Stack the blocks on the middle square, then block jump up to north ledge, N 119)Immediately start continuous jumping, then proceed to north exit, N 120)The eyeballs don't move as fast as you, so when you try to work around the ring of the room, make sure not to run into the eyeball in front of you, E 121)Wait for the troll to drop the hat, then pick it up and go N 122)Ride the crystal ball north, then jump east to that exit, E 123)Peek, W 122)ride crystal west, then go out west exit, W 124)Peek, E 122)N 125)Start continuous jumping, then proceed around to west exit, W 126)Continuous jump to stay on conveyor belt, then jump to elevator when it's low enough. Get the credit and go west, W 127)S 128)You can use a yellow potion to make this really easy (yellow-block to exit), or you can block jump to NE corner, but CONTINUOUS JUMP since it is a disappearing square, then drop your block on the spikes as you jump south. Block jump to SW corner, then go west. You can also pick up the block, then when you are ready, jump from the elevator to the middle of the room, then block-jump west to the exit. It's cool to do, so try it. W 129)watch the monsters for a while, hooray! S 130)avoid zombie, E 131)go under spiky ball, E 132)grab green potion, then watch the blocks for a while and have your moment of Zen, then go W 131)W 130)Now you have two choices: Purple potion these guys to the stone age, or wait for the eyeball to come down the stairs, jump over that disappearing square right in front of you when the zombie heads to the west wall, and when the eyeball passes behind you, jump back and race for up around the ledge to the south exit, but be careful since the second step disappears and some of the squares on the west ledge are actually conveyors in disguise. Very weird, and these are the only disguised conveyors in the game. S 133)Jump to south exit, S 134)Jump down, E 135)Take a look at this room for a second, watch the hat die, then go out and back in. When you do, jump at the hat, making sure to change directions so that you don't hit the spikes. Quickly press B to grab the hat and then jump to safety before you get killed, exit west, W (you can use a yellow potion, but don't forget that the conveyor belt will not stop) 134)Block-jump north, N 133)W 136) avoid the two monsters, and jump to the top of the pyramid. When the square disappears, press B to collect a hidden hat. Go to the north exit, N 137)W 138) jump quick to SE corner, then to SW corner, then to the falling block and quickly out the west exit, W 139)Peek, E 138)repeat previous solution in reverse, E 137)S 136)S 140) Don't get suckered into using a potion unless it's green! There is an invisisquare right in front of the spiky ball, so use it to get to the west exit, W 141)Be careful going around the room to the west exit, W 142)Wait for the elevator, then ride it up to the square over the exit. Continuous jump off the disappearing squares to the block in front of the spikes, then block jump over them, up to the ledge, and go west, W 143)Both plates are running alongside the south wall, so you need to go to the SE corner. Wait for the green plate to come to you, then jump on. As the pink gets close, jump STRAIGHT UP. If you time it right, you will land right on it. Then jump to the key and go through north exit, N 144)If you have two yellow potions, feel free to freeze these plates as they line up through the middle of the room (once going north, once coming back south), but if not, time your jumps well to the north exit, best done one plate at a time, or if you're ballsy, simply leap for the north exit right away. You can make it, but make sure that you're lined up so that you won't hit the spikes. N 145)grab credit, S 144)S 143)jump down, E 142)jump down to SW block, then block-jump over spikes, then block jump again to disappearing blocks in SE corner, then to the east exit, E 141)E 140)E 146)easily avoid these worms, S 147)jump down, avoid blobs, E 148)grab the gray block, then drop it and stand to the east of the bottom 'stair.' As the troll passes, block-jump up and run around ledge to east exit, E 118)N 119)N 120)go through the newly opened west exit, W 149)take the teleporter 150)S 151)grab the staff piece, E 152)grab the purple potion, W 151)N 150)teleport back 149)E 120)E 121)E 153)avoid monsters, go east, E *********** Main Castle *********** 154)grab the credit, then go east, E 155)S 156)S 157)block jump to spikes, then block jump to exit, S 158)Pick up the block, then drop it in front of east exit for extra height. When elevator is low, block-jump to elevator. YOU MUST KEEP THE BLOCK! From elevator, continuous jump to NW corner, then continuous jump to the spikes, dropping it for safety. Jump to the hat, then jump back, and block-jump to floor, N 157)N 156)N 155)be careful of the disappearing squares, N 159)jump down, N 160)N 161)In this room, you must jump down to register the room below, but get ready to use a blue potion, or to avoid using it you can stand on the middle square of either the west or east ledge, then jump towards the middle of the hole. You should land on the stairs beneath. 162)Use blue (or purple if you want) immediately, OR avoid the monsters if you think you can and go up the stairs, or if you landed on the stairs, don't worry at all. At the top square, jump west and you will land on the west ledge of the room above. 161) Ride elevator up 163)ride up 164)at the top of elevator's height, jump to the east along south wall and you should land on the SE corner of the room below 163)pick up the block, then continuous jump along disappearing squares to the NW corner. Use the block to jump up the ledge with the other block, then use that block to jump up to the room above. 164) grab the potion, then jump all the way down to first room. 161)E 165)I usually use a purple potion here, but if you don't have a lot, you CAN make it through here by timing alone. Sit in SW corner for a while, watching how the troll gets stuck behind the spiy balls. These are your windows of opportunity to go under the spiky balls, but you need to go fast, so time it well, E. 166) avoid blob, E 167)go under spiky ball, E 168)push the crystal ball north up against the middle column. Now use the block and the crsytal to get up to the top, then block jump to the ledge and go east, E 169)These guys have random paths, so you can avoid them if you're pretty quick, but feel free to use a blue potion if you have some since you are getting one soon. Go through the south exit, S 170)Now, using your excellent skills, get right in front of the center spiky ball. As is goes above your head, walk into the little pit, then jump right back out before the spiky ball kills you, and proceed to the south exit, S 171)S 172)This can be a little tricky. Get the block, then go to the second highest square near the NW corner. As the troll walks by, drop the block and ride him, but if the block gets caught on the NW square, jump to safety and try again. If it works, ride the troll around to the shortest column on the south wall, then block-jump up to the ledge. Make sure to keep the block! drop it, then get the staff, then go back and use the block to block jump all the way back or ride the troll back. However, if you have a yellow potion, just yellow-block this room and be done with it. Leave by the north exit, N 171)N 170)N 169)Now, this is probably the greatest puzzle in the game. Avoid the monsters or use a blue potion, and JUMP ONTO the spikes in the NE corner. They will disappear, and you will fall below to a new room. 173)Immediately move under the falling hat so that it gets stuck on top of you. If it does not fall on top of you, DO NOT GET THE HAT, go back up the stairs, up to the room above, then come back down and try again. Once you have it, walk the hat over to the potions, then jump and move out from under the hat so that it falls close to the ledge. Now, use it as a step-stool and jump up to the potions. If you grab the hat before you do this, you won't be able to get the potions, so be careful. Once done, grab the hat, go up the stairs, and up to the room above. 169)W 168)W 167)W 166)N ************ North Garden ************ 174)Wait for the zombies to approach, then jump over them to the north exit, N 175)E 176)Immediately jump to the east ledge and then to the plunger. If you miss, just go out and try again. When done, go west, W 175)Use the blocks to get up to the west exit, W 177)Quickly get to the safety of the SE corner, and when the tusk demons get stuck below, jump over and go to the NW corner, where a block is hiding. Grab it, block jump to the north exit, N 178)use the block to get to the north exit, N 179)Peek, S 178)use block to get to west exit, W 180)N 181)N 182)Jump down, get ready to use a potion, or jump down into the pit directly under the elevator. This will land you on the elevator below. 183)Use a purple or blue potion to get past the spider (blue is cool because then you can watch the spider hump you as you wait for the elevator), or if you landed on the elevator, just wait. Either way, take the elevator up 184)ride up 185)ride up 186)when you have enough height, jump to the conveyor belts, continuous jump to the south ledge, collect the hat and go through the south exit, S 187)you immediately start falling, but head for the NW corner as you do 188) start pressing B once you're over the hat to grab it 189)last chance to grab that hat! 190) fall to the middle of the north wall for safety, then go east, E 181)N 182)E 191)use block to block jump over spikes and to east exit, E 192) grab credit, S 193)use the plate to get to the east ledge, then use the block to get up to the spikes, up to the yellow potion, then back down to the east ledge, E 194)immediately run east until you get to the east exit. If you run immediately, you will make it past the tusk demons, E 195)you must use the plates; just be careful and you should stay alive, N 196)jump over the pit to the north exit, N 197)avoid the tusk demons, N 198)W 199)get on the purple plate, and wait for a good jump to the orange plate. The best timing is when the orange plate is still approaching so you don't have to jump after it. Then jump to south exit, S. However, if you have balls, line yourself up so that half of Shadax's body is hanging over the southern edge of the east ledge. Then jump west to the south ledge, and Shadax will land on it, hanging over the north edge. Go S. 200)don't bother getting the block, just continuous jump to the other side of the room, S 201)the middle square disappears, so be careful, W 202)proceed to the west exit. You have two choices. Go out, come in, and use a yellow potion when the block is low enough to jump to, then block jump up to ledge. Or you can go out, come in, hesitate a second, then jump to the block, holding A. If you time it right, you will bounce off the block up to the ledge. It's difficult but saves a yellow potion, and makes you feel like a bad-ass, N. 203) block jump over spikes, N 204)Immediately jump under block and to the SW corner. Watch out for that disappearing square between the exit and the SW corner. Once you have the block in the corner, get it on the conveyor belt, and it will fall to the next one, move back, and push the staff piece out to you. Grab it, then go S 203)S 202)W 192)S 193)S 205)walk under spiky balls, S 175)S 174)S Main Castle (where are we going, you ask? We have to backtrack so we can get 100%. This is the farthest out of the way you need to go in this walkthrough) 166)S 3)E 2)S 1)S 12)E 13)E 14)S 16)W 19)S 18)jump into the pit, always moving east as you do 206)push east as you fall 207)push east as you fall 208)push east to land on east ledge, E 209)grab blue potion, W 208)fall *********************** The Caves (We're back!) *********************** 210)W 211)S 53)W 54)W 55)S 56)S 57)W 108)W 109)W 110)W 111)W 112)up *********** West Garden *********** 113)N 116)N 117)W 118)N 119)N 120)E 121)E 153)E ************************************************************** Main Castle (continuing the long journey to get back on track) ************************************************************** 154)E 155)N 159)N 160)N 161)E 165)E 166)N *********************************** North Garden (nearly back on track) *********************************** 174)N 175)N 205)N 193)E 194)E 195)N 196) jump into pit **************************************************************************** The Mines (of Insanity, according to the Solstice Manual, but they're really only insane because they are easy and also the lair of the Hideous FootFace) **************************************************************************** 212)S 213)push the crystal ball to the west, then push it south and ride it to the south exit, S 214) When you go in, hold still for a second and the two trolls will bounce off each other. After they split, just run past them and avoid the third troll to get to the east exit, E. 215)E 216)watch out for the disappearing square about halfway along the path, S 217)THE HIDEOUS FOOTFACES! Avoid them and go east, or use a blue potion and shiver at their hideousness, W 218)take a quick south exit, S 219) jump onto blob, then to exit, E 220) grab credit, E 221) Wait for the spiders to cluster around you; stand at the north edge to get them away from the exit path, then jump down and run south before they get you, S 222)go up to room above ************************************ The East Garden and the Home Stretch ************************************ 223)S 224)S 225)feel free to yellow-block here, since you'll get a new yellow potion soon, but you can also just block jump across in two or three jumps, E 226)walk with the trolls, go through north exit, N 227)grab yellow, W 228)use a purple if you have it, or use a blue to get past the spiky balls, E 224)S 225)E 226)E 229)ride the plate and jump to the exit, S 230) avoid the blobs, S 231)go to the last square on the west wall, and jump down to room 39, but be careful since there is not much safe flooring below. 39)S 40)W 41)S 81)continuous jump to west exit, but be careful since some of these disappear, W 80)jump into that middle hole, aiming for the exact center below. 232)grab the blue potion, then jump down and ride elevator up. You will need to jump right at the top to make it up to the ledge above. 80)E 81)N 41)E 40)N 39)Now that you have a full blue potion (which you absolutely need in a few rooms), you need to perform a small miracle. Go to the crystal ball. Push it west, but ride it, and then jump off its west edge and stop it before it gets to the far wall (running ahead of it and then simply standing in front of where you want it to stop works best). What you want is to have the crystal ball about one-half or one square away from the west wall. If you don't get it right, go out and try again. Now push it north, but wait for the troll to be heading east. You want that crystal ball to hit the north wall, and then the troll will hit it and walk south, which he won't do otherwise. If he is walking south and making it all the way to the walkway you are on, then use a blue potion, jump onto the troll's head, and as he gets close to the SW ledge, jump to it, then up to the room above. If you mess this up too many times and only have one blue potion left, then go all the way out of the Caves, through the West Garden, through the Main Castle, through the North Garden, through the Mines, and then back to room 231 where you can simply line yourself up halfway off the north ledge, then jump to the east ledge landing halfway off of that. But whatever you do, make it to room 231 with at least one blue potion left! Also, be warned, you CAN NOT use that NW ledge to get up to the room above, there is simply not enough height, so don't try! 231)If you came up by the SW corner, ride the crystal ball east and then jump north to the exit, if you came the long way, use the above solution to jump to the east exit, E 233)Use a blue potion, then carefully jump from troll to troll until you get to the north exit. If you want, push the first and second troll a little south, making it easier to jump to them, but make sure not to push them too much, as you might irreversibly screw up your chances of getting to that ledge, N. (I am pretty sure that this and another room later are the only ones that require a potion to solve. Keep this in mind when plotting your own route through the castle and using potions.) 234)Get a yellow potion ready. When that block in the NW corner hits the second-to-last disappearing square, use the yellow potion. Now continuous jump to the block. You can yellow-block to the exit OR block jump to the conveyor belt, but remember that the conveyor is still on. Then jump right in front of the exit, dropping the block for stability. Then simply jump to the exit. If you have no yellow potions left or you simply feel awesome, then just jump to the SW corner at once, then to the next square. Wait for the last two disappearing squares, then continuous jump from them along the north wall, then to the conveyor belt in the corner. Keep jumping, and when the plate comes near, you can jump to it, then through the exit, E. 235)block jump up, S (if you don't have five staff pieces, these blocks do not appear). 236)avoid worms, E 237)jump up to knock the key off the plate (if it gets stuck somewhere, go out and come back in). Get the key, E 238)S 239) get on the plate, and if you have a yellow potion left, wait for the two plates to line up with the exit and use the yellow potion so that you can easily jump to the new potion and back. If you don't have a yellow left, time your jump carefully (try to lead the plate you're jumping to by one square, this usually works well), collect the potion, and then jump back, using a yellow potion if want, W 240)Immediately push the crystal west, it will carry the block the the conveyor belt and then to the floor. Grab the block, then drop it as close to the north edge of the square in front of the east exit as you can. Now block jump to that NE ledge. This can be a little tricky, so concentrate. But you should make it without too much trouble. Go to the NW corner and teleport. 241)N 242)If you kick ass at block-jumping, you can do this without a yellow potion, but if you don't want to die twenty-thousand times, yellow-block to the west exit. Without using a yellow, pick up the block and drop it as close to the NW edge as you can, hanging over even. Then position Shadax as far to the NW as you can on top of the block. Now block-double-jump, and swerve west at the last second to make it to the west exit. Very hard, but I did it that way for a long time before I figured out how to yellow-block. You can also take the obvious route, by block-double-jumping from the SE corner to the NE corner, then to the NW corner, but remember to always put the block on the edge and then position Shadax on the edge of the block before you jump. This will give you extra length before you even jump, and you will need it, W. 243)Jump on top of the credit, then block-jump. You should get the credit, and then when the little 'collection' screen disappears, you should be jumping still, and you can get on to the squares. Just jump down and take the west exit. If you miss the jump off the credit, blast those spiky balls with a purple or walk past with a blue, W. 244)Use a green to see the invisisquare near the west side of the room. If you don't have any (how is that possible, you dork?), it is the square NE of the square in front of the exit. Jump to the plate, then to the invisisquare, then to the next plate, and to the west exit, W. 245)when the blocks are low enough, use a yellow potion, then jump from one to the next to the north exit. I recommend picking up the first one as you go so that you can block jump if you slip or miss. If you don't have a yellow or you are feeling like one last show of skill, then immediately run and continuous jump along the squares to the exit. You will have to just push that first block out of your way, so ram it. The last square might disappear before you get there, so just jump off that last block. Another method is to wait for a second, then jump to the first block, block jump with it, then as you continuous jump towards the exit, you can use it for one more block jump. I find that the timing on this is a little rough, not to mention the coordination so choose wisely, my son. Once you are at the exit, go north, N. 246) Rejoice! You are now in the final tower of the game. It is very hard to die, and you don't need any potions (although a yellow can be useful near the top). This puzzle is quite complicated and you often fail at first, but it is easy to start over. Get on the elevator and ride up. 247)Notice the hazardous west wall. If you fall at any point, go ahead and fall EAST so as to avoid this bunch of crap. Continue up. 248) When the elevator gets to the apex here, jump to the east and land on the disappearing squares on the east side of room 247. 247)Immediately continuous jump to the substantial squares, then get up to the top square, and jump up to the next ledge, but be careful! The ledge above is one square to the west. 248)When the elevator is about to hit the top of its path, push and ride the crystal west, and you should get on top of the elevator with the crystal between you and the elevator. If you fail to do this, start over because you can't get enough height to go up. If you succeed, jump up to the next floor. 249)Immediately go to the crystal and push it east so that it catches that block and carries it to the east wall, OR if you have yellow potion, freeze the block when its low enough to jump to, jump to it, block jump back to the ledge, and then ride the crystal over to the east wall. From here, push and ride the crystal to the SE corner. Drop the block for extra height, then block jump to the ledges. Get up to the top ledge, but each time remember to drop the block, then block-jump up to the next ledge. Jump up to the room above. Do not try to yellow-block up to the next room if you used a yellow potion! You will most likely land on nothing and fall back down, or you might end up under the pyramid above and have to jump back down. 250)Go to the top of the pyramid, the zombies won't bother you. Instead of getting the staff, jump off it. You will arrive in the highest room. 251)Jump to the other platform, use the plunger, fall to room 250. 250)Watch out for zombies, then grab the staff. You are now invincible and have infinite potions. Hooray! But you still have a few things to pick up. See that door that appeared from the plunger? You need to go in there. Go to the NE corner, and fall down to room 249. 249) use one of your infinite yellow potions to freeze the block and grab it, then yellow-block up under the NW corner of the pyramid, or push the crystal onto the elevator and immediately ride it up (the crystal will get stuck, so you must ride it immediately!) then jump up under the pyramid above. 250) Using your map if you need help, go through the door, N 252) collect the three items in here. Your completion rate should say 100% now! Congratulations! Jump down to room 246. 246) go through the new west exit, watch Shadax defeat Morbius and save Princess Eleanor with the Staff, and pat yourself on the back. ===================================== X. 30.85% Completion Rate Walkthrough ===================================== This section is a discussion on how to get the lowest possible completion rate. I am a mathematician, and I am pretty confident that my algorithm skills have allowed me to find the shortest possible path in terms of rooms visited and items picked up. This does NOT mean that it is the shortest path to complete the game, since there is a lot of backtracking in order to reduce the number of rooms visited, and not using potions forces you to use lengthier solutions in various rooms. But when you finish the game, you will see your completion rate is 30.85%, and I am 99.99% certain that this is the lowest possible rate. If you can get a lower rate, please e-mail me, but I think you will be lying. There are 252 and 52 items (detonating a bomb counts as getting an item), but the items are worth five times as much as a room in terms of the completion rate that appears on the map screen. Thus, there are 252 + 5*52 = 512 units to complete. That means that each room is worth .1953125 completion points, and an item is worth five times as much (these are EXACT figures). What does that all mean? It means, in order to minimize your completion rate, it is imperative that any item you pick up is either necessary or saves you at least five rooms (but trust me, there are no items that you can pick up to save enough rooms). Here are the only necessary items: The six staff pieces (duh) The boots (I tried for a while to do it without them, but it's impossible) Three keys (the one in the caves is not necessary) DO NOT pick up ANY potions, credits, or lives. You can do the whole game with ONLY the potions you start with, and if you can't avoid dying, well, that's just something you need to fix before trying this. Okay, without further ado, here is the walkthrough. This goes through 108 rooms, and unless explicitly stated, DO NOT use any blue potions. There are two places where you NEED to use them, so don't waste them. You are free to use the yellow and purple potions where you want, but I advise not using them in order to feel extra bad-ass when you win with only your blue potions gone. Remember to always use the potionless solutions from the regular walkthrough to conserve potions. (note that I am not numbering the rooms here nor explaining easy rooms) Start S, W, S, W, S Get the first key. N, E, N, E, E, E, N Get the boots. S, W, W, N, N, W, N, E, E, E, S, S, S Get the first piece of staff. N, N, N, W, W, W, N, N, N, N, N In this room, run under the falling credit so it lands on your head. Now move it over to the ledge in front of the south exit. Drop it close to the tall pillar, but on top of the ledge. Now jump on top of it (be careful not to press B and collect it) and up to the pillar to take the east exit! Use the potionless solution for room 202, since you will want your two yellow later, if at all. Take the north exit, and go one more north. Get the second staff piece. S, S, W, S, S, S, S, S, S, E, S, S, W, S, S, S, E, E, E, up. Quickly jump to the block on the conveyor belt and grab it before it falls. If you miss it, go down and try again. When you have it, double-jump to the north exit, but under no circumstances should you go up to the next room! That will add an unnecessary room to your completion rate. Take the north exit. Grab that third piece of staff and jump down the secret exit until you land in the caves. W, W, W, S, W, W, S, S, W, W, W, W, W, up. N, N, W, N, W, W, N, W, S, W, W, W. Get the second key. E, E, E, E, S, E, E, N, N, W, teleport, S. Get the fourth piece of staff. N, teleport, E, S, S, E, S, S, down. E, E, E, E, E, N, N, E, E, N, E, E, E, E, E, E, E, E, S, S, W, S, W, N, W, S, W, S, S, W, S. Get the fifth piece of staff. N, E, N, N, E, N, E, S, E, N, E, N, N, E. Use the blue potion solution for room 39 to go up. E, use your last blue to go north, E, S, E. Get the third key. E, S, W, teleport, N. I recommend a yellow here, but you can use the potionless solution for room 242 if you want to be awesome; go west. W, W. I recommend a yellow here as well, but you can use the potionless solution for room 245; go north. Solve the final tower, get the last piece of staff (DO NOT go to the secret room above the staff piece by accidentally bouncing off the staff, or you will feel REALLY dumb). Jump down and whoop Morbius' ass to claim your minimalist prize! Congratulations. ========================== XI. The Only Solstice Code ========================== As far as I know, this is the only Solstice code in existence. I got it out of a deteriorating Nintendo Power from my childhood. Open your item/map screen, then press the B button and the Start button in this sequence: BSS BBS SBB SSS BSB BBS SSB SBS SBS SBB SBS. This will give you 90 something lives (basically infinity) and it fills all your potions. Use this only if you have already beaten the game, because it will ruin the satisfaction of winning if you have that much help. ===================== XII. Acknowledgements ===================== In preparing this guide, I made heavy use of the maps on Col. G.L. Sicherman's homepage, drawing on them, numbering things, etc. However, the maps in section VIII are my own. Also, I thank the guys at Imagesoft who made this game; it's one of my favorites. ======================= XIII. Legal Mumbo-Jumbo ======================= Copyright 2005, Mike Jenista This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
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text:
Pick up a new and totally different idea !!!!
The header and social media icons also look very small. Make the social media icons a little bigger. Try to add some color variation and texture in the background.
your footer tile looks nice but you can try darker color variation in one tile. You can make the Footer ribbon a little long.
And as suggested by PhantasiaAeterna , try some different font.
Thanks Techdon.
Guys any more feedback ? I am very confused and I didn't find out what is the problem. Is there any problem with image copyright or design ?
Hi guys!
I have submitted a landing page theme and it was rejected and reviewer said that I can not resubmit it again as it did not meet market place requirement/policy. I would like to know whats wrong with this template. Please take a moment and give me your feedback
Your Drop box files are not working.. Both your url shows bad link.
Anybody please help me with a Dribble invite..
My Dribbble id: http://dribbble.com/Bluenila TF Profile : http://themeforest.net/user/bluenila/portfolio
Email : firstname.lastname@example.com
Thanks Dude. Thanks for making our life little easier..
Congrats, Mat !
Please read the help file and install it as suggested. And from your wordpress admin panel you find the link/Option for changing the Logo and adding Slider in the font page.
Congrats, Mat !!

subset: commoncrawl


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Handmade rocking wine glasses
4 Recommendations
ShoeIn's recommendation
I bought these for a friend for Christmas, and nearly kept them for myself they were so cool. Coming in a set of 4, each glass is a different color so you can pick you favorite shade, or avoid accidentally polishing off your colleague's wine (or was that an accident?). They website says they are currently unavailable, but I suggest they are worth the wait.
mrsmogul's recommendation
These are pretty and great for entertaining.
Aswan's recommendation
I could just see the look on guests' faces when their drink glasses start rocking to and fro. These tumblers have off-center bases that cause them to gently sway but with no risk of actually spilling their contents.
carolineoncrack's recommendation
These are sure to confuse and scare your guests as they are made with a slightly off-center base which causes the glass to rock gently in place. Great for swirling that wine while your two hands are busy with the appetizers.


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Country Calendar-Jan.24
The Music and Memories of January 24
Kevin's Country Calendar
The Headlines:
2003- Joe Nichols gets the Opry rockin' and does something that's never been done before at the Ryman Auditorium. As he sings his song "Brokenheartsville," on the Grand Ole Opry, a green bra is tossed on stage as he sings. It's reported that this is the first time an undergarment has ever been thrown on the Opry stage in history.
1994- The "Pure Country" soundtrack becomes George Strait's first triple-platinum album. George is awarded for 3 million shipments of the album containing the hits "Heartland" and "I Cross My Heart." Plus, film favorites "The King Of Broken Hearts" and "Where The Sidewalk Ends."
The #1 Hits:
1981- 9 To 5- Dolly Parton
1953- I'll Never Get Out Of This World Alive- Hank Williams, Sr. (ironically hitting the top of the charts a few weeks after his death)
Doug Kershaw, 1936. Third cousin of Sammy Kershaw, Doug breaks through with a song called "Louisiana Man" performed with his brother as "Rusty and Doug." Then, he delivers cajun favored songs for the remainder of his career.
Ray Stevens, 1939. Ray scores a gold selling single with "Everything Is Beautiful" in 1970. Then goes on to record novelty hits like "The Streak," Mississippi Squirrel Revival," and "It's Me Again, Margaret."
Becky Hobbs, 1950. Becky joins Moe Bandy for a hit duet called "Let's Get Over Them Together." Becky scores a few modest hits and co-writes the Alabama hit "Angels Among Us."
Justin Tubb, 1998. The son of Country Music legend Ernest Tubb, he scores a couple of hits with the songs "Looking Back To See" and "Sure Fire Kisses" with Goldie Hill. Justin co-writes the classic "Lonesome 7-7203," a hit for Hawkshaw Hawkins, and remains a favorite on the Grand Ole Opry throughout his life.
Kevin Richards' Classic Country Hall of Fame Show is heard every Sunday, 6-9am eastern on Country 107.7/WGNA-FM.
Sources: Country Music Hall of Fame and Museum, The Country Music Foundation, Billboard Magazine, CMT, The Country Music Association, and The Academy of Country Music


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Info Cubic is a premier provider of International Criminal Records. We utilize local court researchers, government contacts and private agencies in Honduras when conducting International Criminal Record searches. The Honduras Criminal Records search will report crimes and offenses that are comparable to felonies in the United States.
Manual retrieval by court researchers
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We verify dates of attendance, graduation date and degree information.
We verify the applicant's previous or current employers, verifying at least: start date, end date as well as position information.
Available. Hoja de Antecedentes may be obtained from the Direccion General de Investigactiones Criminales (DGIC). Some records may be available at local DGIC offices, but the most complete records are housed at DGIC headquarters in Tegucigalpa. Applicant must request the document in person and present a Honduran identification card, a copy of the card, and a letter of request addressed to the Director of the DGIC. Applicants under 18 years of age must present their birth certificate in lieu of the identification card. For persons living outside of Honduras, a lawyer or close family member can apply for the record by presenting a copy of the applicant's identification, a letter of authorization, and the letter of request. Normal processing time is less than one week. Police records from before 1995 may not be available. There may be a fee for this service.
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Australia's fourth-largest life insurer, TAL, has launched a new financial planning dealer group aimed at risk specialist advisers.
The dealer group, Affinia, will be backed by TAL and will include a flat fee structure and weekly paid commissions to advisers. Underwriting pre-assessment services, business planning, legal services and marketing support will also be rolled out by the group.
"Affinia's unashamed ambition is to be the number one choice for advisers specialising in life insurance," Craig Parker, head of Affinia, said in a statement.
"From talking to risk specialists around the country, we know there are many advisers out there who feel left out in the cold by the traditional dealer groups. They're fed up of being the poor relation of their wealth management cousins, and bored by the same sameness of most dealer groups."
TAL however is not a new entrant to the dealer group scene.
TAL-owned Pivotal Financial Advisers, established in June 2001, will be folded into the Affinia business, a spokeswoman said.
The life insurer had previously owned stakes in Bridges Financial Services Group.
The spokeswoman said the company maintained a "small equity position in some other dealer groups", but the stakes were under 10 per cent.
Affinia is currently the only dealer group which TAL owns outright.
Brett Clark, TAL's chief executive for retail life, said Affinia would complement TAL's existing business.
"Affinia will play a key part in TAL fulfilling its ambition of making life insurance accessible to even more Australians," he said.
The Australian Financial Review


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Jeff Rushton
» Click to list general statistics » OR, select a date :
Where Do You Go When There Is No Road?
Where do you turn when all road maps are burned?
What do you do when the vision is blurred or esque?
What direction do you follow when your transportation is swallowed
The path is clear
read more >>
- Hits: Number of visitors who read the poem on the given date.
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- Dates, poems and poets that have "0" hits may not be shown on the list. Statistics are generated daily.


text: Dulquar Salman, who made a stupendous debut with Second Show, will reportedly essay the role of Mohanlals son in Priyadarshans next film. If sources are to be believed, Dulquar Salman will begin shooting for Priyadarshans film in August and the film will be released in December. Seven Arts will produce the comic film.Mammootty and Mohanlal are the two superstars in the Malayalam film industry. In fact, both these actors have always been pitted against each other. So, it would be interesting to see Dulquar act as Mohanlals son. Wonder when Mammootty and his real life son would be cast together! Any takers for them?


text: Opening August 1st and on view through October 11th, 2009, Fred Tomaselli will feature works from the 1980s to the present. Curated by Aspen Art Museum Director Heidi Zuckerman Jacobson, the exhibition was organized by the Aspen Art Museum and The Frances Young Tang Teaching Museum and Art Gallery at Skidmore College. It will travel to the Tang Museum from February 6 – June 6, 2010 and to the Brooklyn Museum from October 8, 2010 – January 2, 2011.


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Marc Andreessen jokingly says software will eat the world.
Today his venture-capital firm, Andreessen Horowitz, is putting its money where that mouth is. It just raised $1.5 billion in its Fund III for several tech companies, including several software companies that intend to "disrupt traditional industries," says Ben Horowitz, co-founder and general partner at Andreessen Horowitz.
The Silicon Valley firm, whose portfolio of 90 tech companies includes Facebook, Airbnb, Foursquare and Zynga, fervently believes software is a catalyst to upend decades-long industries within the next several years.
Exhibit A for Horowitz today was Lytro, new photo technology that lets would-be photographers focus pictures and adjust light after they are taken.
For more, check out Horowitz's blog, at www.bhorowitz.com.
Technology Live covers computers, electronics, and the Internet, with a focus on cutting-edge technology that has a real impact on your life. Our reporters and editors -- based in San Francisco, Los Angeles, Seattle, New York, and Washington – offer news and tips to help you make the most of your digital domain. More about the team
Sign up for Technology Live e-mail alerts


text: Hello, all. I have two problem, First, TORQUE can run with any message passing library and provides limited integration with some MPI libraries. Does it have any advantage? Second, I set the option load_balancing in sched_config as fllows: load_balancing true prime and, I have set all nodes type, time-sharing. Then, set the ideal_load and max_load in every mom_config. However, when I submit a job, tracejob jodID said that: Job Deleted because it would never run. Not enough of the right type of nodes available. If I set the nodes type cluster, the job can run, but this job run on the node which has heavier load, not the lower load node! Why is it? Does the load_balancing not support load balancing? Does the load_balancing not support time-sharing nodes? Any help will be appreciated! Thank you. Peng Han


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Melbourne: Australian players are reportedly a step closer to being auctioned off to the eight private franchises in India after a breakthrough in their sponsorship dispute with Cricket Australia, which has till now blocked their participation in the Board of Control for Cricket in India (BCCI) Indian Premier League (IPL).
The Federation of International Cricketers' Associations (FICA), which is handling the negotiations, has reportedly struck two crucial compromises.
Progress has been made in relation to players' obligation to endorse products that may clash with Cricket Australia's commercial partners. Now images of Australian players, for example, may be used only in advertising campaigns in the Indian market, not in the global market. It has also been agreed that Cricket Australia will alow players to play for their states and attend national training camps while the billion-dollar Twenty20 tournament is on, the Sydney Morning Herald reports.
The major outstanding issue related to Fosters and Travelex, the two CA sponsors with global protection - which prevents Australian players endorsing rival brands.
Australian players will be now free to be auctioned off to the IPL's eight franchises in Mumbai on Feb 20.
A Cricket Australia spokesman said there were still some "difficult discussions to be had" before players could sign IPL contracts.
Cricket Australia CEO James Sutherland is expected to resume talks with IPL chief Lalit Modi this week on issues concerning the cricket establishment in Australia.
Modi had earlier insisted that Cricket Australia would not get global protection for its sponsors and threatened to go ahead without the Australian stars if necessary.


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Levi Johnston's Playgirl Shoot Reveals His "Eww, Gross!" Body Hair
Poor Levi Johnston. He's fending off complaints from those (us included) who are disappointed he didn't show the full monty in his Playgirl pictorial, and now he has to contend with insults about the amount of body hair he has. Nathan Minor, a Chippendales dancer (so he obviously knows what's manly and sexy), told Us Weekly:
"The only problem — his hairy armpits! We take only mostly shaved guys. He should also focus on his diet to help him get a bit harder. He doesn't have to go the fitness-y hard look, but he could tighten up a little bit. His body is a little soft."
I'm not going to argue over the elasticity of Levi's body — though I suppose if you're into guys with 12-pack abs and mountainous hills of muscles, he looks a tiny bit doughy — but I will come to the defense of his pits. For starters, they're not that hairy and even if they were, it shows he is a MAN not a BOY. In fact, Playgirl editor, Jayme Waxman, Levi could use a little more fur.
"At 19, you know how to show off your still-tight body, but do you actually know how to use your sexuality? I feel like you really develop your sexual energy and attitude in your 20s and 30s, so Levi has a way to go before he's completely comfortable in his body. He doesn't have much chest hair, does he? I like a bit more chest hair."
Whatever. I think he's just fine as is and am not down with all this body-snarking — unless, of course, we're going to talk about his brain. [Us Weekly]


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Hey there, time traveller!
This article was published 17/2/2014 (1256 days ago), so information in it may no longer be current.
A truly great song is one that can be stripped down to its bones.
That's why so many singer/songwriters subject their songs to the so-called 'campfire test,' the purpose being to see how well they hold up without the assistance of, say, a seasoned producer.
Bryan Adams has more than a few tunes in his estimable catalogue that pass the campfire test, as he proved during Monday night's show at the Centennial Concert Hall. Adams, 54, was through town on his successful acoustic Bare Bones Tour, which sees the veteran arena rocker perform his hits the way he wrote them.
Taking his spartan stage -- just a grand piano and a single mike stand -- Adams wordlessly launched right into his mammoth hit Run To You. He followed that up with another single from 1984's Reckless: It's Only Love, his duet with Tina Turner, which stood up on its own.
Accompanied by only his acoustic guitar and pianist Gary Breit, Adams' vocals were particularly powerful on his most cinematic ballads, including the unapologetically sappy When You Love Someone, his Barbra Streisand duet I Finally Found Someone and Here I Am.
"Here I am/without my band" he joked. But, like a good-natured heckler pointed out, his band wasn't missed that night.
The show offered a nice career retrospective, pulling from all over his career. "I'm just doing songs I remember," he quipped.
A pair of singles from 1991's Waking Up The Neighbours -- a jangly, handclap punctuated Can't Stop This Thing We Started and an arena-sized (Everything I Do), I Do It For You -- were among the night's biggest crowd-pleasers. He told stories in between songs, including one about his formative years opening for Foreigner (which yielded sporadic clapping) and Journey (which yielded considerably more clapping) before blowing the dust off of 1983's Cuts Like a Knife.
Adams was affable and easygoing, even taking an unsolicited request for Back To You and politely telling the rowdies in the crowd to shut up. (He's a nice Canadian boy, after all.)
His voice began wearing out a little about midway through the show, but its rawness (mostly) worked to his favour; a cover of Kris Kristofferson's 1970 hit Help Me Make it Through the Night was given a gritty, whiskey-soaked weariness.
Even Adams' cotton-candy rock hits -- see: The Only Thing That Looks Good On Me Is You, which came later in the set -- were elevated by the lighter, bare-bones touch.
Predictably, the crowd went wild for Summer of '69, though his slightly rushed rendition didn't rank among the night's strongest performances.
No, those included the loving tributes to Adams' songwriting partner of 30 years, Jim Vallance -- especially the striking readings of Walk On By, Heaven and The Right Place, the latter serving as a stunning showpiece for Briet, even if Adams couldn't quite nail the vocal acrobatics.
Fittingly, he closed the two-hour show with Straight From the Heart.


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cost to get heated front seats not ordered originally
I didnt get heated front seats I live in NY. Kicking myself in the ass but what can ya do? My car is going to hit port on the 30th. I assume this is not a port installed option.
Anyway, does anyone know how much this would cost to have the dealer install?
Do they have to order new seats or do they install a heating pad somehow?
How much are you willing to spend? North of $1,000 if you get the dealer to do it. There are aftermarket DIY units available for a reasonable price. If you don't want to DIY an upholstery shop would probably do it. Short of diy it's gonna be at least $700ish or more to have aftermarket units done.
You won't have the heated seat button in the middle. I'm guessing you'll need the center stack replaced too. Not sure they put dummies in the spot where the heated seat button would be.
ouch.. well im not coming from a car that has headted seats so I dont know if I will miss it as much as I think.
I looked into this for a used E46 and my option was basically swapping the seats out and getting the wiring as well (in terms of the hookups past the seat, switch etc). Even for an older used car this was massively prohibitive. Almost all retrofit items seem to be this way - VERY expensive and complicated to add after the fact. Pretty much not possible in the practical sense (if you want it done well with OEM parts) was what I took away from it.
Seat heaters can done relatively easily by a good shop. It won't be as good or as clean as the OEM but shouldn't cost more than $200-300.00. I live in Michigan and love having seat heaters.
This cant be port installed correct?
someone want to donate 1000 to a good cause? lol
You call your dealer in the morning, tell him of your regret, ask him to find your build with heated seats either on a lot somewhere or on another boat enroute to the US.
My friend in California just got his F30, had an issue with delivery (big delay in the LA port, was stuck there for over a month) and told the dealer he was dumping the deal if he didn't do something. They found another car with the same build a couple of hours away and he was in that car in under 24 hours.
Call your dealer, problem solved.
No I cant do that to my dealer. I already had him re order once to get the DHP because I was not aware at the time the xdrive's did not come with sport suspention.
At least explore the possibility because there's nothing that hurts more than willfully accepting a car that you know you aren't going to love for the next 3-5 years. I'm frankly surprised that your dealer even let you order a NY car without heated seats. My dealer wouldn't take my order without them, eventually threw them in for free because he wouldn't take the risk that I'd back out of the car and he'd be stuck with a car he couldn't sell.
Well, the dealer relationship IS worth something, as far as I'm concerned.
This cannot be installed aftermarket easily, at least not as nice as the factory setup in which you have pleasant lighted buttons for both passengers.
If you've never lived with it, then maybe you won't miss what you've never had. On the other hand if you plan on keeping the car for 10 years then you should get it the way you want it. Perhaps offering the dealer marginally more profit for the THIRD re-order will make it a win-win.
Or, you can just be completely ruthless and walk away and order from another dealer.
I cant wait for another re-order I can barley wait the remaining 2 weeks before I get the car. I think I will ask my dealer how much for them to be installed.
Again, it's worth talking to your dealer about. And who knows- he might have a car that's what you ordered but it has a package you didn't put on it and it's the end of the month and he wants to move a car tomorrow and he lets you have it for the same monthly payment and you're driving it this weekend. I've seen it happen (raises hand).
You can get heated seats installed but you are talking $1500 or more for them to do it at the dealer, probably more, as the heaters/wiring, etc would all have to be installed. Not worth it.
Did you order with xenons? If not then maybe you should find out how much of a retrofit on those too because that is another 'must have' option on this car. :)
I will ask my dealer, it comes with xeons its a 335. its also a lease
1. See if there's something available now or on a boat that has the heated seat option (which is quite common, guessing 90% of all NY vicinity cars have them).
2. Live with it.
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JEROMESVILLE -- Board of education member Jason Chio added a motion to the board meeting agenda Tues
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text:
Jedward's dreams of winning the Eurovision Song Contest may be in jeopardy with reports of John losing his voice.
The brothers have been in Germany this week rehearsing the Republic of Ireland's entry, called Lipstick.
They are due to sing in Thursday's semi-final.
John has been battling throat problems since March and was supposed to be letting Edward do most of the talking - but it seems he hasn't!
He's now been ordered to keep quiet.
The UK's being represented by four-piece boy band Blue, who are singing a song called I Can. The final takes place on Saturday, 14 May.
Jedward spot the difference


text: Evening all, I'd really appreciate anyones help on this. I've owned my A3 2.0 TDi for a few months now. Engine managment light comes on, indicating Mass Air Flow Sensor problem. Took it to the garage, MAF Sensor not reading anything, now replaced. Drive the car for 2 days and kicks out a different error code (P0101 00257) which is still Air Flow related. Take it back to the garage and they say they can't solve the problem and I need to go to Audi which I'd rather not do!! I've heard of other mechanical faults causing the MAF codes to appear. Does anybody have any thoughts on this? Also, while I'm here, I get an engine stutter while coasting in Neutral, but not when the clutch is to the floor? Is this something to do with the clutch? I'd appreciate any help on this, Mike


text:
DEVELOPERS could move a step closer to building 77 homes on a patch of farmland in an East Yorkshire town tomorrow.
David Wilson Homes has said 65 construction jobs will be created if East Riding of Yorkshire Council approves plans for the £7.8 million housing scheme at a site called Nine Acres, in Pocklington, which the authority's planning committee is due to debate.
Officers said the application should be approved as long as an agreement is reached with the developers over children's play areas, affordable housing and a contribution towards the cost of reducing the speed limit in nearby Burnby Lane from 60mph to 30mph.
The applicants have said the project would help the area meet its housing needs and support the local economy to the tune of £1.26 million each year through an influx of new residents.
Pocklington Town Council has opposed the plans, saying approval has already been given for 99 new houses in Pocklington and the Nine Acres scheme is "premature", as the council's Local Plan suggests the area would need 100 new homes a year.
It also has concerns over extra traffic and parking, and said it did not believe homes suitable for elderly and disabled people were being provided.
Meanwhile, 117 objection letters have been sent to the council, covering issues such as flooding, pressure on local roads and services and whether Pocklington needs the new housing.
In a report, the council's director of planning and economic regeneration, Alan Menzies, said the plans were a departure from local planning policy.
But he added: "There is an identified shortfall in housing supply in East Yorkshire, and the site is on the edge of a town and lies in a sustainable location with good access to local services."
The same meeting will also discuss David Wilson Homes' plans for 182 homes at Molescroft, near Beverley, with councillors being asked to allow officials to approve the scheme once affordable housing and roads matters are agreed.


text:
The move is to help students at the prestigious public school in Berkshire gain a better understanding of Islam.
That's necessary in order to be "effective citizens," headmaster Tony Little said.
A Muslim tutor will also be hired to look after the spiritual needs of the school's Muslim students, and a course in Arabic will be added.
'Understanding of Islam'
He explained the move in a letter to parents.
"The relationship between the West and the Islamic world is likely to be one of the dominant issues for our boys for the years to come," the letter said.
"To be effective citizens they will need a sound understanding of Islamic culture."
The school already employs four Anglican priests, a Roman Catholic chaplain and Jewish tutor to look after the nearly 1,300 students.
The £21,000-a-year school has educated 18 British prime ministers as well as many members of the Royal Family.


text:
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Xavier University
Inside Xavier
Employee Recognition
October 2010
Inside Xavier is pleased to spotlight the University's monthly Employee Recognition Program, which publicly recognizes individuals who consistently reflect our Jesuit mission in terms of being men and women for others, consistently go the extra mile in their efforts and consistently put Xavier's interests ahead of their own. Honorees are selected by the President's Cabinet. If you would like to nominate someone for employee recognition, please fill out our nomination form.
Tim Bucher, Senior Business Analyst, Office of Strategic Information Resources
Tim plays a vital role in the Office of Strategic Information Resources. As a senior business analyst, he has spent many nights working past the conventional quitting time to complete projects with accuracy and precision, contributing to the office's success as a campus resource. He is always looking for ways to improve the University's network while ensuring that team members stay motivated.
David Mengel, Associate Professor, Department of History
David's efforts to live Xavier's mission to educate students intellectually, morally and spiritually are evident. He challenges students and keeps them engaged in academic material, ultimately informing their real-world interactions. David has recently expanded his commitment to the University by serving as the inaugural faculty director for the new Center for Teaching Excellence, which will help all Xavier faculty improve their teaching.
Eileen Corder, Administrative Assistant, Office of Vice Provost for Diversity
Eileen consistently presents a welcoming and supportive attitude, making her a valuable member in the Office of Vice Provost for Diversity. Outside her job duties, she is a mentor in the Loyola Mentoring Program for support staff at Xavier. The initiative helps staff carry out Xavier's mission. Eileen's own attitude and willingness to put others' interests ahead of her own exemplifies the Jesuit mission of service to others.
If you know an employee who goes above and beyond to make Xavier
a better place for all, nominate him or her using the online form.


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NEW ORLEANS — It was nip-and- tuck for a while, but 4-year-old filly and heavy favorite Daisy Devine pulled away for a huge win in the fifth running of the $75,000 Blushing K.D. Handicap turf stakes Saturday at the Fair Grounds Race Course.
Daisy came in at 4/5 odds, but she was challenged for about half the race by another 4-year-old filly, Necessary Luxury, who went off at 30/1 and tried to overtake the favorite from the outside as Daisy hugged the rail.
But Daisy Devine quickly pulled away around the final turn as Luxury faded badly. By the time Daisy crossed the finish line, she had put six lengths between her and the eventual second-place finisher, Forest Uproar, a 6-year-old mare.
"She's just that much better," said jockey Brian Hernandez Jr., who was riding Daisy, a Kentucky filly, for the first time. "It was really just all her today. I was just a passenger."
Daisy Devine's owner, James M. Miller, was a little tense as he watched the race from the grandstand, especially as Necessary Luxury stuck right to his horse's flank for much of the handicap.
"You're always nervous," he said as he welcomed Daisy and Hernandez off the track. "But she should have won the race, and she did.
"The Fair Grounds are great," Miller added. "We love coming down here."
Daisy Devine, who is trained by Andy McKeever, came in as the overwhelming favorite in the Blushing K.D. Handicap, having won the 2011 Fair Grounds Oaks and a slew of other contests leading up to Saturday. She ended up running against only four other horses in the Blushing, however, thanks to two pre-race scratches.
The Blushing K.D. Handicap, a one and 1/16th miler, was part of a 12-race card dubbed Super Santa Saturday at the Fair Grounds. The Blushing was the third race of the day, going off around 2 p.m., and the first of three $75,000 turf stakes at Super Santa Saturday.
The second of the three, the "Buddy" Diliberto Memorial Handicap, another one and 1/16th miler, was won by Strike Impact, an 8-year-old gelding who started at 5-1 odds. Strike was saddled by Shaun Bridgmohan and trained and co-owned by Patrick Dupuy.
The winner's circle for the final $75,000 turf stakes of the day, the Bonapaw, a five-and-a-half-furlong dirt contest, was filled by China, a 5-year-old from Kentucky ridden by John Jacinto, who started at 10-1, the longest odds of the race. China is owned by Black Sheep Racing and trained by John Good.
China's victory marked a minor comeback for Jacinto, who earlier in the day had fallen off his mount, Canofspots, in the second race of the card. Jacinto took the tumble after the contestants crossed the finish line, but fortunately the horses coming behind avoided him.
After laying on the dirt for a minute or two, Jacinto hopped up and left the track under his own power. The fall apparently didn't impair the jockey's abilities, judging from his win in the Bonapaw.
"I never thought we would be in the lead, but (China) broke so sharp, and I just kind of let him go, and the plan worked out great," Jacinto said. "The whole run, a great race. He ran a big race for me today."
The crown for the day's other big contest, the second running of the $60,000, six-furlong dirt Sugar Bowl Overnight Stakes, was claimed by the favorite, Tour Guide, who went off at 7/5 odds. It marked the second significant win of the day for Hernandez, who captained Guide, a 2-year-old colt, to victory.
Tour Guide's trainer, Bret Calhoun, said the mount has been getting better and better as the year has gone on, albeit gradually.
"He's still growing and developing, and he's doing it very slowly," Calhoun said. "He's a very fast horse, for sure, and we'll just have to see if we can harness some of that speed and stretch it out."
The card's final major stakes race, the $60,000 Letellier Memorial Overnight Stakes, a six-furlong dirt contest, was won by 2-year-old filly Finding More, who went off at 9/2 and was jockeyed by Jacinto, who again showed no signs of wear and tear from his earlier fall. Finding More is owned by Daniel Kenny and trained by Kellyn Gorder.


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3 Min Read
* TSX rises 37.23 points, or 0.30 percent, to 12,579.36 * Seven of 10 main index sectors decline * Gold mining stocks surge 4 percent * BlackBerry gains 5 percent on plan to explore strategic alternatives By John Tilak TORONTO, Aug 12 (Reuters) - Canada's main stock index climbed on Monday, boosted by gains in gold producers and a jump in shares of BlackBerry after the smartphone maker said it was exploring strategic alternatives. Bullion rose 2 percent to a near three-week high as positive sentiment extended to a fourth straight session, and gold miners soared 4 percent. Investors also followed data showing Japan's economic growth slowed more than expected in the second quarter, a third straight quarter of expansion but below market expectations. BlackBerry said it has set up a committee to look at options, including joint ventures, partnerships or a sale of the company. The stock rose about 5 percent. "Somewhere along the way, somebody will be interested in either becoming an owner of BlackBerry or a partner with BlackBerry," said Fred Ketchen, director of equity trading at ScotiaMcLeod. "Hopefully, the committee will be able to put a little bit of vigor into the company." The Toronto Stock Exchange's S&P/TSX composite index was up 37.23 points, or 0.30 percent, at 12,579.36. While seven of the 10 main sectors on the index were lower, gains in the materials and information technology groups helped keep the market in positive territory. The jump in gold miners pushed the materials sector up 2.6 percent. "Gold has been under some pressure for a while, and maybe it's time that the price of gold settles down and establishes some kind of floor," Ketchen said. Goldcorp Inc climbed 4.4 percent to C$29.23 and Barrick Gold Corp rose 4.2 percent to C$18.76. BlackBerry jumped to C$10.54, helping lift the information technology sector up 1.1 percent. But financials, the index's most heavily weighted sector, were down 0.2 percent, with Royal Bank of Canada losing 0.2 percent to C$63.58. Shares of energy producers declined 0.4 percent. They mirrored a decline in the price of oil. Canadian Natural Resources Ltd was down 1.2 percent at C$31.01.


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About Us
After 30 years in the beauty business as a successful stylist, the lifelong vision & dream of owning my own salon began to take shape when I was scouring the town of Debary one day - in search of the perfect location in which to create a most unique salon experience in West Volusia! Nestled snugly on an unassuming road in Debary was the location on which I set my sights. I scribbled a message on a sticky note & left it on the door. The rest is history.
I have tried to create a beauty salon environment neither intimidating nor pretentious. Clients are welcomed with a hot cup of tea, coffee, cool water or glass of wine - and we haven't forgotten scrumptious edibles either! Each guest receives a warm greeting and personal consultation before their appointment, giving them a moment to relax and get comfortable in our "feel-at-home-like" atmosphere.
Pebbles offers women, men and kids - a select menu of salon services from top hair cuts & color all the way down to pedicures, in a salon where you can find nourishment of the hair AND soul, & experience community while adorning yourself. We've even made room for the most lovely boutique jewelry, and offer the elite Redken & Kenra hair product lines, personalized gift certificates along with secure Wi-Fi accessibility for your added comfort and ease.
So in essence, we will strive to make your time with us a memorable one that keeps you coming back as we want you to be happy with your beauty results and just as importantly... want you to feel like a member of the Pebbles Salon family.


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Tom Lane wrote: > > Hiroshi Inoue <Inoue(at)tpf(dot)co(dot)jp> writes: > > Tom Lane wrote: > >> Why not? The intermediate state *is valid*. We just haven't > >> removed no-longer-referenced index and TOAST entries yet. > > > Do you mean *already committed* state has no problem and > > VACUUM is always possible in the state ? > > Yes. Otherwise VACUUM wouldn't be crash-safe. > When VACUUM for a table starts, the transaction is not committed yet of cource. After *commit* VACUUM has handled heap/index tuples very carefully to be crash-safe before 7.1. Currently another vacuum could be invoked in the already committed transaction. There has been no such situation before 7.1. Yes,VACUUM isn't crash-safe now. > > Hmmm,is keeping the lock on master table more important than > > risking to break consistency ? > > I see no consistency risk here. I'd be more worried about potential > risks from dropping the lock too soon. > Thers's no potential risk other than deadlock. If we have to avoid deadlock we could acquire the lock on master table first. Is there any problem ? Regards. Hiroshi Inoue
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text: s/days/data On Mon, Feb 10, 2014 at 2:53 PM, Sai <i at s.ai> wrote: > I need an actigraphy band (wrist type) that's reasonably hackable - > e.g. so that I can get real time days from it over Bluetooth to a > custom Android app. (I want to make something that will detect and > alarm when the user has a sudden-onset atonia.) > > I haven't found any such devices, though. They either don't give real > time data, or don't have bluetooth, or are proprietary only, or only > give a processed version of the data that's useless to me, or whatever > other BS. > > Anyone know of something good? (There's of course always the 'make it > myself' option, but I'd rather not have to cobble together something > from breadboard that I'd need to wear 24/7.) > > Thanks, > - Sai