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Crimson Skies
FAQ/Walkthrough by ACloutier
Version: 0.95 | Updated: 01/16/01 | Search Guide | Bookmark Guide
Crimson Skies Developed by Zipper Interactive for Microsoft FAQ/Guide ver 0.95 By Aaron Cloutier (firstname.lastname@example.com) 10/28/2000 CONTENTS ---------------- 0.0 Introduction 0.1 Version History 1.0 Premise 2.0 Mission Guide 2.1 Mission 1 2.2 Mission 2 2.3 Mission 3 2.4 Mission 4 2.5 Mission 5 2.6 Mission 6 2.7 Mission 7 2.8 Mission 8 2.9 Mission 9 2.10 Mission 10 2.11 Mission 11 2.12 Mission 12 2.13 Mission 13 2.14 Mission 14 2.15 Mission 15 2.16 Mission 16 2.17 Mission 17 2.18 Mission 18 2.19 Mission 19 2.20 Mission 20 2.21 Mission 21 2.22 Mission 22 2.23 Mission 23 2.24 Mission 24 3.0 Aircraft 3.0.5 Customizing 3.1 Devastator 3.2 Kestrel 3.3 Peacemaker 3.4 Balmoral 3.5 Brigand 3.6 Fury 3.7 Bloodhawk 3.8 Hoplite 3.9 Fury 3.10 Hellhound 3.11 Warhawk 4.0 Cheat Codes 5.0 Questions & Answers 6.0 Misc. Stuff 7.0 What's missing 8.0 Credits ---------------- 0.0 Introduction ---------------- This is a great game with excellent atmosphere. I've never been as taken by a game early enough to write an FAQ about it. So here it goes, my first FAQ about a fabulous game. 0.1 Version History ---------------- FAQ v 0.1 --> Initial offering, covering the first couple missions, early planes and general layout. 0.3 --> Added missions 5-10. Also added the Hellhound and Warhawk. Added Money received from missions. 0.5 --> Added more missions (11 - 15). Tried to add some more details. Added Q&A section. Added new cheat. 0.75 --> Added missions 16-20 (only 4 more). Added some more tips and some thanks for the great comments I've been getting. 0.95 --> Added final missions (21-24). Re-did plane recommendations. Added a lot of tips from readers. Expanded the Hex Cheats a lot. Tons of minor changes. ---------------- 1.0 Premise ---------------- This game is basically a 3D shooter. You take the part of a sky pirate named Nathan Zachary in an alternate 1930's North America. I say North America because the US has fractured into separate "city states" or nations. Along with this, air travel has become the norm, with sky buses and Zeppelin transports. Nathan Zachary is the "Robin Hood" of the sky. He steals to help himself or hurt people he thinks are bad. He also helps innocents in need. So you start out in a stolen transport Zeppelin, refitted to launch planes, trying to find the lost treasure of Drake (mission 1). The style is very 1930's, Zachary is strong, compassionate, proud, and daring. Many objectives lead to daring cut scenes like Zachary leaping to the wing of another plane to capture it (mission 2). The style and execution is amazing. ---------------- 2.0 Missions ---------------- As is normal, missions are split into a number of objectives. Additionally you will almost certainly have to fight someone. It is also normal for the missions to unfold in phases (which may not correspond to the objectives). To complete a mission you will have to fulfill the objectives, kill all the enemies, and (usually) dock with your Zeppelin (henceforth referred to as the "Pandora"). In addition to the required objectives, you can also perform Stunts. Each mission has a set number of stunts that can be performed. These usually involve flying through some tight space. When you successfully complete a stunt a "click" will sound and a picture of your stunt will be shown in the debriefing. This is an interesting take on the "find all the such-and-such" theme. It combines the skill of performing the maneuver and the challenge of figuring out where the challenges are. Another nice feature to the missions is the ability to skip a mission if you fail three times in a row. This lets you move on with the game and come back later for the tough missions. There were a couple missions I only got after moving on and coming back to them later. 2.1 Mission 1 "The Lost Treasure" ---------------- Objectives: 1. Scout three potential Sites for the treasure. 2. Drop off Jack at the treasure site. 3. Guard the treasure site. 4. Dock with the Pandora. Phases: 1. Fly through the opening in the cliff wall directly in front of you. 2. After the fly though you'll get a warning from the British. There are 3 Jeeps and a Fuel truck on a bridge directly ahead. Keep low, and either shoot the fuel truck or use a rocket on it. Either way it blows and takes the bridge and jeeps with it. 3. Fly by the camp. 4. Fly over wreckage in reef (atole?). This is the treasure site, and you will need to make a second pass so you can drop Jack off. 5. Head NE and a group of Medusas will show up (another pirate group). 4 Kestrels and a Transport Zep. Take out the Zep first by firing a rocket into the first cargo area (lower front). This will set off Hydrogen and destroy the Zep. Then Take out the planes. 6. Dock with the Pandora Enemies: 3 Jeeps and a fuel truck. 4 Kestrels Money: $0.00 Stunts: (2) 1. Flying through the "cave" in the cliff. 2. After the cave and the bridge drop low and you'll see some rocks and palm trees. You'll need to fly low through the palm trees. This one is tricky and you can end a great mission in a ball of flames while flying through the palms. Points of Interest: Circle around the Southern side of the atole where the wreck is and you'll see a monument. Below that monument, at the water level there's a wall. Blast this and water will come rushing out. The water level inside the atole will now be lower. You can fly through this hole now. I haven't gotten a click so I don't think it's a stunt, but it's pretty cool. Another "non-stunt" appears after you blow the Medusa Zep. When it crashes into the water you can fly under, between it and the water. It's nice and tight but not a real problem. I was disappointed when it didn't "click". 2.2 Mission 2 "The Bomber Heist" ---------------- Objectives: 1. Eliminate the British fighter escort. 2. Destroy all but one of the Bombers. 3. Capture Last Bomber. 4. Dock with the Pandora. Phases: 1. I found it easiest to blow 2 bombers up right off the start, then go after the 4 peacemakers flying escort. 2. Once you destroy the 4 peacemakers, they give you a minute to go after the bombers. 3 more peacemakers and a peacemaker ACE will come in before you can board the bomber. FYI, if you take too long to dispatch the escorts the bomber will make 2 successful bombing runs on the treasure and the mission will end. 3. Once all those peacemakers are destroyed come from behind the bomber and a bit above it. As you come in (if you're not going too fast) it will give a cut scene of you dropping onto the bomber. 4. Pilot the bomber back to the Pandora Enemies: 3 Balmorals and 4 Peacemakers 3 Peacemakers and a Peacemaker Ace Money: $900.00 Stunts: Same as Mission 1, but you're allowed to feel cooler if you perform them in the Balmoral Bomber. :) Points of Interest: None really. The atole tunnel is still there and if you get through it with the Balmoral I'll be really impressed. 2.3 Mission 3 "The Secret Invasion" ---------------- Objectives: 1. Destroy the British Base: - Work camp guard towers (3) - Main base (3) - Supply Containers (6) 2. Dock with the Pandora Phases: 1. You'll be coming in over the work camp first. If you're good you can hit all three guard towers (and 2 rocket turrets) as you're passing through, if not save it for later. 2. The main defense is six gun turret hot-air balloons around the base. They go down easy. Take them out first 3 in the interior and 3 on the upper rim. 3. At the top of the ridge is the main base. It consists of 3 buildings and 2 rocket turrets. You can skip the turrets (they can't aim) or shoot them (a couple rounds is all they take). A rocket for each building is recommended. 4. Now concentrate on taking out the supply containers under the Zep. The Zep has gun turrets that are manned, but they shouldn't pose much of a threat. 5. Head back when they tell you to. Enemies: 6 defense balloons 4 rocket turrets Money: $0.00 Stunts: 1. Fly between the Zep and the Wall of the bay, under the docking crane. Points of interest: It's even more fun to fly under the Zep instead of just beside it, but it doesn't give you anything special. 2.4 Mission 4 "The Sinister Sub" ---------------- Objectives: 1. Patrol the area 2. Protect the Pandora Phases: 1. Fly out past the Pandora and you'll be greeted by 3 peacemakers and a peacemaker Ace. As always take down the ace first then the rest. 2. Fly out from the mouth of the bay and you'll see something in the water. Fly close to it and you see that it's a submarine. 3. Now fly straight back towards the Pandora, away from the sub. Eventually the sub will radio and then tell it's fighters to launch. At this point turn around the fly straight back at the sub. Fire everything you've got at the point where the control tower meets the main body. 4. What's happening is that the sub is trying to launch fighters. The hanger is just below the control tower and if you fire rockets into it you'll destroy the sub. Do not fly over the sub or get behind it. Their anti- aircraft guns are very accurate. If your aim is good none of the planes will take off. If it's not you'll have to deal with 1 - 4 more peacemakers depending how many are able to take off. 5. With the sub and planes dispatched the mission will end. Enemies: 3 peacemakers and an Ace 0-4 peacemakers from the sub 1 Sub Money: $0.00 Stunts: 1. Between the docked Pandora and the bay wall, just like the previous mission. Points of Interest: You can fly under and through the partially sunken British Zep. It's difficult but possible and feels pretty impressive, but the game doesn't care. If you want to rack up the kills you can let the Sub launch all it's fighters and pick them off before taking care of the sub. Just stay away from it's AA guns. 2.5 Mission 5 "The Union Jack's Revenge" ---------------- Objectives: 1. Protect the Pandora 2. Shoot down attackers Phases: 1. You're on Patrol, circle the Pandora till they tell you attackers are on their way. 2. Engage 2 Brigands and 4 Kestrels. The Brigands will ignore you and attack the Pandora, take them down first. 3. Another wing will come in after the first is finished. 3 Brigands, 1 Kestrel and a Kestrel Ace. Get the Ace first then go after the Brigands. 4. Mission will end when last attacker is shot down. Enemies: 2 Brigands 4 Kestrels 3 Brigands 1 Kestrel 1 Kestrel Ace Money: $20,000.00 Stunts: 1. Fly under the Pandora while they're trying to retrieve the treasure. 2. Same as mission 1. Points of Interest: The hole in the atole is right there. Nothing new though. Mission 6 "The Red Menace" ---------------- Objectives: 1. Slow Zep down by destroying half it's engines. 2. Dock with the enemy Zep to drop off Jack. 3. Redock to pick up the Dr. 4. Return to the Pandora Phases: 1. 4 Russian Devastators will engage you as soon as you launch. 2. Head for the Russian Zep and start taking out the engines. Rockets work but the .70-Cal cannon works just as good. Save you're rockets. 3. After a couple minutes the Zep will send out 3 Devastators. It will keep this up for as long as it takes to destroy half of the Zeps engines. You can potentially rack up a lot of kills this way. 4. Come in slow and close from behind the Zep to the docking point. You will drop Jack off and head back out. 5. The Black Swan will suddenly show up. Target her while she's talking and take her out fast. She will also send 3 Furys to help her. It seemed like more came after me once, but I can't confirm it. 6. Take the Furys out fast and get back to the Zep to pick up the Dr. 7. Head back to the Pandora. Enemies: 4 Russian Devastators ? sets of 3 Devastators (usually 2 sets) 3 Furys 1 Fury Ace Turrets on the Russian Zep Money: $5,000.00 Stunts: None so far as I know. Points of interest: The battle takes place above and below the clouds, it's very nice. Be careful coming up through the clouds though, you can sometimes come out right at the Russian Zep and have a hard time avoiding it. Mission 7 "The Pilfered Prototype" ---------------- Objectives: 1. Fly close to train to pick up Ilsa 2. Destroy fuel trucks when they reach depot 3. Steal Blue Streak Prototype 4. Destroy Fighters Phases: 1. As you start 4 Peacemakers will come in after you and your wing mates. Ignore them and fly in low at about 3/4 throttle. The train will be crossing your path heading left. come in behind it very low and reducing throttle as much as possible. If you speed and altitude are close you'll get a cut scene of Ilsa being picked up from the train. The train goes under a few different things so be careful. The tracks a loop, so I don't think there's a real problem with missing it a few times. 2. Once you've got Ilsa you need to take care of the fighter, but also keep an ear out for the trucks. Jack will tell you when it's time to blow them up. The 4 peacemakers will be joined by at least 2 more taking off from the air field. Dispatch them and the trucks. 3. With the trucks destroy Sparks will transmit the codes to open the hanger where the plane is kept. Fly through an another cut scene will show you parachuting from the plane inside the hanger (ouch) and taking the Blue Streak. 4. Another Bloodhawk (Ace) and 3 Peacemakers will be swooping in as you exit the hanger. Get the Ace first, though it can be a long fight because the .40-Cal guns on the Bloodhawk you stole aren't very good. 5. Once all the planes are gone the mission ends. Enemies: 4 Peacemakers 2 Peacemakers (possibly more) 1 Bloodhawk Ace 3 Peacemakers There are 3-4 rocket turrets around, but they're not too dangerous. Watch for them when you're after the train with Ilsa. Money: $0.00 Stunts: 1. Fly through the hanger with the Passenger Zep in it. This gives a newspaper clipping in the mission log. 2. Fly through the hanger you got the Blue Streak from. 3-5. Fly through the train tunnel that goes under the airfield. Points of interest: There are lots of fun details in this mission. You can blow up boats in the harbor off to the south or the passenger planes at the runway. You can try to blow up little police cars that are zipping around everywhere. There are also bridges you can try to fly under. A great stunt that's not official is to fly through the tower in the middle of the field. A Zep is parked to it in a later mission, but you can fly through it if you turn your wings vertical. It's pretty tight, but sweet. Mission 8 "The Petrol Plot" ---------------- Objectives: 1. Destroy the lighthouse generator 2. Destroy patrol boats so the Pandora can dock with the freighter 3. Protect the Pandora 4. Cripple the CCCP Zep or set fire to the freighter so they won't pursue the Pandora 5. Dock with the Pandora Phases: 1. As you start you will be heading for a cave on an island. This is where the generator is. Usually a single rocket will destroy it. Continue through the cave to complete a stunt. 2. The lighthouse will call for help and 4 peacemakers will come out of the clouds. You should be able to dispatch them easily. 3. If you took out the peacemakers quickly there will be a lull now. Use the time to perform some of the stunts, just stay around the island with the lighthouse. 4. After a minute or two (a discussion between the lighthouse and the freighter) the lighthouse will send out 4 patrol boats from it's bay. Dispatch them quickly. 5. A nearby Russian Zep comes to aid the freighter and launches about 6 Devastators. Hit em hard and hit em fast. 6. While fighting these Devastators you will get a radio from a wing mate saying the freighter launched a boat. Zoom down quickly towards the freighter and blow it up. It seems to head south. 7. After the first 6 the Zep will send out 3 more Devastators. 8. Once the cargo is taken from the Zep you need to cover the Pandora's retreat. Zachary tells everyone to attack the Zep and destroy 1/2 its engines (6). If you take too long to do this Betty recommends setting fire to the freighter, you can either keep going after the Zep or fire a rocket into the freighter's hold. 9. During this final retreat the CCCP Zep will send out 3 more Devastators. 10. When all planes have been destroyed and all stunts have been completed head back to the Pandora. Enemies: 4 Peacemakers 4 Patrol boats 6 Devastators 3 Devastators 3 Devastators Turrets from the CCCP Zep when you're after the engines. Money: $0.00 Stunts: All the stunts take place around the first two islands. Island 1 1. Through the cave with the generator in it. 2. Tunnel at water level by the boat dock in the middle. 3. Another tunnel north to south that exits above the boat dock. 4. North side: a stone arch. You need to come into it and pull up with full throttle to exit going up. Island 2 1. Tunnel through water level (easy to see) 2. Come from the south, you'll see light from the ceiling. Pull up hard and give it full throttle to exit the island heading up. Points of interest: Nothing much. You can see the patrol boats docked before they attack, but you can't destroy them. Mission 9 "Perils for Blake" ---------------- Objectives: 1. Destroy Zeppelin "The Promise Land" 2. Dock with the Pandora Phases: 1. You'll be heading North over the Harbor, as you come onto land you'll see some Peacemakers taking off. Ignore the planes and switch targets until you find the Radio Tower. Head straight for it and take it out. Perry has a better idea: "It is possible to destroy all 4 initial Peacemakers on the ground. As soon as the episode starts, I pull up sharply for a couple seconds, then aim myself just above the rapidly approaching ridge crest. This puts my approach to the airfield just right and there, right in front of me, are three of the four Peacemakers. Open fire *immediately*. If your aim is good, you can destroy all three within a couple seconds...then turn to port HARD and there is the fourth Peacemaker on the ground...ANY DELAY in attacking and it will take off! Kill it, then go take out the radio tower." 2. 4 Peacemakers will be in the air by now. Start bringing them down. 3. Eventually you'll hear the Zep say their Broadside Cannon doors are stuck open. Stuff a rocket into an open cannon door to blow up a section of the Zep. 4. Before you can destroy the Zep Sparks calls to say the Pandora's under attack. Find the Pandora (right above you) and get up there fast. 5 Blood- hawks are pestering it and you need to blow them up before you can take care of the Zep. 5. When they're gone head back down and finish off the cannon bays. 6. When you're done (possibly before then if you're having trouble) Paladin Blake (Ace) and 3 more Bloodhawks will show up. As usually get Blake first. 7. When everything's finished head up to the Pandora and Dock. Enemies: 4 Peacemakers 5 Bloodhawks 3 Bloodhawks 1 Bloodhawk Ace Ground rocket turrets Gun turrets on the Zep Money: $0.00 Stunts: Same as mission 7 Points of interest: Same as mission 7 2.10 Mission 10 "Mercy's Errand" ---------------- Objectives: 1. Protect the Hospital Ship 2. Eliminate the Black Hats Phases: 1. 3 boats are attacking the ship. 2. 6 boats are descending on hot air balloons. Blow up the balloons before they land and attack the ship. 3. When you destroy 3 of the previous 6 balloons 3 Black Hat Brigands will show up. Ignore them until you destroy all the balloons. Remember, Objective 1, Protect the ship. 4. Once that set of Black hats are finished 3 more balloons will descend. They will be joined by 3 Brigands and Ace Dixon in a Brigand. Get the balloons first then take out the Ace. 5. Dock with the Pandora when everything's done. Enemies: 3 boats 6 balloons carrying boats (and guns) 3 Brigands 3 balloons 3 Brigands 1 Ace Brigand Money: $0.00 Stunts: 1. This one is really cool. You need to fly _through_ the downed Zep. Right where it's bent there's a hole all the way through you'll need to make a dip to make it through though. It's tough at first, but fun. Points of Interest: Some interesting things. You can destroy the engines on the downed Zep and more holes seem to open up on the sides. It looks like you could make it through, but I haven't been successful yet. Interesting enough this is the same area as the last mission, just a bit to the South west. You can fly over to the airfield and blow stuff up if you want, but none of the stunts count or anything, and they'll still shoot at you. 2.11 Mission 11 "The Stolen Scarlet" ---------------- Objectives: 1. Destroy Main Gate 2. Protect Trailer 3. Return to Pandora with Ms. Cooper Phases: 1. As you start out you are mistaken as a stuntman for a movie and you need to follow another stunt plane through a series of stunts (3). The first is the Hollywood sign directly in front of you. The second is the Egyptian arch. Once you're through the second one make sure you get as close as possible to the other stunt plane. The last stunt is through the rock arch in the bay. 2. If you stayed close to the other plane through the last stunt they'll think you're a great pilot and leave you to your business. If you lagged behind or missed a stunt, they realize you're an imposter and sent the hoplites after you early. 3. If you did it right circle around the rock and head toward the main gate facing the main area of Hollywood. Lower your speed and blast the gate. TIP: Here's a tip from Alo Anesi. If you head towards the large hanger after you complete the stunts and before you blow the gate, you'll see the 4 Hoplites on the ground. If you shoot at them enough you should be able to blow one up and get the rest to take off. You should be able to take another before the really get going. So 2 down before they can hurt you. Try to make you're gun passes so you're going the same direction they're facing, that way when they take off they won't be heading in the opposite direction you will be. 4. Now head a bit to the left (north) keeping the speed low for now. You should see 4 hoplites take off from next to a hanger. Once they're up give it throttle and take them out. 5. Eventually you'll hear that the police are blocking the trailer by the Egyptian area. Fly in and blow them up (4-5 cars). Hit them with a rocket first, but take out the stragglers with your guns. 6. While you're in the area you'll need to blow open another gate just past the road block you just destroyed. Get that before the trailer get's to it so you don't have to worry. 7. Now 4 Furys will be coming in from the East. Gain some altitude and take them down. 8. Another road block at the foot of Hollywood hills. 4-5 Police cars. 9. Once the police are gone 5 Firebrands will show up from the North. They're slow and heavy. If you can get a steady bead on them with the .70's they should go down in about 3-4 seconds. 10. They get-away plane for Ms. Cooper was destroyed by the Firebrands (no way to prevent this). You'll have to do a pick up like the train from "The Pilfered Prototype." As they're going down the hill get in nice and close and slow and it should take care of the rest. 11. Dock with the Pandora. Enemies: 4 Hoplites 4-5 Police Cars (no threat) 4 Furys 4-5 Police Cars (no threat) 5 Firebrands Money: $0.00 Stunts: 1-3. Through the 3 'O's in the Hollywood sign. 4. Egyptian archway 5. Rock Arch in the bay 6+7. The bridge by the first roadblock. Fly through as if you ewere driving. 8. Under the metal bridge going up the Hollywood hill. 9. Fly through the NYC Set. Points of Interest You can see the Hoplites before they take off if you go over after the stunt flying but before you blow the gate. Unfortunatly you can't blow them up before they take off. There are lots of other things to fly through. Under the big bridge. Through the other Hangers (near the Hoplites). Under the archways of the gates you blow up. You can also blow up a lot of stuff in the movie sets. The walls of the Egyptian area. Boats. The Rocket ship. Warehouses. 2.12 Mission 12 "The Great Plane Robbery" ---------------- Objectives: 1. Blow open hanger doors 2. Clear the path for the Spruce Goose 3. Destroy all fighters Phases: 1. If you're going for the stunts turn around imediately and go through the rock arch first thing. 2. 4 Hoplites will be attacking. Destroy them. 3. Ignore Betty telling you to blow the hanger door. Do the rest of the stunts. Then destroy the 4 large barges positioned on the way from the hanger to the bay. 4. Come around from behind the Spruce Goose hanger slow and go through the back of the hanger and blow the door as you fly through. 5. At this poing you can fool around a bit but be read you head for the Leaning Tower of Pisa. As the Goose gets near the bridge, 3 patrol boats will come out from near the tower and try to blow the Gooses engines. Take them out quickly. 6. As the patrol boats are attacking 4 Furys will show up too. Get the boats first then get the Furys. 7. When the Furys are down 3 Firebrands and a Firebrand Ace will show up. As before they're slow and tired. Destroy them and the mission will end. Enemies: 4 Hoplites 4 Barges (block the Goose) 3 Patrol Boats 4 Furys 3 Firebrands 1 Firebrand Ace Money: $10,000.00 Stunts: Same as previous level. Points of Interest: Nothing new really. Though it's fun to do close fly-bys on the Spruce Goose. There's a slight change (haven't pulled it off myself), that you can get super close to the Spruce Goose during it's taxi. (under a wing maybe?) Here's a tip from Jay Lazorishak: "I was only getting about a 70% survival rate flying through the hanger to rescue the Spruce Goose. (I kept hitting the tail of the Goose.) I finally gave up on the mission and went back to it later and I found you can blow the hanger doors from the outside with the .70 cal and explosive rounds. Rockets won't work for some reason, but it's easy with the guns. After not having to fly through the crowded hanger, the rest of the mission was easy. Thanks for your time, and if you decide to use the tip in the FAQ, a little credit would be a great thing." Thanks Jay! 2.13 Mission 13 "The Nefarious Trap" ---------------- Objectives: 1-8. Navigate Obsticles 9. Survive (eep!) 10. Dock with the Pandora Phases: 1. Fly through the hanger the Spruce Goose was in. 2. Fly through the Egypt arch. Stay low after the hnager (blow the walls). 3. Fly through the rock arch. 4+5. Fly through the two towers of the bridge. 6. Fly under the metal bridge on the Hollywood hills. 7. Fly through an 'O' in the Hollywood sign. 8. Fly through the Manhattan set. Come at it from the side with the Statue of Liberty. 9. Now it get's interesting, no matter how well you do Johnny offers a ton of money for the one who kills you. Two of the Aces Joing you so it's 3 on 4. But don't count on anyone saving your butt. This is very hard. Get altitude right after number 8 then dive down on someone and hope you can take them out in one pass. 10. After 3 of them are down 5 Bloodhawks come to help Johnny. As if you weren't having enough trouble as it is. 11. And if you survive all that (the Blookhawks are cake compared to the aces) you can dock with the Pandora. Enemies: 4 Ace Furys 5 Bloodhawks Stunts: 1-8. You already did them. 9-11. 2 more 'O's and a 'D' in the sign. 12. Is there a 12??? Points of interest: The only difference whether you win or lose is that you get a presidential pardon in your mission log. All you need to do to win really is navigate all the obsticles in the first pass. 2.14 Mission 14 "Clash of the Dreadnaughts" ---------------- Objective: 1. Protect the Pandora 2. Slow down the Zep 3. Destroy the Zep 4. Dock with the Pandora Phases: 1. The first wave of enemy fighters comes in, take out the Kestrels first. 4 Kestrels and 2 Bloodhawks 2. The second wave of enemy fighters. Again, take out the Kestrels first. 3 Kestrels and 3 Bloodhawks 3. The enemy Zep will be nearby now, sparks will let you know. Go after it's engines. From what I've seen you'll only be able to hit a couple engines before they turn up the heat. 4. First thing they do is drop about 6 Bloodhawks. Then they start opening fire with the broadside cannons on the Pandora. 5. There isn't really any hope in slowing down the Zep. It's already there so forget about the engines. Just get yourself between it an the Pandora. From what I've seen it starts with the rear broadside cannon and goes forward opening the next after the first closed. There are 3 sections (6 cannons) you only need to hit one cannon in each section. If you fly slow from tail to nose you can get 3 hits in and bring down the Zep in one pass. This probably won't happen you're first time through the mission though. 6. Once the Zep is going down the remaining fighters will turn tail and run. Take out any that you can, you might be able to catch them with a fast plane but if they're out of range you should probably forget it. 7. Dock. Enemies: 4 Kestrels 2 Bloodhawks 3 Kestrels 3 Bloodhawks 6 Bloodhawks (possibly more if it takes you too long to bring down the Zep) Money: $0.00 Stunts: None Points of Interest: They expect that the Pandora will get pounded. Even if you take out everything without the Pandora getting hurt at all, it will be just barely together at the start of the next mission... Oh well. 2.15 Mission 15 "The fight for the Figaro" ---------------- Objectives: 1. Hijack the Zep Figaro 2. Shoot free the Cargo 3. Elimate the Turrets 4. Protect the Balmoral boarding party. 5. Stop enemy fighters from disabling the Figaro Phases: 1. 5 or 6 Peacemakers will be protecting the Figaro. Ignore them and blow up the chains holding the cargo. You need to hit them at the point where one chain turns into 4. There's a block there, blow it up. There are 3 blocks. 2. Now take out the Peacemakers. 3. You now need to destroy the turrets on the Figaro so the boarding party can come in. There are 3 turrets on top, 3 on the bottom, and one main turret on the nose. 4. As soon as the turrets are gone the Figaro will notice the Balmoral and launch 4 more Peacemakers. Soon after they launch you'll see a cut scene of the Balmoral dropping off the boarding party. 5. The Figaro now drops another 4 Peacemakers to keep you busy. 6. After a couple minutes you'll hear that you've taken the Figaro. Unfortunatly they drop 4 more peacemakers and order them to disable the Figaro. So these 4, plus any you haven't destroyed, will be trying to blow up the Figaro. Don't let them. 7. Destroy all remaining fighters and the mission ends. Enemies: 5 or 6 Peacmakers 4 Peacemakers 4 Peacemakers 7 Turrets Money: $0.00 Stunts: None Points of Interest: For some fun you can fly through the middle section of the dead Zeppelin the Figaro is carrying. If you're really good you can shoot down the front and back then fly through the middle while it's still being carried. Otherwise fly through it after you drop it. 2.16 Mission 16 "Raid on the Rocky Express" ---------------- Objectives: 1. Find the Rocky Express 2. Eliminate Train defences 3. Pick up Sparks Phases: 1. 3 Brigands and a Brigand Ace show up immediately. Elimate the Ace first and try to keep the Black Swan around. 2. Once they're gone the Rocky Express will show up (to the East I think). 4 Hellhounds will attack it right away. If they succeed in destroying it the mission ends. Try to get one with a couple rockets right off, then try to stay near the train. 3. Once they're gone sparks will tell you that the train engineers jumped ship. You'll need to take out the turrets to rescue him. 4. If you're going for the stunts do it now, before you destroy the train turrets. There's no real reason, but you feel less guilty. 5. As soon as you destroy the turrets, Sparks will tell you that a stray bullet hit the engine and the train is "about" to explode. This means that right after you pick him up it will explode, but never before you pick him up. 6. This next part is similar to mission 7 where you pick up Ilsa. You need to come in slow from behind the train getting really close and you'll automatically pick up sparks. This one feels harder because they try to rush you with the "about to explode" thing. Don't worry, it won't. 7. As soon as you pick up sparks the mission ends. Enemies: 3 Brigands 1 Brigand Ace 4 Hellhounds 3 Turrets Money: $0.00 Stunts: (There are 13 and they're hard to describe) You start out near the very large bridge over a set of waterfalls. 1. The metal arche part of the bridge. 2. The stone arch part of the bridge. 3+4. both ends of the Zep/diner half way accross the bridge. 5. A stone arche down stream from the bridge (very close). 6. Just past #5 is a stone arch that you have to fly up or down through. East of the bridge is a small repair area. 7. Fly through the end of the Zep/diner near the bridge there. North across the lake from the bridge. 8. A stone arch near the lake. 9. Past that is another large metal bridge with a big arch to fly under 10. Through the Zep under that bridge. North West of the starting bridge is a town in a valley. 11+12. Follow the train tracks under the town. 13. Turn around and fly through another gap you can see parallel to the tracks. Points of Interest: There are a few interesting things to shoot. Especially the town in the valley. You can fly up through the cloud cover and see the tops of the mountains. 2.17 Mission 17 "The Pirate's Duel" ---------------- Objectives: 1-4. Find Ulysses Boothe 5. Shoot down Boothe. Phases: 0. You are forced to fight in a Hoplite this mission. This is probably the hardest mission in the game. 1. You need to find Boothe and you think he's at one of four places. He seems to be fairly consistent (in my games) so if you want to find him you should be able to. However, if you want max stunts it's best to do them while searching for him. This means that you will have to fight more Brigands which is very difficult. 2. What I've found is that 5 times out of 6 if you go to the Brothel in the Zep under the bridge first then to the Bar by the Dry docks Boothe will be at the dry docks. But if you go to the dry docks first he'll be somewhere else. That 6th time out of 6 he was at the Brothel which made it easier. 3. Anyways, each time you do the stunt to check for Boothe 2 Brigands swoop down and attack you. If you do the brothel, then the drydock you should only have to fight 4 before you find Boothe. 4. Where ever you find him he will come out with a Hoplite just like you and you'll have to take him out. He's actually harder than the Brigands, but not as dangerous. 5. Once you take out Boothe, 4 more Brigands will come after you. Luckily the Black Swan will also show up to help you. Once you destroy them the mission ends. Enemies: 2-8 Brigands while searching for Boothe 1 Hoplite Ace (Boothe) 4 Brigands Money: $0.00 Stunts: Seems to be the same as the previous mission, but only 12 photos are visible after you complete the mission. I'm not sure which stunt was left out. Points of Interest: Nothing really. This mission is hard enough as it is. 2.18 Mission 18 "Deciet at Devil's Horn" ---------------- Objectives: 1. Fly to Devil's Horn and drop off Boothe 2. Keep Black Hats from retreiving Boothe early. 3. Find Crew 4. Dock and free your crew 5. Dock with the Pandora Phases: There are two ways to go through this mission. There isn't any difference except that one is harder than the other. 1.1 (The right way) Fly through Devil's Horn to drop off Boothe. At this point the Black Hats tell you that your crew is in a Zep at the dry dock. When you fly over to it they also tell you that it's rigged to explode. You'll need to blow up 5 docking points so the Zep floats free. 1.2 (The hard way) Forget about dropping off Boothe and head straight for the docked Zep at the dry dock. When you start blowing up the docking points the Black Hats will see you're trying to double cross them and set 8 (yes *8*) Warhawks to take out you and the Zep holding your crew. This is possible if you're fast and have .70-cal guns. The Warhawks are slow and not too agile. I was able to take out all 8 with minimal damage to me or the Zep with a custom Devastator (.70 and Max armor). 2. Either way, once the Zep is floating free 4 Brigands will show up to give you trouble. Once they're gone you need to dock. 3. You'll need to come from behind and to the right of the Zep. A crane arm will be sticking out from the side. Come in slow and parallel to the Zep and you should dock automatically. 4. Once you're docked you'll let out your crew (a full set of Fury's too) and the Black Swan will get shot down and captured. 5. Once you're back in the air 4 Warhawks will show up from the NW to attack the Pandora. Take them out. 6. Once they're gone 3 Brigands and a Brigand Ace show up as well. Go after the Ace first and with the help of the Fury's you let out they should go down easy. 7. Once that's all done you can get the stunts taken care of and dock with the Pandora. Enemies: 8 Warhawks (optional) 4 Brigands 4 Warhawks 3 Brigands 1 Brigand Ace Money: $0.00 Stunts: Same as the previous missions Points of Interest: Try flying under the Zep when it's still docked. You can do the same with the Pandora. Fly-bys of the Zep as it's floating are fun too. 2.17 Mission 19 "Rescue the Black Swan" ---------------- Objectives: 1. Eliminate Mansion Defences 2. Eliminate Hanger Defences 3. Dock in main hanger and rescue the Black Swan 4. Destroy Black Hat Mansion 5. Protect the Pandora Phases: 1. As you come in the "Power Station" will be targeted. Blow it up (one rocket). 2. The mansion defences consist of 4 rocket turrets, 1 8" Cannon turret, and 2 guns on balloons. Destroy all of them. 3. While you're attacking the turrets 2 autogyros will be sent out after you. 4. Once those are all destroyed you can either land at the hanger by flying through it in the upper section. You can also hold off on that and take out the 6 Warhawks that are being sent out after you. 5. Destroy those 6 Warhawks and rescue the Black Swan. Once you rescue her you'll steal a Black Hat Warhawk which you'll use for the remainder of the mission 6. Now 6 Brigands will come out after you while Sparks is loading the cargo into the Pandora. You need to protect the Pandora. 7. At some point during Sparks' loading 2 turret trucks will come out and start shooting at the Pandora. The Warhawk's .70-cal guns should make short work of them. 8. Time to destroy the mansion. Destroy the green tanks inside the loading dock. then destroy the 2 support beams holding up the hanger. They're located outside of the hanger. 9. Once that's all finished you can go perform your stunts and dock with the Pandora. Enemies: 5 Turrets 2 Gun balloons 2 Autogyros 6 Warhawks 6 Brigands 2 Turret Trucks Money: $0.00 Stunts: Same as the previous mission. I also got a click flying through the lower section of the mansion hanger before picking up the Black Swan. But when I got back to the log book there was no picture of it, only the other 13 stunts. (???) Points of Interest: Nothing really. 2.20 Mission 20 "Unholy Alliance" ---------------- Objectives: 1. Shoot down enough Black Hat planes to convince Blake you're friendly. 2. Don't shoot Blake planes. 3. Protect the Cargo Zep. 4. Destroy the Black Hat Zep. Phases: 1. As soon as you start 4 Warhawks will be attacking the Blake Zeps. One of them will get destroyed immediately. You can't prevent it. I tried Nitro to get to them faster and took out the Warhawks fast. The other Zep seemed to survive (lost 2 gas bags though) but it disappeared by the end (???). 2. After the first 4 Warhawks are destroyed Blake will believe you. Now 4 more Warhawks will attack from the Black Hat Zep. Take them out with the help of Blakes Peacemakers (laugh). 3. Now 2 Brigands and a Brigand Ace (Dixon) will attack. Take out Dixon fast and any of the other two Brigands you can. 4. After Dixon is down 2 more Brigands and a Brigand Ace (Boothe) will show up. Unfortunately you won't have time to get them because that tell tale sound of broadside cannon doors will tell you that you need to protect the cargo Zep. 5. You know how it works. Position yourself between the Black Hat Zep and the cargo Zep and send some rockets into the cannon bays. All this while at least 3 Brigands try to blow you out of the sky. You capture anti-zep Torpedos in the last mission, but I've never tried them out on this mission. 6. Once the Zep goes down take out the remaining Brigands starting with Boothe. When they're all destroyed you'll start telling Blake the details and the mission will end. Enemies: 4 Warhawks 4 Warhawks 2 Brigands and an Ace 2 Brigands and an Ace Money: $0.00 Stunts: None Points of Interest: None 2.21 Mission 21 "Death on the Docks" ---------------- Objectives: 1. Meet Cabbie at the Police Station 2. Follow Cabbie to avoid detection 3. Destroy the Warehouse 4. Sink the Freighter 5. Dock at the Pandora Phases: 1. Cabbie is waiting for you at the police station straight ahead. 2. The key to following Cabbie is to not try to follow him exactly. He'll bad mouth you if you don't do exactly what he does, but as long as you are right behind him (very close) when you reach the warehouse you'll "win the bet" and get the signed $5 bill in the notebook. 3. The warehouse is well guarded. I recommend this order. A. Head straight at the warehouse and shoot the 3 white "people" in front of it. B. If you still have room, destroy the gun emplacement to the left of the warehouse. Keep pulling a hard left. C. A patrol boat will be in this area. If you continue a hard left you should end up facing the warehouse again and another patrol boat should be there too. D. Now destroy the 2 turret trucks that should be in front of the warehouse and the gun emplacement to the right. E. Now there should be only 1 (maybe 2) turret trucks on the far side of the warehouse that you can get at your leisure. 4. The warehouse is tricky to destroy. You need to blow it's windows first. Now inside there are 3 support beams on either side. It's fun to fly through the warehouse, but you can get hit by falling supports if you've just destroyed some and try to fly though. Be careful. 5. Once you destroy the warehouse (or freighter if you attacked that first) 3 Brigands and 3 Warhawks will attack at once. The Warhawks have more fire power, but they're slower. I tend to go after the Brigands first. 6. The Frieghter is easy. There are 4 stacks of crates on it. Just blow them up. 7. Go get the Stunts (good luck). 8. Dock with the Pandora. Enemies: 2 Patrol boats 3 "people" 3 or 4 Turret Trucks 2 Gun Emplacements 3 Brigands 3 Warhawks Money: $0.00 Stunts: There are 14 Stunts in this level. I may need help finding them. 1. Fly through the Police station 2. Fly through the Cab building (near the police station). 3. Building construction near the Police station. Fly through the crane. 4. Same place. Fly though the Girders. I believe there are 2 more construction sites with 2 stunts at each. (cabbie fly's through one). Points of Interest: Remember, just stay near cabbie. When he's over the highway, don't weave with him, just follow the highway. You'll need to stay at 150 on the highway so you won't overtake him. He also fly's at 200 at the end so you'll need a faster plane to catch up and stay close. 2.22 Mission 22 "Runaway Witness" ---------------- Objectives: 1. Rescue Waldo Carney 2. Deliver Carney to Police Headquarters Phases: 1. The Arcadia will radio for help and tell you it's heading out of the dock. 2. 6 Black Hat Brigands will be attacking the Arcadia, destroy them as soon as possible. 3. 6 more will show up when you destroy 5 of the previous ones. 4. Partway through the next 6 (or a certain amount of time into the mission) Carney will come onto the radio and you will tell him to get to the top of the Arcadia. 5. At this time try to hang out behind the Arcadia. 6. Not very long after, the captain of the Arcadia will tell you that Carney is waiting for you. Head up the Zep from the tail to nose. Carney will be near the nose, but you will need to be close to the Zep and as slow as you can go. You only have about 1-2 minutes to pick up Carney, but he's easier than the girl in mission 7. 7. As soon as you pick up Carney, the Arcadia will crash and burn. 6 more Brigands will swoop in as well. Your teammates suggest you head for the Police HQ and forget about the Brigands. This is a good idea. They'll disappear if you ignore them. 8. On your way to the Police Station 4 Sacred Cross Hellhouds will attack. Take them out. 9. Fly through the Police HQ to end the mission. Enemies: 6 Brigands 6 Brigands 6 Brigands (optional) 4 Hellhounds Money: $0.00 Stunts: See previous level. Points of Interest: Nothing really. 2.23 Mission 23 "Criminal Exodus" ---------------- Objectives: 1. Stop the Sacred Trust Exodus Phases: 1. You will be heading for the first of 3 Sacred Trust Zeps when you start out. Not long after you will see 3 Hellhounds. 2. Take out the Hellhounds, then go back for the Zep. You must destroy half its engines. I find the slower planes (like a Brigand) with .70s flying from nose to tail on the Zep can take out 2 or 3 engines per pass. I use this technique for all 3 Zeps in this mission. Explosive rockets work okay too, but you have to be dead on. A lot of people like Flak rockets against Zep engines, but it takes at least 2 to take out an engine. 3. After that Zep is gone you will target the next one. This one has 2 Hellhounds and a Hellhound Ace (Witch). This Zep is in the dock and will start moving as soon as you destroy one of it's engines. That first pass through the dock is a doozy. 4. After the second is gone you'll need to high tail it to the 3rd Zep which is already on the move according to Sparks. Again 3 Hellhounds. You'll have to be quicker against this Zep because it's close to the escape point. 5. Once the last Zep is gone Sacred Trust tries to escape in the Spruce Goose. You'll have to take out half it's engines (it has eight). I believe there are 3 more Hellhounds as well, it's hard to keep track. 6. A lot of people have written in about having trouble shooting down the Spruce Goose. I find that a low (very low), frontal attack with .70s (of course) is very effective. I've also had luck coming down and accross the wings and firing Explosive Rockets. 7. Once the Goose is cooked (I couldn't resist) the mission ends. Enemies: 3 Hellhounds 1 Zep 2 Hellhounds + 1 Hellhound Ace 1 Zep 3 Hellhounds 1 Zep 3 Hellhounds (?) (no guns on the Goose) Money: $0.00 Stunts: Still 14 stunts, but no real time to get them. The only thing I've noticed is that the first 2 Zeps don't go anywhere if you don't attack them. You may be able to get most of the stunts before actually starting the mission. Points of Interest: The Freighter from mission 21 is there again (near the last Zep), but I couldn't blow it up. 2.24 Mission 24 "Battle over Broadway" ---------------- Objectives: 1. Payback Time Phases: 1. Pretty much straight ahead (maybe a bit to the right) six Warhawks will appear out of nowhere with torpedos for the Pandora. Don't dilly dally, they WILL mess up the Pandora. I've never had more than one gas bag blown, but they're definately dangerous. 2. The Sacred Trust Zep, the Dante, will show itself after you take care of the Warhawks. Along with 6 Hellhounds. 3. The Hellhounds are both tempting and dangerous, but the Dante is more dangerous. If you come in close to the Dante you'll hear the cannon doors opening. Three well placed rockets (explosive) and the Dante's down in under 3 minutes. I would recommend getting away from it, as it's still going to be shooting like crazy for a while. 4. Go after a couple Hellhounds until someone notices Miles escaping from the Dante. Try to tail him as much as possible as you have your little chat with him. 5. Once the chat's done you're supposed to follow him in a crazy trip through the streets of Manhattan. "Supposed" is the key word. Just stay near him, like with Cabbie, and follow him around the city. Eventually things will change and he'll turn Red. Which means "Blow him out of the sky". At that point you should have him right in your sights and it should take 10 seconds to send him into the bay. 6. Listen to your backup arrive and settle back for the final movie. Enemies: 6 Warhawks 6 Hellhounds The Dante 1 Hellhound Ace (Miles) Money: $100,000.00 Stunts: 14 again, I have no idea how you're supposed to get them in this mission. Points of Interest: Watching the Dante go down in a ball of fire. Right into the streets of Manhattan. I hope nobody lived in those buildings. 3.0 Aircraft ---------------- There are 11 normal aircraft in Crimson Skies. Currently I have not seen any hidden craft though I'm almost certain that there are at least 2 or 3 more. **NOTE** Well I finished the game, and no new aircraft. I haven't heard anything about more on any websites either. Kind of a bummer. If anyone has more info please send it my way. I'm listing all of the aircraft (in the order you meet them in the game) as well as their standard configurations, my personal comments, and my recommended configuration. 3.0.5 Configuration Notes ---------------- Everyone has there own way of configuring an aircraft. Here is some general info that I keep in mind when configuring my planes Engine: Every chassis has 3 engine types, the middle one is always the default engine. You can go up or down 20 mph by changing engines. Later in the game you also have the option to add Nitro to any of the three. Nitro can be nice to get you away from a Zep or group of fights, but I usually don't bother. Guns: I personally don't understand the need for 2 or 3 sets of guns up front. Only a couple times have I run out of ammo, and it was because I was flying poorly and shooting everywhere. One set of heavy guns works the best. Shooting from long distance with the smaller guns just wastes ammo. The .30-Cal guns are just useless. They're so underpowered you'll need to pump hundreds of rounds into anyone to bring them down. These are okay for rear turrets. The .40-Cal guns are great for rear turrets. They pack at least some punch with good range and rate of fire. The .50-Cal guns are great all around guns for light aircraft. Good range and a decent punch make them useful for dogfights. The .60-Cal guns are excellent. They maintain a good rate of fire and can really bring someone down quick. The .70-Cal cannons are vicious. I like these the best. They shoot a bit slow, but once you get used to it you can bring enemies down very quickly. The range is low, but for Zeps and most dog fighting you're well within range. With .70s I've taken out 4 Zep engines in one pass. Hardpoints: I have a tendency to leave the hardpoints alone when customizing a plane. Typically they've chosen a good amount for a particular chassis. If you think you'll need more add them, but it's rare you'll really want to take them off. Armor: In my opinion all the planes are under armored and over armed. I like to get rid of the second set of guns (I never use them) and adding as much armor as I can. Ammo: Though not part of customizing a plane I'm putting my comments here. It's really simple to me, explosive bullets and high explosive rockets. I don't go for all the strange, gimmick rockets because it's hard to switch quickly during a heated dogfight. From what I've been able to tell (with help) the ammo works something like this: Slug: 1x to armor / 1x to internal Armor Piercing (AP): 1.5x to armor / .5x to internal Dum-Dum: .5x to armor / 2x to internal Explosive (EX): 1.5x to armor / 1.5x to internal TIP: Perry de Havilland suggested the following as an alternative to my suggestions: "I find that using .50 cal AP is VERY effective at stripping away enemy armour...the instant they start to smoke, I switch to .60 cal dum- dum...this will finish off even tough targets like the Firebrand with a 1 second burst or less!" "To my mind, the only rockets that are worthwhile are: 1. HE for through-the-gunport Zeppelin-busting plus for certain ground attack missions 2. Flak rockets for for taking out Zeppelin engines/gun turrets and occasional general air-to-air use. 3. Aerial Torpedoes for ONE mission only (the Criminal Exodus)." 3.1 Hughes P21-J MKIII Devastator ---------------- Default Config: Top Speed: Average Agility: Average Armor: Average Offense: Average Max Weight: 10100 Armor: Nose: 25 Tail: 25 Wings: 25 Weapons: 2 .50-Cal. 2 .40-Cal. 2 .30-Cal. 4 hardpoints Comments: This is my favorite plane. An all around good dogfighter, it can carry a lot of armor when you customize it and handles quite well in a dogfight. Especially in the later levels when you have lots of Brigands and Hellhounds who are both less maneuverable than the Devastator Customize: Drop all the guns and put in .70-Cal Cannons. Put everything else on armor. An upgraded engine with Nitro is really useful. 3.2 McDonnell S2B Kestrel ---------------- Default Config: Top Speed: Average Agility: Poor Armor: Average Offense: Average Max Weight: 13780 Armor: Nose: 30 Tail: 30 Wings: 20 Weapons: 2 .60-Cal. 2 .50-Cal. 2 .40-Cal. (Rear Turret) 5 hardpoints Comments: A heavy plane with a lot of weapons. More of a Fighter/Bomber than a fighter, this plane doesn't do too well in a dogfight. The rear turret is useful when going against Zeps. Customize: Drop the .50-Cal and upgrade the .60's to .70-Cal. You can also drop the .40-Cal Rear guns down to .30-Cal guns. This helps upgrade the engine (to get you away from the Zeps you may want a nitro) and the armor. Armor is key to surviving a Zep attack. 3.3 William & Colt Peacemaker 370 ---------------- Default Config: Top Speed: Good Agility: Excellent Armor: Average Offense: Fair Max Weight: 7205 Armor: Nose: 25 Tail: 20 Wings: 20 Weapons: 2 .50-Cal. 2 .40-Cal. 3 hardpoints Comments: A good dog fighter, this plane is super maneuverable, but doesn't really pack a good punch. Customize: Drop the .40-Cal and upgrade to .60-Cal on the main guns (or even .70's if you're feeling adventurous). Put anything left over onto armor and you've got a decent dog fighter. 3.4 Bristol Type 140 Balmoral (Bomber) ---------------- Default Config: Top Speed: Fair Agility: Poor Armor: Good Offense: Good Max Weight: 15760 Armor: Nose: 40 Tail: 35 Wings: 25 Weapons: 2 .50-Cal. 2 .50-Cal. 2 .30-Cal. (Nose Turret) 2 .30-Cal. (Rear Turret) 8 hardpoints Comments: This plane carries more rockets than anything else, but it's slow and unmaneuverable. I haven't found a use for it yet. Customize: Don't bother. 3.5 Fairchild F6II Brigand ---------------- Default Config: Top Speed: Average Agility: Fair Armor: Average Offense: Average Max Weight: 10985 Armor: Nose: 30 Tail: 35 Wings: 20 Weapons: 2 .60-Cal. 2 .30-Cal. 2 .30-Cal. (Rear Turret) 4 hardpoints Comments: One of the best overall planes in the game (IMHO). The Brigand can carry good weapons and has nice flight characteristics. It's not as maneuverable as the Devastator, but does better against Zeps because of the rear turret. Customize: If you drop the .30-Cal front guns you can up the Armor to 50 in each spot. You can also up the .60's to .70's. This gives you a heavy duty all around fighter. If you up the rear turret to .40s or .50s it becomes very useful. 3.6 Hughes Bloodhawk ---------------- Default Config: Top Speed: Good Agility: Excellent Armor: Average Offense: Fair Max Weight: 6545 Armor: Nose: 20 Tail: 20 Wings: 20 Weapons: 2 .40-Cal. 2 .30-Cal. 3 hardpoints Comments: You steal this early in the game, it's the first time you get Nitro boost. It's very maneuverable but has low armor. I personally don't like it. Customize: Drop the guns, put in twin .50-Cal's and put the rest on armor. 3.7 Curtis-Wright J2 Fury ---------------- Default Config: Top Speed: Good Agility: Good Armor: Average Offense: Fair Max Weight: 7610 Armor: Nose: 25 Tail: 25 Wings: 20 Weapons: 2 .70-Cal. 2 .30-Cal. 3 hardpoints Comments: Though fast and agile, this plane is a bit of a wuss. Considering the number of time it took me to get through "The Nefarious Trap" the plane started to grow on me. Customize: Drop the .30's and put it all on armor. If you like this plane this will at least give you a fighting chance. 3.8 Ford Hoplite (AutoGyro) ---------------- Default Config: Top Speed: Average Agility: Excellent Armor: Fair Offense: Poor Max Weight: 4160 Armor: Nose: 15 Tail: 15 Wings: 15 Weapons: 2 .30-Cal. 2 hardpoints Comments: Not much here. It's the most maneuverable plane in the fleet, but you won't last in a prolonged fight. Unfortunately you're forced to use it (unmodified) later in the game. Customize: Can't do much at all. 3.9 Hughes-Lockheed Firebrand ---------------- Default Config: Top Speed: Average Agility: Poor Armor: Good Offense: Average Max Weight: 14005 Armor: Nose: 30 Tail: 30 Wings: 25 Weapons: 2 .70-Cal. 2 .30-Cal. 2 .30-Cal. (Rear Turret) 6 hardpoints Comments: A good bomber with 6 hardpoints but not very useful. You need better agility to go after the Zeps. I haven't found a reason to use this plane. Customize: You could drop the front .30's and add armor, but what's the point, you can't change Agility. 3.10 Focke-wulf Fw 193 HellHound ---------------- Default Config: Top Speed: Good Agility: Average Armor: Average Offense: Poor Max Weight: 9525 Armor: Nose: 30 Tail: 25 Wings: 20 Weapons: 2 .50-Cal. 2 .40-Cal. 2 .50-Cal. (Rear Turret) 3 hardpoints Comments: A nice little fighter. Good speed and average agility make it handle pretty well. A bit under armed. Not as good as the Brigand in my opinion. Customize: I drop the .40-Cals and lower the rear turret to .40-Cal. Then I up the .50-Cal to a .60-Cal. If you drop the engine to the lower one, you can add another hardpoint and give it lots of armor. 3.11 Curtis-Wright P2 Warhawk ---------------- Default Config: Top Speed: Average Agility: Poor Armor: Good Offense: Average Max Weight: 14675 Armor: Nose: 30 Tail: 30 Wings: 30 Weapons: 2 .70-Cal. 2 .50-Cal. 8 hardpoints Comments: The poor agility mars an otherwise decent plane. If you really think you need 8 Hardpoints (24 rockets) then you can't go wrong. You're forced to fly it in one of the later missions. Customize: As is typical with me, drop the .50-Cals. This gives you enough weight to get a Nitro engine (good for quick escapes from bombing runs) and max armor. 4.0 Cheats ---------------- Not really a cheat, but very cool. Again from Perry: "Did you know that if you look behind you in 'cockpit view' after picking someone up, they are sitting behind you in the aeroplane?" ***SEMI-SPOILER*** You can see all the video movies in the game by exploring the Crimson Skies CD. \GAME\GOSDATA\ASSETS\GRAPHICS\MPG You'll have to right-click on the CD and choose explore to dig into the directories on the CD. All movies in the game are there as MPeGs including the final video you see when you finish the game. This cheat was taken from GameSages: http://sages.ign.com I have not tested it. I would love to know any other codes though I've looked and haven't found any. I have had a number of confirmations on this one. In the main menu of the campaign, right click on the microphone on the left side of the screen. type "idaho." A pull down menu will appear in the top right of the screen. You can use this menu to access any of the missions within the game. Brady Clark wrote in this possible cheat: "another cheat i think works (havent tried it yet) is by typing I am the ace!! after the breifing screen when your on the weapons loadout screen" It sounds like "I am the ace!!" is the key string. I haven't got it to work, but I'm not sure what it's supposed to do either. Any more info would be appreciated. Here's another cheat I found on www.actiontrip.com. This allows you to have infinate rockets and armor (nice). The problem is that it's a Hex Cheat, meaning you have to use a Hex editor to make the changes and if you're not carful you could mess up your save game (Back it up before you try it). Anyone want to make a utility to do this? Hexedit the status.dat file in the savegame folder. Find the name of the plane, then using the first character of the plane name as a reference, add 30 to the offset (e.g. 1130 ---> 1160). The following string is the number of hardpoints on the chosen airplane. Each value takes up four bytes. 03 00 00 00 01 00 00 00 means 3 hardpoints on the left wing, 1 on the right. Edit as you wish. Then add 70 to the initial offset (1130 ---> 11A0). That's the armor level of the plane. E.g. 0A 00 00 00 0A 00 00 00 0A 00 00 00 0A 00 00 00 That means 10 armor on each slot. Change it all to FF to be invulnerable to just about anything but crashes . (Thanks to Bill Goza for the tip on this one) Here's the best one though (from Aqab Bin Talal): Open the status file, offset 2556 enter FF FF this should give you all the money you want. Here are the offsets for the various things for each plane in the "status.dat" file. Start by finding the offset for the first letter of the planes name, then add the following: 112 -> This is the first Armor Position. 116, 120, 124 are the next 3 change them to FF to get HEAVY armor. You're not quite invincible. 48 -> This is your rocket hardpoints on one wing. 52 is the other wing. The game will accept 00 (none) through 04 (4 hardpoings) don't put in FF. 44 -> This is your engine 00 - 05. You'll notice each plane has 6 possible engines. low, mid, high and those three with nitro. 00 is low (no nitro) 05 is high with nitro. You can extrapolate what's in between. 57 -> Your planes wieght. If you take the 2 number at 57 and stick them in front of the 2 numbers at 56 and do a hex to dec conversion you get the weight of your plane. I have no idea why someone might want to change this, it doesn't effect anything (that I know of). And the guns... This is wierd, but I'm including it because it took me hours to figure out. That is, partially figure out. Feel free to play with this and come up with more. Guns start at 128 and continue (every 4th set) for the next 8. The first number is the type of gunpoints and the configuration of active guns. I'll explain. The Brigand and the Hellhound might have 89 for a number. The '8' is the type of gunpoints. Here's what I know: 0 -> All forward firing guns (peacemaker) 8 -> 3 forward firing and a rear turret (Brigand and Hellhound) F -> 2 forward firing and 2 turrets (Balmoral only I believe) The second digit, the '9' represents the gun locations. Here's what I believe. # | Pos 1 | Pos 2 | Pos 3 | Pos 4 | ---+-------+-------+-------+-------+ 0 | | | | | 1 | Gun | | | | 2 | | Gun | | | 3 | Gun | Gun | | | 4 | | | Gun | | 5 | Gun | | Gun | | 6 | | Gun | Gun | | 7 | Gun | Gun | Gun | | 8 | | | | Gun | 9 | Gun | | | Gun | A | | Gun | | Gun | B | | | Gun | Gun | C | Gun | Gun | | Gun | D | Gun | | Gun | Gun | E | | Gun | Gun | Gun | F | Gun | Gun | Gun | Gun | ---+-------+-------+-------+-------+ If that makes any sense to you, I commend you. The next 4 sets could look something like this: 02 00 00 00 03 00 00 00 04 00 00 00 05 00 00 00 Each set (## 00 00 00) corresponds to a gun position, 1 - 4. The number represents what type of gun is there. Here's what I know: 00 -> 2 .30 Cal Guns 01 -> 2 .40 Cal Guns 02 -> 2 .50 Cal Guns 03 -> 2 .60 Cal Guns 04 -> 2 .70 Cal Guns 05 -> No Guns at this position The next 4 sets might look like this: 00 00 00 00 03 00 00 00 04 00 00 00 04 00 00 00 Once again, each set (## 00 00 00) corresponds to a gun position, 1 - 4. I believe (I'm not 100% sure) that this number is the type of ammo. The game definately remembers what the last ammo you used was, and it may be stored here. Here's what I know (or think): 00 -> There is a gun here. In closed testing new planes with a gun at this position had 00 here. Probably means Slug. 03 -> Most of my older planes (ones I've used) had a 03 here where a gun was present. Probably means Explosive (EX) ammo. 04 -> Any position without a gun had a 04 here. This number probably doen't matter much when it comes to editing. I would say that you don't want 04 as that seems to mean "no gun". I believe that the 8 sets following these are the ammo for your missiles, but it doesn't really matter. You can change gun and missile ammo when you begin the mission. I didn't change the missile ammo and it still let me have 8 hardpoints. Starting with offset 100 is a set like the following: DF 00 29 00 19 19 19 00 FF FF FF 00 These 3 sets represent the RGB colors of the 3 colors you can choose for your paint job. Each set works like this: RR GG BB 00 I don't know why you'd want to change it this way, but here it is. 5.0 Questions & Answers ---------------- 1. Why can't I sell any planes early on to get money to make my own planes? It would be really nice to be able to sell that Balmoral after you get it to get some money, or even a Devastator. There's two things going on though. First, they're trying to put some challenge early on, forcing you to fight with a stock plane. Second, you can't sell planes that you steal or acquire, only ones that you build. One reason is that you need the Balmoral later on (mission 15), but that's not the case for all the planes. 2. Can I use Modified (cheat) planes online or in the instant action game? It would seem that there is a cheat protection in the online game so that you can't use modified planes on-line (I personally agree with this). I think that if you export your modified plane (in the pre-mission setup) I believe you can import it into the instant action (I haven't tried yet). 6.0 Misc. Stuff ---------------- Don't buy the game strategy guide from Sybex. I took a look through it trying to get some exact number of enemies (It's hard to count accurately when you're fighting for your life). The guide was completely useless. It was told like a story (kinda interesting), but didn't go into any detail about anything like a guide should. That gave me even more inspiration to make this guide. 7.0 What's missing ---------------- So this is it. Version 0.95 of the Crimson Skies FAQ. Why isn't it version 1.0? Because it's not finished. It's hard to even call it a version 1.0 when you know that you're not done. I also don't know when I'll be done. Here are the two thing I feel are left to do in the game. 1. I need to find all the stunts for the Manhattan levels. 2. I need to complete the game with all the pictures. That is to say all stunts done on all of the missions. This is going to be VERY hard. I think there's a point in every mission where you can take time to get the stunts (maybe) but it will still be hard. If anyone want to contribute to these two goals feel free, but until such time as they are complete this FAQ will never reach 1.0. Wish me luck. 8.0 Credits ---------------- Aaron Cloutier wrote all content for this FAQ unless otherwise noted. Thanks to: www.GameFAQs.com - A great site for all gaming info. Microsoft - For producing this excellent game. Zipper Interactive - For developing the game. FASA Inc. - For the original paper game. GameSages - For the cheat code. www.actiontrip.com - for hex cheat. If anyone has additions or other interesting info that would fit into this FAQ please contact me at firstname.lastname@example.com. I'll make sure any help is mentioned here. Thanks to the following people: Bill Goza Alo Anesi Matthys Grégory Bob Dauer Perry de Havilland Brady Clark John Andree David Montgomery Jay Lazorishak Aqab Bin Talal I really appreciate all the comments I've been getting! Don't use this without permission. The following sites have permission to use this FAQ: www.gamefaqs.com www.gameadvice.com vgstrategies.about.com www.cheatplanet.com home.planetinternet.be/~twuyts/ Don't sell this FAQ. Don't Print this FAQ except for personal use. Don't Eat this FAQ unless printed on rice paper, and even then I wouldn't recommend it. DON'T copy this FAQ and put your name on it. Copyright (c) 2000-2001 Aaron Cloutier
FAQ Display Options: Printable Version


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Meet with others in your local area interested in building and strengthening the Drupal Community. Discuss new and exciting Drupal-related news - or just socialize with like-minded people!
Our Meetings are open to anyone interested in developing and operating sustainable websites and applications. Our focus will be to offer opportunities for our group members grow their understanding and appreciation of the Drupal framework and create a cooperative community in the far western suburbs of Chicago.
We will focus on: *Site Presentations and Special Guests *Hands-On Coaching on Modules, Theme, and API uses *Questions and Answers
Typically we will try to meet on the third Wednesday of the Month at Old Towne Pub in Geneva, IL. (schedule dependent)
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Blog | Media | Shop
All posts
Monday, March 31, 2014
Imagine a day when everyone does something proactive to make a positive impact on the community. People of all ages, both young and old, would come together to make a difference. Well, that day does exist—and this is your chance to be a part of it! Join the Kiwanis family this Saturday for Kiwanis One Day.
It's a global effort, but it's made of personal commitments.
After all, Kiwanis One Day consists of the involvement of all Kiwanis-family members around the world. It begins with your club's participation. It extends to the impact you have on your community. And it results in an international spirit of service that inspires people worldwide.
There will be no limit to what you can do—and no boundaries on your spirit of fellowship. In fact, your efforts will be echoed by clubs in communities all over the globe.
You can choose to just do a service project with your club or get together with other members of the Kiwanis family: Kiwanis, Aktion Club, Circle K, Builders Club or K-Kids. This is one day when we can make a huge impact in communities and in the world no matter how big or small of a project you do.
Hearing about Kiwanis One Day for the first time? Here are four quick and easy projects your club can still do to make a difference with the rest of the Kiwanis family.
Follow along on Twitter to see what other clubs are doing by following the hashtag #k1day.
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Blisters should be protected to prevent further damage or infection. A blister should not be popped because it can result in the area becoming infected. The skin should be kept intact and allowed to heal naturally if at all possible. The area around the blister must be kept clean by washing the hands with warm water and soap. Padding, such as a donut pad, can then be added to protect the blister by taking pressure off of it.
(This answer provided for NATA by the Indiana University Athletic Training Education Program)


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DT SWISS Hub rear 350 Non Disc Road for Quick Release | Freehub Shimano 11-speed Road
Article details
DT SWISS rear hub 350 Non Disc for Clamps | Freewheel Shimano 11-speed Road
Switzerland is known for good chocolate, superb cheese and wonder of precision engineering. The attention to detail produces these products can also be in the DT Swiss 350 hub find. Above all, the love of mechanics can be ascertained easily. The tried-and-toothed with 18 teeth toothed disc freewheel is extremely reliable and can stand comparison to Swiss movement hardly shy. The storage technology with 2 bearings for freewheel and hub body is adapted to the loads that occur. For a long life sealing system ensures the labyrinth together with grinding discs and executed sealing bearing rings made of stainless steel. If, after tens of thousands of kilometers it out a service be necessary, the hubs can be thanks to the DT Swiss plug system dismantled and serviced within minutes without special tools.
NOTE: Non Disc version for quick release of the rear hub is not convertible for use with quick-release axles. A spacer ring for the use of Sram | Shimano 9- and 10-speed cassette is included.
Technical specifications:
Material Hub Body: aluminum
Material serrated washers: steel
Freewheel: 9, 10, 11-speed Shimano | SRAM
Freewheel gear: every 20 ° (18x per revolution)
axle type : 5x130 mm quick release
Number of holes: 32 holes
Color: black with white decals
Weight: 265g (manufacturer)
A detailed user manual you can find here .
|Product weight:


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Southwest Airlines (NYSE:LUV) Chief Financial Officer Laura Wright is bemoaning high fuel costs as the reason the company may not report a profit in this current and first quarter of 2012.
Don't Miss: Higher Gas Prices Failed to Dampen February Retail Sales.
Expecting fuel costs to weigh in at about $3.50 a gallon, up 15 cents over the previous forecast, she said the recent fare increases have become "less effective." The company has apparently passed on rising fuel costs through almost 10 fare increases in the past year.
An important metric for the company — the passenger revenue per available seat mile — climbed 4 percent in February, but was lower compared to the 7 percent seen in January. "For March, bookings remain good but we are cautious," Wright said.
Read more insightful stories at Wall St. Cheat Sheet:
9 Buzzing Stocks: Apple Receives $699 Price Target, Great Wolf Surges 22%.
Debt Swap Might Not be Enough for Greece.
Wall Street Brief: CME Chief Steps Down, Intel's TV Strategy, Second Greek Bailout.
To contact the reporter on this story: Alex Capel at email@example.com
To contact the editor responsible for this story: Damien Hoffman at email@example.com


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Tazia Briscoe was born in Jamaica but has made Montserrat her home since the age of six.
Tazia currently works as an Administrative Assistant and Customer Service Representative while studying Human Anatomy and Psychology in the pursuit of her dream to become a paediatrician. She hopes that in the future willbe able to to open a paediatric center on Montserrat.
As an advocate for the eradication of child sexual abuse, she is avidly involved in the "Break the Silence and End Child Sexual Abuse" Initiative and works along with the Community Services department to speak to students about this initiative.
A naturally gifted dancer she is a choreographer and teacher for the renowned "Dance Excel" group. Her motto is"whatever the mind concieves and believes, it can achieve",and is very passionate about the redevelopment of her island.


text: Show Hide image Politics 4 March 2010 Lebedev wants famous editor Dyke, Hislop and Paxman on shortlist. Sign up for our weekly email * Alexander Lebedev has drawn up a shortlist targeting some of Britain's biggest media names to edit the Independent. The owner of the Evening Standard has drawn up a wishlist that is said to feature Greg Dyke, the former director general of the BBC, Ian Hislop, editor of Private Eye, and Newsnight presenter Jeremy Paxman. When approached by MediaGuardian, Dyke said: "I never confirm or deny any rumours." Hislop and Paxman were both unavailable for comment. A previous attempt to recruit a star, the former BBC Radio 4 Today editor Rod Liddle, was abandoned following a public outcry against the columnist. The Russian billionaire could finalise the acquisition of the daily title by the end of this week. Subscribe from just £1 per issue More


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"The Role of Native and Introduced Plants in Structuring Aquatic and Terrestrial Food Webs"
Contributed by Carol Hansen on 12/03/08
Bernd Blossey, associate professor in the Department of Natural Resources at Cornell University, will speak on invasive species and conservation biology at the Environmental Studies seminar on Monday, December 8.
© Copyright Ithaca College. All rights reserved; unauthorized use prohibited. All material on this server is produced by our community but, except for designated pages, is neither approved nor verified by Ithaca College.


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FARMINGDALE, N.Y. -- The brisk morning air sweeps through Bethpage State Park, intermittent raindrops suggesting a prospect of further unsavory conditions throughout the day. It is the type of early-season weather that would leave most private golf clubs in this part of the country largely empty, members consumed by a fervent desire to practice their passion only in warm, sunny surroundings.
Not at Bethpage, though. On this day, four of the municipal facility's five tracks -- the Blue, Red, Yellow and Green courses -- are bustling with golfers eager to prove that overcast 50-degree April temps can be considered ideal circumstances for a leisurely round of golf.
The fifth course, the state's crown jewel known simply as the Black, still hasn't opened for the season, but the devilish host of this year's U.S. Open Championship isn't completely empty. One man is spending the day walking these fairways and greens, measuring and re-measuring while shouldering not a golf bag, but a contraption that makes him look like an extra in the film "Ghostbusters."
His job? Creating the official yardage book to be utilized by players and caddies during the tournament.
The aptly named Mark Long -- after all, the course he's marking for the USGA will play a lengthy 7,426 yards come June 18 -- is no stranger to this role. The longtime caddie for PGA/Champions Tour stalwart Fred Funk estimates he has prepared yardage books for half of all PGA Tour venues this season and nearly 100 courses altogether.
"I think I'm addicted now," Long says with no hint of sarcasm in his voice. "I think I'm a workaholic. It's kind of scary. I figured it out -- last year I worked 63 weeks. I had to borrow. I used Tiger's technique: If you only sleep five hours a night, you can get a lot of things done."
How much time does he spend mapping out each course?
Let's use the Black as an example. Long was on site each day from Nov. 21-25 walking the grounds east of New York City. He returned in April to double-check his findings. All told, he'll spend roughly 25 hours on the course and another 35-40 compiling all that data onto a half-dozen computer programs which, he contends, give unerring measurements to within centimeters of the actual distance.
That's right. Like so many traditional endeavors, course mapping has become a more precise task thanks to technological breakthroughs which allow for more specific readings. No longer are those who produce such yardage books at the mercy of a compass and pencil; the inexact science has become "deadly accurate," according to Long.
"It really matters at the pro level, as far as hand-drawing something versus using instruments. It's a huge difference for us," says Long, who played for Funk at the University of Maryland before the onetime men's golf coach became a touring pro. To bolster his claim, Long walks the perimeter of the first green on the Black course for an observer, instantly providing the measurements on a handheld device. "The equipment draws it for me, exactly how it is. I'll walk along these slope lines the same way and they'll be put on the computer and you get an exact replica of the green. It beats drawing it by hand."
Another common misconception is that Long will be able to rely on a previous version of the yardage book and simply work off that one. The reality is, with changes to 11 holes, the Black will play markedly differently from when it most recently hosted the event in 2002, meaning he commenced the current project by employing the theory of tabula rasa.
"This is a blank slate," explains Long, who believes this is his ninth time doing a U.S. Open book. "I come out here with my gear. I take a look at the course, kind of understand the routing and all that. Basically, I'm mapping all the basic features on the course -- the tees, the fairway lines, the green outlines, the bunkers, the irrigation that I might use as a reference point for distances."
Long's sole mission, of course, is to provide a definitive duplicate of every aspect of the course that can easily fit into a player's back pocket or a caddie's bib. The ultimate goal is to not only provide yardage from one spot to another, but also navigating aiming points off the tee and detailed contours of the putting surfaces.
He maintains there is little pressure to succeed from his fellow loopers -- a finicky bunch if there ever was one -- as the technological advances have taken much of the mystery and interpretation out of the job. Fact is, though, Long has proved he knows these courses so well that even the man in charge of setup for the U.S. Open will rely on his expertise during that week.
"I've got to tell you, Mark is somebody that I sometimes bounce things off, because he's got such a good eye for it, he's been out on tour for years and he understands how players play," says Mike Davis, the USGA's senior director of rules and competitions. "Sometimes I'm just looking to reinforce an idea, saying, 'Hey, Mark, I'm thinking about doing this on a certain day. What do you think about it?' And he's been wonderful in that aspect."
Davis is hardly the only man who will consult Long during the week, either directly or indirectly. At some point on the back stretch of holes at the Black course during the final round of this year's U.S. Open, the eventual winner will consult with his caddie and they'll pore over the yardage book before sticking a clutch iron shot to pin-high or playing a little extra break on a clinching birdie putt. Afterward, that player will hold the gleaming trophy aloft, thanking his caddie and his parents and his agent and the supportive galleries.
He will thank everyone, really, except for Mark Long, the man responsible for creating the yardage book that allowed for the proper decisions to be made on such shots. Somewhere, though, Long will be smiling while no doubt en route to yet another job, content in knowing those long hours spent detailing such accurate measurements helped the champion succeed at Bethpage Black.
Jason Sobel is a golf writer for ESPN.com. He can be reached at email@example.com.


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It looks like Jay Dardenne is going to run although he hasn't raise a lot of money but he has a way of getting statewide support particularly in the Baton Rouge-New Orleans corridor.
But David Vitter, should he run, is from Jefferson Parish--he certainly would be able to eat into that space.
Now John Kennedy--John Kennedy and David Vitter have been allies but it looks like he (Kennedy) just might position himself. After all, he recently announced the amount the money that he has race for statewide campaign.
Secondly he has been making a lot of noise without actually saying that is going to run.
This week he sent out an email basically saying "Treasurer John Kennedy commends Gov. Jindal's economic development trip abroad".
Now when was last time John Kennedy said anything nice about Bobby Jindal?
When was last time they talked?
There is just something going on.
The text above is a approximate version. Watch video for the most accurate statement.


text: Carl Edward Newhouse, 74, of Victor, died July 24, 2014. Service will be 2 p.m. Sunday, July 27 at Chapel of Rest Mausoleum, Victor with visitation from 12:30 to 2 p.m. at the Mausoleum. Burial will follow in Restlawn Memory Gardens, Victor. Wallace & Wallace Funeral Home, Ansted is serving the Newhouse Family.


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Tribal Government
Tribal Services
Tribal Enterprises
Natural Resources
Press Releases
The Cow Creek Umpqua Tribe has a history of partnering with community organizations on restoration work benefiting culturally important species. Both research and restoration activities are necessary to that end. The Tribe has developed this grant to communities to support mutually beneficial projects. We look forward to developing new partnerships in a common endeavor towards a better community through healthy natural resources.
The Tribe was pleased to announce a new philanthropic endeavor entitled Natural Resources Grants to Communities in 2011. This grant program has funded community projects that benefit wildlife and plant species of cultural importance to the Tribe. We invite you to submit an application for consideration. The 2015 Natural Resources Grant Application is live as of October 1st, 2015.
Due Date: October 30th
Applications: Are submitted online through the:
Application Time Period: Applications will be made available on October 1st and are due by October 31st.
Application Review: Funding proposals will be reviewed by the Natural Resources Department and ranked on merit against the other projects submitted. The Department will recommend projects for Tribal board approval at the November meeting and applicants will be notified shortly thereafter. Once the grant is awarded, funds will be available immediately.
Funding Range: The grant request range is up to $2,500 per project.
The Cow Creek Umpqua has defined specific types of projects eligible for funding. Criteria for the selection process include:
Please call Jason Robison or Janet Cooper at (541) 677-5575 if you have any questions about the grant application process.


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Where is the best place I can walk to from the pier to snorkel, Cheese Burger Reef, Eden Rock..... I am trying to get my teenagers to like the sport again so in need of many colorful fish.
And how do I get there
we went to eden rock. get off the ship walk past the taxi drivers and follow the sidewalk to the right...you can see the blue building from the ship.. beautiful beautiful fish... it was no charge to use their water entrance.
We went off shore from the Burger King. Also gorgeous. Hard to go wrong in Cayman.
I don't remember the names, but there were some great places right near where you tender to. There isn't really great snorkeling on 7 mile beach, but it is a beautiful beach (you'll need a taxi to get there). I hope your children will get to like snorkeling, too. It's an awesome way to experience the wonders of the ocean.
I usually go to Abanks' Dive Center. It is a short walk from the tenders. Pretty decent free (it used to be) snorkeling, and the restaurant has awesome conch fritters. A wonderful view of the ship from there too. You can rent a chair or a locker if needed. They also have equipment rentals.
Here is a map of the location. You will also see a "Diver Down" flag flying over the location from the ship.
|All times are GMT -7. The time now is 12:00 PM.


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LE seeks panel applicants
LAKE ELMO — The city of Lake Elmo is accepting applications from residents interested in serving on the city's Park Commission, city officials said.
The Park Commission has two vacant alternate positions following the resignation of long-time Commissioner Judith Blackford, officials said.
The Park Commission meets the third Monday of every month and advises the City Council on development, improvements and maintenance of the city's parks and trails. City officials note that pending growth and $900,000 in dedicated funds allocated for park development and improvements make it an exciting time for interested residents to get involved in city government.
Applications can be downloaded from the city website at www.lakeelmo.org, mail, received by email at [email protected] and are available at City Hall, 3800 Laverne Ave. Completed applications should be returned to City Hall.
'U Talks' sessions begin
OAK PARK HEIGHTS — Ragui Assaad, professor of planning and public affairs at the University of Minnesota Humphrey School of Public Affairs, speaks on "A possibly futile attempt to make sense of developments in Egypt" to the U of M Alumni Association St. Croix Valley Chapter at 7 p.m. Monday in the Boutwells Landing Auditorium.
Assaad is a frequent contributor on issues related to the Arab Spring uprisings. He contributed to the book, "After the Spring: Economic Transitions in the Arab World," which argued that recent political reforms in the region must be accompanied by substantial economic reforms.
Other fall speakers scheduled are:
l 7 p.m. Oct. 24, Dr. Michael Osterhom, director of the Center for Infectious Disease Research and Policy, speaking on "Medical Detective in a Modern World." Osterhom is a public health scientist and nationally recognized bio-security expert and author of "Living Terrors: What America Needs to Know to Survive the Coming Bioterrorist Catastrophe."
l 7 p.m. Nov. 14, Dr. Louis Medoza, associate vice president for equity and diversity, on "Immigration, Mutuality and Contemporary Debates on Immigration in the United States." Mendoza is a frequent contributor on immigration history and policy. His research interests include Chicana/o literary and cultural studies, U.S. immigration literature, prison literature and oral histories. He is author of "A Journey Around America: A Memoir on Cycling, Immigration and Latinoization of the U.S."
Cost to attend each lecture is $5 per person for the chapter scholarship fund and to cover event-related costs. RSVP by the day before each lecture at 651-439-6918 or email [email protected]
Library hosts surf day
Senior citizens with little or no basic computer and Internet skills are invited to attend a "Senior Surf Day" computer course from 10:30 a.m. to 12:30 p.m. Oct. 1 at the Stillwater Public Library.
The class is presented by the Metropolitan Area Agency on Aging and teaches computer and Internet search basics. Space is limited. Call 651-275-4338 extension 111 or visit www.stillwaterlibrary.org to register.
The Stillwater Public Library is located at 224 Third St. North in Stillwater.
Two events at LE library
LAKE ELMO — The Lake Elmo Library hosts two events Oct. 3 that will appeal to beer lovers and comic book fans, library officials announced.
Library Director Linda Orsted said the library has five free tickets to the Oct. 5 FALLCON Comic Book Party at the State Fairgrounds in Falcon Heights and will hold an Oct. 3 drawing for the tickets. Persons interested in the tickets should visit the library now through 5 p.m. Oct. 3 to enter, Orsted said.
FALLCON is sponsored by the Midwest Comic Book Association and celebrates its 25th anniversary with a day-long event that includes presentations by comic book creators, exhibits, costumes and the chance to buy, sell and trade comics. Regular admission is $8 and children ages 9 years and younger get in free.
Comic book fans and beer lovers can celebrate Oktoberfest at 6 p.m. Oct. 3 with a presentation on the history of beer making at the library, followed by a beer sampling at Lake Elmo Wine Co.
Twin Cities Tastings will discuss the brewing process and ingredients of beer. Space is limited to 50 persons. Register to attend at the library at 3537 Lake Elmo Ave., call 651-773-4926, visit Lake Elmo Wine Co. at 3511 Lake Elmo Ave., call 651-621-1520 or email [email protected]
Meerschaert benefit Oct. 5
MAPLEWOOD — A spaghetti dinner benefit to raise funds to help cover medical costs for Jody Leptien Meerschart, undergoing treatment for stage four breast cancer, is 5 to 9 p.m. Oct. 5 at Freddy's Tiki Hut, 1820 Rice St. in Maplewood.
Meerschaert is undergoing chemotherapy in hopes of eliminating her cancer from spreading. Meerschart's medical coverage does not cover all treatment, medication and hospital stay costs.
The dinner costs $10 and tickets are available at the door. The event includes a silent auction and door prizes. Guests also need not be present to win a chance at $250. Guests must be present to win a chance at the 50/50 drawing.
Compiled by Erik Sandin – [email protected]