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Butler Rides 2,000th Winner at Tampa Bay
Dean Butler earn victory No. 2,000 April 22 in the fifth race at Tampa Bay Downs aboard Impromptu, a 4-year-old gelding owned by Empire Racing and trained by Bernell Rhone.
Dean Butler earn victory No. 2,000 April 22 in the fifth race at Tampa Bay Downs aboard Impromptu, a 4-year-old gelding owned by Empire Racing and trained by Bernell Rhone.
Concerned Citizens for Saratoga Racing, a group that includes several prominent horsemen, Aug. 23 announced their decision to support the New York Racing Association in that organization's bid for the 20-year franchise to operate Saratoga, Aqueduct, and Belmont Park.
Concerned Citizens for Saratoga Racing, a group that includes several prominent horsemen, Aug. 23 announced their decision to support the New York Racing Association in its bid for the 20-year franchise to operate Saratoga, Aqueduct, and Belmont Park.
Mohegan Sun, which operates one of the world's most successful casinos in Connecticut, has formed a partnership with one of the bidders hoping to run Thoroughbred racing in New York state.
A group of horsemen, breeders, and backstretch workers met June 14 in Saratoga Springs, NY to support a call to keep the Video Lottery Terminal (VLT) program at New York State's race tracks in the hands of the New York thoroughbred industry to strengthen thoroughbred racing in the state.
Empire Racing May 30 called for the specific placement of Saratoga Race Course and other nearby racing properties on the National and State Registers of Historic Places. A letter was sent Wednesday morning by Empire Racing chief executive officer Jeff Perlee to Saratoga Springs Mayor Valerie Keehn highlighting the request.
The Steve Wynn-led group interested in obtaining New York's Thoroughbred franchise says it wants to add a racetrack operator to its joint venture--and it could include entities already lined up with other bidders.
A New York state government panel is being created to evaluate groups interested in taking over the franchise to operate Aqueduct, Belmont, and Saratoga racetracks, a process that suddenly makes wide open the race to replace the New York Racing Association.
Empire Racing, the Saratoga-based finalist for New York state's racing franchise, unveiled a corporate integrity program Dec. 5 that includes creation of an independent inspector general and a board of directors integrity task force headed by two independent directors with no financial interests in the company.
Excelsior Racing Associates has been selected by a state government committee in New York to be the next holder of the franchise to run racing at Aqueduct, Belmont and Saratoga racetracks.
Former New York Governor Hugh L. Carey has been elected to the board of Empire Racing, the group competing for the franchise to operate the state's racetracks at Belmont, Aqueduct and Saratoga.
With the future of the racing industry in New York up in the air, the most immediate beneficiaries appear to be state officials running for office this fall, thanks to a steady flow of money from individuals and companies tied in one way or another to the Thoroughbred franchise renewal process.
A group vying to replace the New York Racing Association as operator of three Thoroughbred racetracks has joined NYRA's effort to get the state to release $19 million in funding for the financially ailing operator.
Empire Racing has announced that it has aligned itself with SL Green Realty Corp., Manhattan's largest owner of commercial office real estate.
Young & Rubicam Brands and Eric Mower and Associates will form the marketing communications team as part of Empire Racing's bid to operate New York State's Thoroughbred racetracks at Saratoga, Belmont, and Aqueduct.
The continuing consolidation of racing interests seeking the franchise currently held by the New York Racing Association took a quantum leap Wednesday when it was announced that Churchill Downs Inc. and Magna Entertainment were joining the Empire Racing team.
A former U.S. Attorney for the Western District of New York, Denise O'Donnell, has joined the Empire Racing team to help create a comprehensive racing and corporate integrity plan that will be a "covenant of trust and confidence" with racing fans and the public.
Scientific Games Corporation has joined Empire Racing's bid to operate New York State's Thoroughbred racetracks at Saratoga, Belmont, and Aqueduct.
Empire Racing Associates has added another potent partner, Woodbine Entertainment Group, to its team vying to take over the franchise to operate Aqueduct, Belmont and Saratoga racetracks.
Delaware North Companies, which operates Finger Lakes racetrack in upstate New York, has joined in the bid by Empire Racing to operate the three New York tracks currently under the auspices of the New York Racing Association.
Jeffrey Tucker, a New York breeder, has been named chairman of the fledgling Empire Racing Associates, a group of horsemen and breeders trying to position itself to be among the holders of a new Thoroughbred racing franchise in New York.
A fledgling group of owners and breeders in New York has launched a new effort to study a variety of issues affecting the safety of Thoroughbred horses, including whether some of the state's racetracks should install alternative racing surfaces.


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IITC reports on interconnect progress
Post a comment
MANHASSET, NY The latest research developments in interconnect technologies will be featured at IITC this summer. The two most interesting trends: 3D ICs and nanotube interconnects. The International Interconnect Technology Conference (Burlingame, Calif., June 2 - 4) is a forum to address interconnect issues from the system level.
"Interconnect" is the wiring system that connects transistors and other components on an integrated circuit. The interconnect problem threatens to retard the development of chip technology. Papers presented at IITC address this problem.
This year, Georgia Tech, IBM and Nanonexus researchers will describe an integrated microfluidic heat sink technology for 3D integrated circuits. The primary challenge with stacked chips is how to remove the heat generated by their operation. For example, the power density of two stacked high-performance microprocessors may be as much as 200W/cm2, implying a heat flux beyond the capacity of current fan-cooling technology.
The heat sinks developed by the researchers are on the backside of each chip. Coolant is delivered by means of fluidic through-silicon vias (TSVs) and pipes. Deionized water is pumped through the microchannels at a flow rate of 65ml/min. The microchannels and TSVs were formed in one etch step, a key advance over previous work. Afterward, a sacrificial polymer was used to fill and protect them while another layer was built. The polymer then was decomposed at high temperature to create the TSV/channel structure. It takes up minimal surface area.
Another paper reports on the progress of the first test of carbon nanotubes as interconnects in a circuit.
As copper wires scale to narrower dimensions, their resistivity will increase to the point that the chip's overall performance will suffer. Carbon nanotubes have a lower theoretical resistivity than does copper but, until now, they haven't been used as actual interconnects in a real CMOS integrated circuit.
At IITC, a Stanford University and Toshiba team will tell how it built a 0.25-m CMOS test chip containing an array of ring oscillators. Each ring oscillator was deliberately missing an interconnect wire, which was replaced with a multi-walled carbon nanotube (MWCNT) on top of the chip. The MWCNTs were 30-nm in diameter and up to 14-micron long.
The team measured sub-ns delays attributable to the nanotubes (a good figure of merit), but say the actual resistance of the MWCNTs is some 150 times greater than theory would predict, illustrating an important gap between the static resistance and the dynamic behavior of MWCNTs. Also, the team says its integration strategy isn't limited just to multi-walled nanotubes, and that single-walled nanotubes, bundles of MWCNTs and even nanowires could be integrated similarly.
Stanford University holds its own interconnects conference later this year.
The IITC brings together more than 700 professionals to discuss science and technology issues in the advanced interconnect technology field.

subset: commoncrawl


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Three Simple Ways to Leave Workday Stress Behind You
So many of us associate work with drudgery and stress. It does not have to be this way. Our work is our outlet for connection with other people and hopefully it is something that you enjoy doing. We all want to be productive and efficient in our workplaces, but sometimes lack of self care can actually cause ourselves more problems.


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Traditional Mass to be broadcast by State TV in the Philippines
7 comments:
- Jacob said...
They need it given all the challenges they face to the family in this legislative environment. It all starts with birth control and we in the West know where it ends...
- 23 December, 2008 16:54
- Paul Haley said...
Bishop Lazo of happy memory and other tradition-minded bishops in the Phillipines are to be thanked for keeping the fire alive in their land. I see this as somewhat of the fruit of their labors. Deo gratias!
- 23 December, 2008 17:01
Wow--that's pretty awesome!
- 23 December, 2008 18:02
- DR. HERBERT R. said...
This new interest in the Traditional Latin Mass should be credited to the Summorum Pontificum of Pope Benedict XVI and this has nothing to do with ecclesial bodies or bishops who are not in communion with the Holy See.
- 24 December, 2008 02:43
- Stéphane said...
Is Dr. Herbert R. joking? Would there have been a Summorum Pontificum or any other previous measure (1984 and 1988) without the SSPX? I am definitely not a SSPX fan but denying obvious facts is hardly a promising start. Second, the SSPX, self-conscious and nagging as it may be, is perfectly in communion with the Holy See, as has been explained countless times and confirmed by senior Church officials, not least Cardinal Castrillon, in charge of the Ecclesia Dei Adflicta Commission. At any rate, Bishop Lazo was never said by anyone to be out of communion with Rome.
Dr. Herbert R.'s "officialism" is decidedly ill-founded. What is the use of being more papist than the Pope? Acknowledging facts may be a better approach.
- 26 December, 2008 03:15
- Jordanes said...
Would there have been an SSPX without Bugnini's hatchet-job reformed Roman Missal?
- 27 December, 2008 05:55
- Gerald said...
Stéphane, don't you think it is also a possiblity why many bishops and priests are "allergic" to TLM is because of the "unfriendly" attitude of some SSPX priests and faithful.
- 29 December, 2008 06:30


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Saving the Earth with dynamical simulations
Model suggests how protoplanets kept a safe distance from the sun
A new model keeps the solar system safe for the young Earth and other infant planets by preventing them from spiraling into the sun.
When astronomers simulate the formation of the solar system, disaster strikes: no planets survive. Under most models' assumptions, protoplanets would have collided with the parent star before they had a chance to fully form.
"This contradicts basic observational evidence: the fact that we are here," said Mordecai-Mark Mac Low of the American Museum of Natural History at a press briefing January 7 at the winter meeting of the American Astronomical Society.
Planets form from a disk of gas and dust swirling around a young star. When the disk begins to coalesce into protoplanets, the gravity of those protoplanets pulls clumps of gas around the disk with them as they orbit the star. Gravitational perturbations from the clumps, in turn, can push the nascent planets into orbits closer to the parent star.


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The Denali Highway was closed to through traffic Monday afternoon at Mile 104. Alaska Department of Transportation spokesperson Hannah Blankenship explains why the road between Cantwell and Paxson was shut down.
"We closed the Susitna River bridge on the east (Paxson) side because of some erosion. Our crews went out this morning and discovered it and reported back this afternoon. Right now, we don't know what kind erosion it was that caused the damage, but our crews are assessing and we will let the public know when we know more."
Traffic is still able to travel on the Denali Highway up until the bridge. There is currently not a timeframe for when the bridge can be expected to open again. Blankenship says that the public can call 511 for any updates throughout the evening.


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Opening the Throat Chakra
The throat chakra is the energy center associated with self-expression and communication. Positioned at the base of the throat, the fifth chakra is also considered the "seat" of emotion. Life experiences may result in chakra imbalance and block the energy flowing through this energy center. Here are some tips to opening your throat chakra and restore balance.
When do you need to open your throat chakra?
Known as the Vishuddha chakra, it governs all areas of the mouth, jaw, throat, and thyroid gland. When the throat chakra is imbalanced, you may experience:
- hoarseness
- sore throat
- thyroid problems
- laryngitis
- neck pain
Emotional signs your throat chakra may need opening can include:
- depression
- inability to express yourself
- anxiety
- aggression
- lack of self-esteem
How to Open your Throat Chakra
Associated the the color blue, the throat chakra enables you to discover yourself and speak with wisdom and honesty regardless of the situation or company you are in. When the fifth chakra is in need of healing, there are several simple steps and exercises you can do to strengthen and restore chakra balance.
Using Chakra Colors: Be Blue
Cleanse with Water
Make a conscious effort to drink more water throughout the day. Not only does water help keep you hydrated, it also helps to cleanse the throat chakra allowing for healthy energy flow.
Eat More Fruit
Add apples, peaches, lemons and limes to your diet to cleanse and activate the throat chakra.
Clear the Air
At-home aromatherapy can help dispel negativity and restore balance to the chakras. Consider introducing one or a combination of these scents to heal and activate your fifth energy center:
- jasmine
- rosemary
- sandalwood
- calendula
- ylang ylang
Talk It Out
Talk openly with close friends and family. Make it a point to be open and honest with all you say. Simply speaking in a heartfelt way can work wonders to strengthen and balance the throat chakra.
Write It Down
As the chakra of self-expression, singing can help dispel blockages, activate, and balance the fifth chakra. If you are too shy, humming is also an option. Just be sure to get those vocal cords vibrating with sound.
Let It Be
Letting go is difficult. Holding on to things over which you have no control can lead to resentment, guilt, and anger — all of which contribute to an imbalance of the throat chakra.
Opening Yoga Poses for the Throat Chakra
Yoga for the throat chakra primarily focuses on simple neck movements, such as moving you head from side to side, can help ease tension that can block the throat chakra.
Believe it or not, throat chakra blockages can be initiated by or contribute to blockages elsewhere in the chakra system. Alleviate physical and emotional signs of throat chakra imbalance by doing simple yoga poses each day. To open up and activate the throat chakra, give one of these yoga poses a try:
- Camel (Ustrasana)
- Plow (Halasana)
- Bridge (Setu Bandha Sarvangasana)
- Fish (Matsyasana)
- Standing Forward Bend (Uttanasana)
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With rumors swirling all summer he would be released, Stephon Marbury phoned Donnie Walsh a week before training camp. Walsh told Marbury indeed he may be waived, but "it's not written in stone."
According to a source close to Marbury, the Knicks point guard then asked Walsh if he could talk to the Celtics because he thought there might be interest. One day later, Walsh informed Marbury he was coming to training camp because Knicks owner James Dolan was not comfortable with the idea of him playing for their arch rivals, according to the source.
MORE: Complete Knicks Coverage
If Marbury had held his tongue, his Boston arrival could have come much sooner. After being held hostage – in his mind – for the last five months, Marbury signed with the Celtics yesterday and after not playing a regular-season game since Jan. 11, 2008, helped the world champions post a 104-99 win over the Pacers at the new Boston Garden.
Marbury, who received a standing ovation when he checked in, led a fourth-quarter rally and finished with eight points on 4-of-6 shooting with two assists in 12 minutes.
"Oh, man, I wanted to cry," he said. "I didn't know what to expect. I thought people would clap, but they showed me a lot of love tonight."
Walsh last night denied he had those conversations with Marbury, saying it was "totally not true." Walsh said Marbury did not bring up talking to another team until a negotiating session in mid-November.
According to ESPN.com, Marbury's $1.3 million wage with Boston won't be pro-rated, meaning he comes out nearly even from taking a buyout.
During a press conference before the game, Marbury said of his Boston signing, "I was lit up. Because the tradition of the Celtics, thinking about the championships, all the guys who've played here, the history speaks for itself.
"I pretty much had my mind set. I spoke to other teams but this is where I wanted to be because they wanted me. My mother always says there's a difference between someone wanting you as opposed to just wanting to go there."
That Marbury felt unwanted with the Knicks was the chief reason he declined Mike D'Antoni's offer to become the starting shooting guard on Thanksgiving Eve, which led to his fine and banishment. While Marbury was speaking at his press conference, D'Antoni spoke at his, saying, "A guy that talented coming off the bench, it's not a bad chance to take."
Despite a hurried walkthrough before the game, Marbury was in no mood to refuse coach Doc Rivers' wish to play. The Celtics were hurting, with Kevin Garnett and Tony Allen out with injuries and backup PG Gabe Pruitt suspended for a DUI.
"Everybody was excited, which I was happy about," Marbury said of reaction from his new mates. "I'm so happy to be able to play basketball again, let alone care what my role is. I'm just excited about playing. It was a humbling experience [not to play]."
His reunion with Garnett, who will be out another week or two, will have to wait. Marbury said his mother once predicted they would be together again.
"She kept telling me one day it would happen," Marbury said. "I'm happy about that. Playing with Kevin will be a lot of fun."
Many pundits have come around to praise the Marbury move. He had nice success with Garnett in Minnesota. Rajon Rondo is a poor outside shooter, which Marbury is not. And Eddie House, who had been playing backup PG, was just voted fifth-worst dribbler in the league in an Sports Illustrated players' poll.
Asked about if he wanted to play in Boston next season, Marbury said, "If they want me, I'll be here."


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ST. PETERSBURG, Fla., Feb. 1 (UPI) -- Former Boston Red Sox teammates Johnny Damon and Manny Ramirez were officially introduced Tuesday as new members of the Tampa Bay Rays.
The pair, appearing with their agent Scott Boras and Tampa Bay team officials, kicked off their stints with the team by assuring fans they can still play and will do what it takes to win another American League East title for the Rays.
After helping the Red Sox end a historic championship drought with a 2004 World Series victory, the two have gone their separate ways. Damon last year played with the Detroit Tigers and Ramirez split time between the Los Angeles Dodgers and Chicago White Sox.
"This is my dream team," Damon, an Orlando, Fla., native, told reporters. "I'll see much more of (my family and friends). I love this opportunity to come back home and hopefully help this team win a championship."
"I want to show people that I can still play," Ramirez added, saying he could have signed elsewhere for more money.
Both have signed one-year contracts with the Rays. Damon's is reportedly worth $5.25 million with Ramirez signing for $2 million, down from the $10 million he made last season.


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Americans spend up to 20 percent of their waking hours on social media sites. According to Mashable, use of social media at work is costing companies up to $650 billion in profits per year, so employers have good reason to be concerned. But how can a company protect itself while maintaining good relationships with its employees?
The first reaction may be to ban use of social media at work. But most can access social media with their own smartphone or other device, and there is usually no stronger motivator to do something than to be told they cannot do it! So instead of denying access, try the judo approach.
The judo approach
In judo, the practitioner does not attack the opponent, but rather waits for the opponent to attack. Then the practitioner evades the oncoming force of the opponent by redirecting the movement of the other person's energy.
This basic principle can be applied for social media usage at work. Instead of directly combating employees' use of social media, employers can channel their energy and interest from their own personal accounts to the company's business account or goals. Here are two ways to do this:
1. Enjoin employees in the company's social media site.
Managers can urge employees to use social media to promote the company and communicate with other companies. Employers should be specific with employees about expectations.
According to Jeanne Meister of Forbes magazine, companies like IBM and Sprint are already doing this by creating social media training programs that teach employees appropriate online behavior. Such training empowers employees to be effective online advocates of the company.
Sprint, for example, has developed a training program that not only instructs employees about proper use of social media and company policies but also encourages employees to be active in the company's internal social network called "Sprint Space." Creating an internal social network for employees can help with team building, communication and engagement, as well as help management tune in to issues that are trending among employees.
2. Create an enterprise social media network.
The second option is to create an internal social media network that employees can use to communicate with one another. This strategy encourages employee communication on work-related projects, creating a collaborative style of interaction that increases productivity.
Implementing a network meets employees' desires to be involved in the latest and most popular technologies, and it meets their needs to connect with each other through digital media.
Make your social media policy more of a perk than a regulation, and your employees will be more likely to embrace it. Using the judo approach can turn a productivity drain into an employee engagement boost.


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just ask tmobile for a replacement, they replaced mine.
A related question: Suppose my eMMC goes bad at a point when I have a custom ROM installed, such that Mobilicity might hesitate to take it in for warranty.
Is there anything I can do once eMMC has failed, to SUPER-brick the device, so that you can't even tell that I once S-OFFed it because it's so screwed? Which might be better than bringing it into the store with a clear custom ROM.
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I don't remember where I saw it but there was a recent request for reports of situations like this, where Waze takes an indirect route around a triangle instead of going straight:
https://www.waze.com/editor/?zoom=5&lat ... TTTFTTTTFT
I have no idea what the problem is. There is one extra junction on the straight route. I hope someone can figure it out.


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Special Section: Disaster in the Gulf
In the waters off Grand Isle, La., fishermen finally caught a break, CBS News Correspondent Kelly Cobiella reports.
For the first time in nearly two months, one bay is open to fishing. Jimmy Richards is happy to be hooking trout after trout, but he's not carefree. He said hurricanes are definitely a concern.
"It can make matters worse," Richards said.
If - or when - a tropical storm takes aim at the spill site, oil would flow freely from the well for 14 days while the rigs on the surface wait out the weather in safer water. BP is working on a better plan, and President Obama's man in charge wants them to move fast.
"At this point, it does not threaten the site, but we know that these tracks can change," Coast Guard Adm. Thad Allen, the national incident commander, told reporters Saturday.
No one is willing to predict what would happen to the oil already in the Gulf. David Walters flies over the water near his Alabama home nearly every day because he can't work. His business creates artificial reefs in the Gulf. He's been shut down since May.
When CBS News first met him two weeks ago, his $350,000 claim with BP was going nowhere.
On Friday, frustrated fishermen met with Kenneth Feinberg, the man the White House has put in charge of fixing the claims process.
"Everything I get up for in the morning is gone," said Dean Blanchard, a seafood processor in Grand Isle. "I don't know what to do with myself. How do you put a price on that?"
"You can't put a price on that," said Feinberg. "You can't."
BP has paid $130 million in claims, including $35,000 to Walters last week, 10 percent of his claim. BP has been renting his boat and crew for five weeks. That money hasn't come through.
"If I don't get paid in the 15 days they say, I won't have money to pay my crew," said Walters. "I'll have a mutiny on my hands."
An independent commission headed by Feinberg is taking over the claims process and is expected to be up and running in another 30 days.


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2016-17 American Athletic Conference Post-Mortem
We are starting to get a sense of the American Athletic Conference now that we are four years in. Who carries the flag is starting to take shape, and who may be right there with them is as well. We're also seeing that one program most surely thought would be in the former category hasn't really done that, and another may be moving even further away from that.
And all of this happens as another program enters the conference and should be instantly competitive.


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Monopoly Pricing When Customers Queue
It takes time to process purchases and as a result a queue of customers may form. The pricing and service rate decissions of a monopolist who must take this into account are characterized. We find that an increase in the average number of customers arriving in the market either has no effect on the monopoly price, or else causes the monopolist to reduce the price in the short run. In the long run the monopolist will increase the service rate and raise the price. When customer preferences are linear the equilibrium is socially efficient. When preferences are not linear equilibrium will not normally be socially efficient.
If you experience problems downloading a file, check if you have the proper application to view it first. In case of further problems read the IDEAS help page. Note that these files are not on the IDEAS site. Please be patient as the files may be large.
|Date of creation:
|29 Apr 1995
|298333 bytes postscript file created with Latex. 34 page including the titlepage. Keywords: Queue, Monopoly, Customer Information, Service Rate, Social Welfare
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| Web page: http://econwpa.repec.org
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Fire at South Brisbane0:15
An abandoned house is destroyed by fire in South Brisbane.
THE fire that completely destroyed a heritage listed building in South Brisbane is believed to be suspicious.
Queensland Fire and rescue Service acting superintendent Frank Stemm said they did not know what caused the fire which destroyed Belvedere but "we believe it is suspicious".
Fire investigators were to conduct a secondary search to ensure no one was inside when the home burned.
An excavator was also being brought in to knock down two walls, which were in danger of collapsing.
A crowd gathered to watch, smartphones in hand, as the shell of the heritage listed Belvedere was pulled down and crushed this afternoon. One of the chimneys toppled about 5pm. It was followed by one of the add-on rooms that had been teetering on unstable stilts since the fire was put out. It was greeted by a feeble cheer. And then, piece by piece they brought down the front facade as people chatted and muttered. One person said "bye bye Belvedere" as the bay window with its name was pulled down. The rest of the walls followed as a person in a white bunny suit hosed down the debris to stop asbestos fibres from puffing into the air. The second chimney was batted down in a shower of bricks and dust. By 5.22pm, Belvedere was just rubble.
"To make sure it's safe we're going to knock down two walls to stop them falling on other houses," Supt Stemm said earlier.
"It's a lovely old heritage building and it's completely destroyed."
Eleven fire crews fought for 90 minutes in vain to try and save the building.
Belvedere, next to the Greek Club on Edmonstone St, had been abandoned for several years.
Fire crews arrived at 6.10am to find the second floor of the one-time boarding house and private hospital ablaze.
IN PICTURES: Historic Belvedere up in flames
As thick smoke blanketed South Brisbane, onlookers were pushed back from the scene as crews battled to save the building.
QFRS duty manager of operations Richard Gorey said the cause of the fire and where it started was unknown.
He said the when fire crews arrived the fire had taken hold and was burning through the home.
"Our main concerns were the Greek club to the left and private residences to the right," he said.
"Our officers did well with limited water supply in the street of keeping those exposures clear of fire.''
He said the main concerns at the moment were asbestos and the house collapsing.
The Belvedere will be knocked down later today.
The Greek Community of St George, which owns the building, has been told to call in an excavator after a Brisbane City Council representative deemed it unsafe.
Nineteen cars will be hosed down as emergency crews begin the clean-up after a house fire in South Brisbane this morning.
Mr Gorey said asbestos was a major concern for fire crews with the building's roof having collapsed in the fire.
"We alerted police to the distinct possibility this property will contain large amounts of asbestos," he said.
"All our equipment will have to be cleaned properly … we'll be cleaning all the trucks and vehicles on the street."
Other homes on the street will also be hosed down to limit the potential of asbestos poisoning.
Residents have been told to close their windows and take necessary precautions.
Fire investigators have been called to the building.
Mr Gorey said the house was known to fire authorities and they had been called to minor fires there over the years.
"There are some people who have been living here illegally over the years, he said.
The Belvedere building at 27 Edmonstone Street is more than 125 years old and once inspired prize-winning Brisbane writer David Malouf.
It is understood the Greek community applied for the building to be demolished in 2010 but after a legal battle, it was decided the historic building would be restored.
Since then, it has been boarded up and been the haunt of squatters, although there was nobody in the house when the fire took hold.
There were fears that the fire could threaten neighbouring properties, which include the Greek Club and a sprawling, renovated colonial home.
Greek Club Vice-President Michael Anastas said it had been a morning of shock and awe.
He said he had been at the site since 7am and his first priority was to work with police and fire crews and ensure no one was inside.
"The (Greek) Community has taken immediate precautions and shut down our services on the advice of the fire brigade," he said.
Their services include the Greek Club next door to Belvedere, their church, child care, aged care, respite care and disability and youth services.
He said the use of the building and land was the subject of legal proceedings.
"(Brisbane City) Council had rejected an application for demolition during the past 12 months," he said.
"We're currently actively involved in discussions with the Council to discuss options for the retention of the property ans to maximise the benefits to the community for its services and needs - not just the Greek Community, the broader community," he said.
When asked if the Greek Community had any plans to develop the property, Mr Anastas said development "was not the appropriate word".
The head of the National Trust in Queensland, Stewart Armstrong, said: "It was extremely disappointing because we've seen the quality of the interior.
"It's one of a fine set of late 1880s residences on that street and it had many opportunities for future use.''
He said there was an application to demolish the building and the National Trust had been involved in fighting it.
He said he couldn't comment on it as it was still going through the courts.
But they had been looking at ways the building could begin a new life.
"There seemed to be realistic ways of finding a future for this building," he said.
He said the building's exterior appearance was due to a 1930s refurbishment where it was turned into flats but the inside still retained its turn of the century grandeur.
"There's a beautiful cedar grand staircase just inside the entry hall and that was quite magnificent, "he said.
"The lower rooms had high ceilings and ornate timber fire places."
He said the house had belonged to very well connected people in the early 20th century and had been host to dances and family wedding receptions.
Neighbour Chris Griffin said he was woken by the incessant buzzing of helicopters overhead.
Then he heard sirens and the power went off.
"The next moment I could feel the heat coming from next door," he said.
"From our balcony we could see the centre of the house was raging out of control.
He said the house had always been abandoned although there may have been squatters from time to time.
Judith Brough owns a heritage listed house nearby and said as soon as her husband saw smoke he said "I bet it's Belvedere".
"It's been neglected for such a long time and I understand there were squatters in it," she said.
She said the building had been a hospital at one stage and was quite significant to the area.
"It doesn't look a great deal from the outside," she said.
"Inside it was quite remarkable."
She said there were polished timber floors and fire places.
"It's another piece of history gone," she said.
Lord Mayor Graham Quirk said he was disappointed the Belvedere had been destroyed, especially after plans were announced by the Greek community earlier this year to restore the historic building.
"In 2010 I stood outside this important part of Brisbane's heritage and declared Council would oppose any attempt to knock it down," Cr Quirk said.
"It's very sad news for the local community and the broader Brisbane community that this precious and historic building has been destroyed by fire."
Council refused an application in March 2010 to demolish the building which is on Council's Heritage Register. The decision was appealed and is currently before the courts.
Originally published as Suspected arson destroys landmark


text:
RT Distance: 14 miles
Elevation Gain: 5200'
This is a strenuous hike, but it rewards you with a visit to Sandbeach Lake and fantastic views of south sides of Longs Peak, Mount Meeker, and Pagoda. Begin at the Copeland Lake Trailhead. To get there, drive a little over two miles north from Allens Park on Peak-to-Peak Highway. Make a left at the well-signed turnoff for the Wild Basin area of Rocky Mountain National Park. The trailhead is just to the right of the entrance station, and there's a large wooden sign there that reads "Sandbeach Lake Trail."
Hike 4 miles on the trail to the unique Sandbeach Lake. Key landmarks along the way include a junction with the Meeker Park Trail at 1.2 miles and the crossing of Hunter Creek (there's a nice footbridge) at 3.0 miles.
NOTE: An alternate route exists that
Route Description
From Sandbeach Lake, the real fun begins, and I can almost guarantee you'll find complete solitude. I highly recommend a map and compass, because you'll be bushwhacking for about two miles to reach the basin surrounded by Pagoda, Longs, and Meeker. Bushwhack north from the lake. Initially, the bushwhacking isn't so fun. Be prepared for some large boulders and a lot of deadfall (but maybe you'll pick a better route than we did!). You'll crest a very minor ridge leading from Mount Orton, and at this point you'll want to point more to the northwest because your next major landmark is the unnamed lake at 11,200'. As you get nearer Hunters Creek, the bushwhacking gets a lot easier with a lot of open space between the trees for much of the way. Once you come across Hunters Creek, which drains the lake you're headed to, it will aid in your orienteering. From the lake, be sure not to head northwest because this will take you to Keplinger Lake, and you'll be in the basin west of Pagoda instead of the correct one that's east of Pagoda.
Continue the bushwhack northeast. The area becomes choked with willows beyond the lake, and you may wish to retreat to higher ground east of here to avoid them. Start heading in a more northerly direction and take in the views of Meeker, Longs, and Pagoda's impressive south ridge. This is a magical basin. At 12,000' once you're past a rounded buttress, you'll turn northwest, and the route to the Pagoda/Longs saddle becomes obvious. Climb loose talus and scree for 1000' up a gully – the only cut through an otherwise continuous cliff band – to the saddle which lies at 13,100'. From the description Kane provides in his Northeast Face route, this climb sounds as nasty as climbing the scree from Glacier Gorge to the same saddle. Turn left and climb 400' to Pagoda's summit, where the view of Longs will knock your socks off!
With a car shuttle waiting for you at Bear Lake or the Longs Peak Trailhead, you can turn this hike into a major cross-country affair. Use your imagination, and have fun!
Essential Gear
Bring a map and compass! As a spring season climb, this route would require a high camp for all but the most god-like among us. I know nothing of when the conditions in the area would be best for a snow climb, but it could make the 1000' ascent to the Longs/Pagoda saddle less aggravating.


text:
Starcraft II: Heart of the Swarm
FAQ/Walkthrough by AdvsInfinity
Version: 1.2 | Updated: 08/24/13 | Search Guide | Bookmark Guide
Table of Contents
- Copyright Information
- Version History
- Author's Note
- Zerg Gameplay tricks/Terminology
- Multiplayer Changes from Wings of Liberty
- Introduction
- Campaign Walkthrough
- 1. Lab Rat
- 2. Back in the Saddle
- 3. Rendezvous
- 4. Harvest of Screams
- 5. Shoot the Messenger
- 6. Zergling Evolution Mission
- 7. Enemy Within
- 8. Roach Evolution Mission
- 9. Domination
- 10. Fire in the Sky
- 11. Old Soldiers
- 12. Baneling Evolution Mission
- 13. Waking the Ancient
- 14. The Crucible
- 15. Supreme
- 16. Hydralisk Evolution Mission
- 17. Infested
- 18. Hand Of Darkness
- 19. Mutalisk Evolution Mission
- 20. Phantoms of the Void
- 21. With Friends Like These...
- 22. Conviction
- 23. Swarm Host Evolution Mission
- 24. Planetfall
- 25. Ultralisk Evolution Mission
- 26. Death From Above
- 27. The Reckoning
- Master Swarm Campaign Achievment List
- Story Mode
- Kerrigan
- Umoja Missions
- Char Missions
- Kaldir Missions
- Zerus Missions
- Skygeirr Missions
- Space Missions
- Final Missions
- Mastery
- Credits
Copyright Information
Exclaimer: I do not own any property of the game, and the views and beliefs expressed in-game do not necessarily represent my own.
This text document is Copyrighted under me, Thomas A Halter Jr. This document cannot be rerecorded or hosted anywhere without my consent. I have given my consent to host my document to: Gamefaqs.com. As of the posting of this FAQ I do not wish to have my FAQ hosted outside GameFaqs or otherwise outside the GameSpot network. Any reproduction without my consent will be prosecuted to the fullest extent of the law in any case of copyright violation.
Any characters, licenses, and/or software and other copyrighted objects are copyright under their respective owners and entities. Starcraft II: Heart of the Swarm and its associated characters are property of Blizzard Entertainment and it's respective entities.
Version History
Version 1.00 3/16/13
- Initial Walkthrough Outline created
- Gamefaqs Markup mechanics implemented
- Copyright information created
- Table of Contents created
- Version History created
- Author's Note created
- Intro created
- Walkthrough created
- Zerg Tricks/Terminology created
- credits Added
Version 1.10 3/18/13
- Minor spelling/grammar errors fixed
- Minor formatting errors fixed
- Some sections rewritten for clarity
- Multiplayer Changes from Wings of Liberty added
- Master Swarm Campaign Achievement list added
Version 1.11 3/18/13
- Minor formatting errors fixed
Version 1.2 8/23/13
- "Missing Link" achievement added to Mastery Achievements
- "Missing Link" strategy added to walkthrough
Author's Note
I purchased a copy of Starcraft II: Heart of the Swarm on the U.S. release date of 3/12/13, and I played the campaign mode and writing the walkthrough as I experienced the game for the first time. The purpose of this is to provide a walkthrough that does not spoil the events ahead of the text, provided the reader doesn't skip ahead missions.
That being the case I will most certainly miss hidden collectibles, easter eggs, or other valuables throughout the first iterations of this walkthrough. I would be absolutely ELATED for the GameFaqs community to help fill in the gaps and I will of course be abiding to GameFaqs's golden rule of giving credit to my help. Simply send me an e-mail at firstname.lastname@example.com to give me the information you wish to provide. The only caveat to this is I will not include creative content that I cannot credit to someone. So if you are giving me a suggestion for a strategy for a mission or challenge please give me a GameFaqs username I can credit or the content will NOT be added to the game.
As far as my experience with Starcraft goes, in order to give a background to my validity writing this walkthrough, I have played Starcraft I casually for a couple years before getting Starcraft II: Wings of Liberty and playing competitively for the first time alongside the campaigns. For those of you that are curious as to my skill level, I have practiced up to a Silver level 1v1, 2v2 and 3v3 as well as a Gold level 4v4 primarily playing as either Terran or Random (This was during the last ladder season before Heart of the Swarm launched). Now to argue for my walkthrough before everyone dismisses the lowly silver player, I have beaten the Wings of Liberty Campaign fully on Brutal Difficulty and I definitely think it takes a different capacity to overcome campaign challenges than it does to be proficient at multiplayer. If you wish to see my profile in game I go under the username "AdvsInfinity" where you can see my rankings and campaign achievements.
I will be writing this walkthrough at this time of me being a Silver player and I will be providing strategies for Brutal difficulty to ensure that my walkthrough will apply to a reasonable amount of skill without having to be a Platinum or Diamond level Starcrafter. Starcraft II campaign or not you still need to understand basic strategic concepts like the build order, macro, micro, and planning but when going through the campaign it is more of using the tools available to you to overcome a challenging problem whereas in Multiplayer it is much more about strategies and counter-strategies. The walkthrough will be written with all of this in mind and this is the background that's going to inform the in-game decisions like upgrades and progression.
This is going to be my sixth guide as well as my tenth contribution to GameFaqs overall, including reviews. Also, this is going to be the first time I will have written a walkthrough in GameFaqs's "Formatted FAQs" style and I am pretty excited already writing this and not having to worry about line length and being able to include my own screenshots within the document to help illustrate the strategies I am providing. I will also be submitting a user review and then I plan on providing an achievement list if GameFaqs will support it, if not it will be here all the same.
For those of who interested on what other guides I've written they are Dark Void, Army of Two: The 40th Day, Aliens Vs Predator (2010), and Dante's Inferno (my FotM winner). On that note I'd better mention that I will not be including a Mechanics section like I have in the past where I explain all the systems of a game for two reasons: the first being that Starcraft II is a Real Time Strategy game and a mechanics section for it like I have done for other games would end up taking up half the document, instead I am going to include a few general Zerg tricks that take advantage of the current systems to make playing the game easier both in the campaign and in multiplayer as well as some of the terminology I will be using throughout the guide. If you want a full explanations of all the game's systems go to the in-game tutorial section as they give a pretty comprehensive overview of the bare mechanics much better than I ever could in text format. To access this tutorial click "Menu," (which, at the time of writing this was in the bottom right corner) and then select "Help," you should be brought to a screen with various help functions and at the top is a button labeled "Launch Tutorial" and that will bring you to the main video tutorial menu.
Now one thing to keep im mind for my walkthrough is that I will be primarily focusing on strategies and methods that succeeding in getting me either the Brutal difficulty completion or Hard difficulty Mastery achievement. You can also obviously apply these methods to beat each mission at lower difficulties if you wish, just keep in mind that because you might be doing that some of the things I suggest may seem like they are overcompensating/overkill for the challenges you'll face.
Zerg Tricks
Note: I expect this to be the section that has the most reader-expanded section with people sending me more tips and tricks, just be sure to give me a GameFaqs username to attach to it!
Fast Larvae Inject
This is the way I have learned to use your Queens and be able to use their "Spawn Larvae" ability on all of your hatcheries at the same time: the key comes with the fast that (by default) the "Center Camera on main base" button is bound to the Backspace key. Pressing this key once centers your camera on your first base, then pressing it subsequent times cycles through your bases. Now, provided you have at least one queen at each base with enough energy to spawn larvae, this should work without much issue
1. (Make sure all of your Queens are on the same control group by the way) Press the control group key you created for your Queens.
2. Press "V" or whatever your hotkey is for "Spawn Larvae" depending on your setup.
3. Press "Backspace" to focus on your main base, do not scroll or adjust your camera at this point.
4. Press and hold "Shift"
5. Click on your base
6. Press "Backspace"
7. Repeat 5 and 6 until all of your Hatcheries have Spawn Larvae working on them.
8. Release "Shift", go along your merry way.
I have found this to be a reliable way to larvae inject all of your hatcheries very quickly, how well this works however still depends on your ability to be vigilant and manage your Queen's energy alongside everything else your doing. One Problem that might happen with this process is if you have less Queens than Hatcheries or if one of your Queens doesn't have enough energy for spawn larvae this will cause another Queen to attempt to move away from her base and move to another one to execute the Spawn Larvae command, so be very careful for runaway Queens when doing this. Some players also like to change the cycle Base hotkey from "Backspace" to "Space" so that they don't have to take the time to move their left hand to make this trick work but that comes down to personal preference, I like keeping controls on their defaults myself so I don't screw anything up but that's me.
Infested Terrans, Burst Mode
More a multiplayer trick, but when you have your infestor hit squad, you want them to do as much damage to a standing army or mineral line as quickly as possible, however when you move them out and you start giving the command to spawn infested terrans you can click as fast as you can but you're still limited to a stream of infested terrans that will be spawning one at a time and your opponent might have enough time to react and defuse the trap. An easy way to remedy this is to shift-queue the infestors moving to a spot then queuing up all of the infested marines:
1. Command your infestors to where you want the infested terran surprise attack, pretty close to where the infested terrans will actually stand.
2. Press the hotkey for infested terran.
3. Press and hold "shift"
4. Spam click near where you've ordered the infestors to go.
5. Release "Shift", go along your merry way.
What you will get from this is your infestors will move to the spot you have specified and then spew a couple dozen infested terrans at the exact same time, giving the opponent the least amount of time to react and take the most damage out of your infestor hit squad.
Supply Blocked/Capped: This happens when you reach your supply limit for your Army and is generally something you need to avoid unless you're at the ceiling of 200 supply.
Drops: Usually referring to a tactic involving a unit that can transport other units, for zerg that's the Overlord with the transport upgrade, protoss it's the Warp Prism, and for terran the Medivac. For example if I'm saying to destroy a target with "Roach Drops" I'm referring to transporting roaches to a location with overlords and dropping them at an advantageous location.
Macro: An overarching term referring to economy, production and base-building. To have good Macro is to be gathering a greater amount of resources, consistently improving your base, and being able to consistently develop attacking units.
Micro: Another overarching term referring to the ability to control units during a confrontation to provide an advantage over allowing the computer to handle the action through a process like Attack-moving. To Micro well is to kite melee units with ranged, to move your army mid-fight to have a more advantageous confrontation or backing weakened units out temporarily to win more decisively. One example of this is using, say, a Hydralisk to attack a Zealot and moving the Hydralisk back after each shot so the Zealot can never get into melee range and he can kill the Zealot (This specific form of micro is referred to "Kiting" the Zealot). Micro can save units and let you win fights that you wouldn't win if you simply had the unit A.I. auto-attacking for you.
Shift-queue: The idea of giving a unit a series of commands, so instead of having to tell a unit to move, then have them do what you wanted to do, then going back to control them afterwards you can simply give them all those commands by holding the "Shift" key and lining up all of the commands. This is important in several ways, like giving scouting workers or zerglings a list of places to check, telling SCV's to build something then immediately go back to the mineral line, telling one probe to warp in multiple buildings and then focus on something else. It is a worthwhile technique to include in your regular play.
Control Group: A functionality in Starcraft II that allows you to save a selection of units or structures to a number key on your keyboard and recall that selection by pressing that number. A very crucial tool for players that have learned the fundamentals of Starcraft two along with Hotkeys, you create a control group by selecting units or structures (let's use a few roaches for an example) and pressing ctrl-# where the # is a number key on your keyboard (let's say ctrl-1) and then you can go do something else, like using a Queen to spawn larvae, and then press the number key you used (1 in the example) to automatically reselect all the units you had in that control group (the roaches we selected earlier)
Hotkeys: This is another functionality in the game where every building, ability, or unit has a "hotkey" associated to it. One example of this is the hotkey for "Zergling" is "Z", so instead of having a larvae selected and clicking the Zergling icon on the bottom right you can have the larvae selected and press "Z" on your keyboard. Using hotkeys for making units, structures, and using abilities is generally accepted as simply the faster way to produce units and structures and combined with control groups are essential to extremely fast play.
Saturation: Refers to the level of workers at a base, "Full saturation" of a base usually means that each gas geyser and mineral node has at least 3 workers harvesting, essentially meaning that particular base is running at peak efficiency before adding more workers would start giving substantially diminishing returns. "Over saturation" is another term used for when there are far more than 3 workers per resource node at a base, and is usually a very inefficient way to use workers. In Heart of the Swarm a counter is displayed overlaying the base to show saturation as a faction, i.e. 13/24 would be 13 workers at a base that would need 24 workers to be considered "Fully saturated."
Surround: Mostly referring to Zerg (more specifically Zerglings), but is a concept that applies to every melee unit practically, is the ability to get "the Surround" or a full saturation of your melee units around an opposing army. This is the goal for the most efficient melee damage without having, say, 20 zerglings running around the confrontation trying to find an opening to run in and attack.
Concave: Similar to "The Surround" but applies more to everybody and their ranged units, "The Concave" refers to having your units having enemy units surrounded in a small arc. In contrast, the units that are being hit by a good "Concave" are caught in the inverse "Convex" although it is more accepted to refer to the team with the advantage having a good "Concave" rather than refer to the team with the disadvantage being caught in a "Convex." Generally speaking, if two equal teams of units were to be caught in this situation, the side that is in the "Concave" formation will come out on top.
Proxy: A "Proxy" refers to building a structure more nearby to your opponent as opposed to building that structure within the pseudo safety of your own base. Applies more towards Protoss and then Terran, one common "Proxy" strategy you will see will be in multiplayer where Protoss players build a "Proxy Pylon" near an enemy base so they can warp in units at that pylon rather than build them at his own base and have to run all the way across the base. It is also common to see strategies like a proxy Barracks to build units right at the enemy's doorstep.
Scouting: In starcraft "Scouting" is used as a generalized term for the information you have on an enemy's base. Good scouting means you saw the opponent's buildings or units. Typically in multiplayer matches it is common to send a "Scouting Worker" early in the match to get scouting information on your opponent.
Macro-Hatch: For Zerg play specifically, a Macro-Hatch is a second Hatchery built nearby to another functioning base (usually the first base) who's purpose is purely to provide more Larvae with which to make more units more quickly.
Studderstep: Applies mainly to ranged units, most commonly Terran Marine/Marauder groups: it is the idea of micro'ing so that the units will fire a ranged attack, step forward during the time you would have to wait to fire again, and firing again. Doing this well repeatedly allows an army to move, even slowly, without suffering a serious hit to their damage output. Again this is most common for Marine/Marauder groups due to their high rate of fire allowing a reliable damage rate while moving.
Multiplayer Changes from Wings of Liberty
Side Note: Take heed that these changes are current as of 3/18/2013, and are subject to change by Blizzard balance patches. If there has been a recent patch this list may not accurately reflect all of the units described.
Many changes were implemented to the existing Wings of Liberty structure, and anyone who wants to play competitively and played Wings of Liberty to any degree will want to note these changes:
- The Protoss Mothership no longer has the Vortex ability and was replaced with Timewarp, the mothership Core ability that slows down enemy units inside the field. The Mothership can also be made by upgrading the Mothership Core as well as being produced from a nexus.
- The Protoss Void Ray had its supply cost raised from 3 to 4, preventing Protoss players from getting as many of them at once with the same amount of supply. Their ability to become "Fully Charged" after attacking consistently for a short period of time has also been removed, and instead replaced with the ability "Prismatic Alignment" which allows it to become "Fully Charged" for 20 seconds and allows it to do more damage versus armored units only.
- The Protoss Phoenix has had a small range increase as well as an upgrade called "Anion Pulse Crystals" which allow its range to be increased further.
- The Protoss Carrier can move while its interceptors are attacking, they will return to the ship if the ship itself gets out of range of the target.
- The Protoss Dark Shrine structure had it's building cost changed from 100 minerals and 250 gas to 150 minerals and 150 gas.
- The Protoss Sentry now has the Hallucinate ability without needing to research it at the cybernetics core.
- The Terran Siege tank no longer requires the Siege tech research to deploy into siege mode.
- The Terran Ship and Vehicle armor upgrades have been combined into one upgrade at the armory rather than two separate ones.
- The Terran Reaper no longer does increased damage to light units and does not have its anti-structure grenades any more. It also does not require a tech lab so it can be produced two at a time out of a Barracks with a Reactor add-on. They were also given the ability Combat Drugs, which allows them to heal while out of combat.
- The Terran Medivac now has the Afterburners ability, giving it a significant speed boost for a short time and has a 20 second cool down.
- The Terran Thor has had its 250mm strike cannons ability removed, and in its place, added the High Impact Payload ability that converts its air targeted attack from a splash damage attack with lower damage to a higher damage single-target attack. This does not change its ground-targeted attack at all. The Thor no longer has or uses energy.
- The Terran Raven does not need to research Seeker missile any more, and its cost has been reduced to 75 energy. The Seeker missile now takes 5 seconds to activate after being deployed, and will fizzle out of the target goes out of range before it activates.
- The Terran Hellion can now be upgraded with Transformation Servos at the tech lab (Armory required) to transform between the hellion and the Hellbat on command.
- The Zerg Ultralisk now does 35 damage to all units, rather than in Wings of Liberty where they did 15 damage to all units and 20 added damage to armored units.
- The Zerg Spore Crawler can now be built when the Spawning pool is complete, and does not require the Evolution Chamber. It also does double damage when hitting Biological units, this applies to all Zerg air units.
- The Zerg Mutalisk now heals more rapidly than other Zerg units when out of combat.
- The Zerg Infestor's Fungal Growth ability has been changed from an instant-cast ability to a projectile ability, so the projectile will have to travel for a short time before reaching its target and applying the effects.
- The Zerg Hydralisk can now be buffed by researching the Muscular Augments ability to give it an increased 25% speed off of creep.
- The Zerg Burrow ability and Overlord's/Overseer's Pneumatized Carapace can now be researched at a Hatchery rather than requiring Lair tech.
If it isn't already obvious, Starcraft II: Heart of the Swarm is dual parts expansion and sequel to Wings of Liberty and this walkthrough is going to be written informed by the Wings plot. Obviously if you don't want spoilers to the Wings campaign... well... you're one expansion too far ahead, play Wings first, I know you have it because it is required to play Heart of the Swarm so go do it!
Here's going to be where we pick up the plot left behind by Wings, you have been warned:
SPOILER! Highlight to View
We left Jim Raynor after his assault on Char, having successfully constructed the Xel'Naga artifact and used it to destroy the zerg presence long enough to retrieve the somewhat uninfested Sarah Kerrigan (her hair could definitely use some work, depending on perspective) and take her off-planet. With all the rich Starcraft History behind her we obviously can't expect to keep Kerrigan away from her little Zerg pets for long and she definitely has a lot of motivation to hurt just about everyone.
Campaign Walkthrough
So now it's finally time for the part most people will probably skip right down to, the walkthrough. I will be including primarily collectible locations and base normal/hard strategies to begin with and then I will work on adding Brutal difficulty strategies and Achievement guides immediately after. If I missed anything that you've found please e-mail me at email@example.com and it will be updated, I will not accept anonymous contributions for creative tips and strategies so please include your GameFaqs username so that I may properly credit you.
1. Lab Rat
The primer mission intended to get you in the mood to control some disgusting zerg-bugs, this mission is pretty easy and simple even on Brutal difficulty.
- Select Drone
- Mutate Hatchery
- Harvest Minerals (0/300)
- Morph Overlord
- Mutate Spawning Pool
- Morph Zerglings (0/6)
- Destroy Gas Turrets (0/3)
- Destroy the Eradicator
Bonus Objectives:
- Release Zerglings from Pens (0/3)
Lab Rat: Complete the "Lab Rat" Mission in the Heart of the Swarm Campaign
Mighty Mouse: Destroy 35 Sentry Bots in the "Lab Rat" Mission
Rat Race: Complete the "Lab Rat" Mission in less than 10 minutes on Normal Difficulty
Mad Dash: Destroy 3 Factories in the Lab Rat mission in less than 10 minutes on Hard difficulty. (Mastery Achievement)
Brutal/Rat Race Strategy:
This mission really is a pushover if you have a basic grasp of hotkeys and control groups, and even if you don't the Rat Race achievement can be obtained on as low as Normal difficulty there shouldn't be much of an issue. For this first part of the guide I will be walking through obtaining the "Rat Race" Achievement on Brutal Difficulty, as it can be done rather reliably without too much effort.
To start crown prince Valerian is going to want you to play along in his test and will instruct you to take a drone, build a hatchery, an overlord, then a spawning pool. Make one more overlord before the spawning pool and feel free to make extra drones in between instructions for a faster time, just don't bother going any higher than 11 or 12 drones mining the test chamber minerals because you really don't need much more than that for the obstacle ahead and you want a faster time anyway. After the spawning pool is done Valerian will want to end the test but Kerrigan is still game for more, and decides (instructs you) to make zerglings. Provided you have the 10-12 drones you want, just start spamming zergling production now (this is pretty much the macro for the rest of the mission). For the Brutal Rat Race endeavor I suggest definitely putting your Hatchery on a hotkey and updating the rally point to several of your zerglings after every room or two.
Kerrigan now will want to prove a point that the Zerg aren't all that keen on being controlled, and you are tasked with causing general havoc in the testing space. Remembering to constantly press your hatchery hotkey and produce more zerglings throughout the entire mission, start by grabbing your cuddly friends and immediately attack-moving to the southeast. You'll wreck a few sentry bots and free more zerglings. Keep the momentum going and when you arrive on the far end of the bridge immediately rush down and kill the sentry bots and generator to release more zerglings. It should be worth noting at this point that as long as you keep a couple dozen zerglings at all times you should be golden for the whole mission. It is also worthwhile to run your zerglings somewhat past the Sentry Bots, just enough for them to be on the far side of them, before attacking just to get a more efficient surround on them since you're working with melee units after all.
At this point attack-move your main bunch of zerglings up to the second generator (Just use your minimap to give the attack-move command and click on the yellow ping on the middle-right) and then gather up the zerglings from the pen you just opened and any stragglers from your hatchery and give them the same order, adjust your hatchery's rally point as needed. Before your zerglings reach the ping they'll run into more bots and a factory to deal with, afterwards order them across the bridge to the upper left to fight more bots and a few turrets.
Now, the next room will have three gas turrets that will slowly damage all your zerglings while inside the room. What I suggest is don't be like me the first time and kill them one at a time, but order your zerglings to attack one, deselect 6-8 lings from your selection, order them to attack the next one, deselect 6-8 more lings and then order the rest to attack the far one. The result should be them all dead within several seconds depending on your speed.
Next attack move to the lower right towards the generator and of course destroy the generator to get another boost in zerglings. Follow this up by attack moving up to where the third and final yellow ping is on the minimap. If you have been keeping on top of your zergling production at you should have 2 or 3 pages of lings in your selection. Note, if you are just replaying the mission to get either the Rat Race or Mad Dash achievements, go ahead and turn right at this point, if you still have 40 or so zerglings you should be able to manage easily enough. For the Mad Dash Achievement, destroy the Sentry bots (But not the Eradicator) then send half of your zerglings to each factory, once they're both dead, provided you were fast enough, you should get the achievement.
When you arrive in the room with the last generator kill the sentry bots in front, then attack move down to past the generator then split off half the zerglings to attack to the left to clean up all of the sentry bots and then attack the generator for the last of the zerglings. At this point you have probably gotten the "Mighty Mouse" Achievement. Last thing is to kill the eradicator, order your lings to attack-move into his room on the top right and they should take care of him in no time flat.
If you don't get the Rat Race achievement on the first try, just bump the difficulty back down to normal and knock it out of the way. If you're fast enough it is indeed possible to get all of the achievements and the bonus objective as well as Brutal Difficulty completion all in one fell swoop. You may need to do multiple runs to get the Mastery Achievement, Mad Dash, however as this method doesn't leave much time to kill the factories behind the Eradicator AND the Eradicator itself.
2. Back in the Saddle
Turns out Mengsk wasn't all too happy about his son and Raynor leaving Kerrigan alive, and he's come to crash the party. Time to high-tail it outta here!
- Get to the Sublevel Door
- Defend Sublevel Door
- Escape the Sublevel
- Defend Tram Engines
- Reach the Spaceport
- Destroy the Archangel
- Kerrigan Must Survive
Back in the Saddle: Complete the "Back in the Saddle" mission in the Heart of the Swarm campaign
Full Throttle: Prevent the Dominion from destroying a Tram Engine during the Tram Ride in the "Back in the Saddle" mission
Brutal Legend: Don't take damage from the Archangel in the "Back in the Saddle" mission on Normal Difficulty
Nick of Time: Complete "Back in the Saddle" with more than 40 seconds on each lockdown on Hard Difficulty (Mastery Achievement)
This mission is still straightforward, though now you're controlling Kerrigan (and not Jim Raynor too, though that confused me at first, he's just following you.) and fighting some tougher enemies so you can't be as reckless here as I was during Lab Rat. Just take some care and don't go running into peril and for the most part you should be completely fine. There's only one timed achievement (the mastery one) so everywhere else you can take your time.
Begin by running Kerrigan down the walkway and then she'll instruct you to use Kinetic Blast on a nearby enemy marauder, Kinetic Blast does 300 damage so pretty much it's your one-hit kill/single-target damage engine. The next few attacks down the walkway are simple enough, feel free to use Kinetic Blast as much as you want, there's not much issue of losing energy on this first level. After helping the Umojan soldiers fend off a couple ghosts pick up the hp/energy cube and keep running.
Up ahead Kerrigan will have you demonstrate Crushing Grip on a group of dudes, afterward run forward and a couple drop pods will land units near you. Just queue up a Crushing grip and aim it at where the drop pod is landing, letting it fly when the units emerge. You may want to hold back just a couple seconds from the first drop pod to the second just to have Crushing grip help you with the second group. After the third drop pod you'll be stuck in a room with some other soldiers and a heal cube. Take the cube immediately (it will respawn by the time more action happens) and aim a Crushing Grip at the left door. A bunch of zerg units will start funneling through, and on brutal difficulty a baneling is in there somewhere, you want to Crushing grip the zerg when you see the baneling in the mix then target down the baneling, then use a kinetic blast on a roach. If you're getting hurt you can always pick the heal cube up and walk back towards the door you came from and let Jimmy take the heat, I'm sure he doesn't mind. He's pretty much invulnerable in this mission anyway.
Now in the next level the Nick of Time achievement is available but it takes some patience to get through. The timer itself isn't much of an issue, it's plenty of time to get from one waypoint to the next, but if you want the achievement you need to be ready to take a few risks. The first segment isn't that bad, push up through the firebats and marines fighting the zerglings and roach then proceed to the hydras fighting the marauders, just make sure the hydras don't focus Kerrigan down. Up ahead is the next waypoint and here's where it gets tricky because you've got to manage your time in each encounter. Around the next corner a group of zerglings, a baneling, and a roach will come at you, I suggest using crushing grip on the zerg/baneling and auto-attacking the baneling and then right when he's dead (in like one shot after the Crushing grip) throw a Kinetic blast at the Roach and start running, ignoring the zerglings that might still be alive.
In the next room there's a couple more zerglings, aggro them and studderstep Kerrigan a bit so her and Jim quickly kill the zerglings and you move forward far enough to see the Ultralisk trying to break the debris to attack you. Throw another kinetic blast at the ultralisk and auto-attack him but watch the health on the debris, you want to manage it so you kill the ultralisk and he destroys the debris at nearly the same time, so you can keep running forward. Around the next corner shoot the Marauder or marine to aggro the ghost behind them then crushing grip them all when the ghost groups up with the other two and keep running, picking up the heal/energy cube on the way. Below you'll find an ultralisk and a couple zerglings, use crushing grip on them all and then kinetic blast on the ultralisk. Again you want them to die right around the same time the debris does. Quickly keep running down and kinetic blast the next debris ahead of you and rush to the beacon. The timer is kind of finicky here so you'll want to run past it at about 0:41/0:42 or else the transition to the next segment will be too long and it will actually count as 0:39.
The last segment is easier than the last but you still need to pay attention, up ahead there will be a group of units with a medic, crushing group them all, auto-attack the medic, then kinetic blast one of the marauders. Step on the smaller beacon and you will see the room ahead with a siege tank, a couple goliaths, and a bunch of marines and you have a choice of either poisoning the room (which will leave the siege tank and goliaths) or releasing zerg units (which will leave several roaches and zerglings all with half hp). I prefer using the gas method because dealing with all the zerglings and roaches, even though they're weak is very time consuming. So gas the place then immediately run in and kinetic blast the tank, auto-attack the nearby goliath, kinetic blast the second goliath, and finally run up the ramp on the other side and crushing grip the group of marines and medic on the other end. At this point there's a marauder and marine ahead but there's also the beacon, so due to time constraints ignore the enemies until you've registered leaving the lockdown area by stepping on the beacon. You'll be notified immediately if you got the achievement, if not, load back one checkpoint and try again, that middle segment is definitely the trickiest.
Up ahead past some dudes you'll find the next waypoint, this will start the Tram Ride sequence. Now, it feasible to get the Full Throttle achievement on Brutal but you can knock the difficulty down if you just want the achievement. Periodically Vikings, Wraiths, and Medivac/Firebat drops and on Brutal there's one heal/energy cube that will continually respawn on the tram, instead of two so manage your energy. You'll want to use your Kinetic Blast and Crushing Grip powers quite liberally here to keep all the engines alive, your Umojan allies are also pretty competent at killing the enemies when they're all bunched up so if you see them all attacking one pair of wraiths, you and Jim should head to the other side of the tram to hit other threats. Your minimap will be your best friend here for picking off units and getting into position before they actually start firing at the engines.
In terms of the achievement, the wraiths are really what's going to do you in, there's also one segment halfway through where 3 vikings will land in the back of the tram the medivacs aren't much of a threat but you do want to kinetic blast them before they get to the tram so that you have more time to focus elsewhere. Just use all of your powers liberally and grab the heal/energy cube whenever it's convenient. The end of the segment is marked when a Medivac comes in and drops a Kinetic blast target, err, I mean tank... near the rear of the tram.
On the other end of the tram you'll have to fight through a couple more groups of dominion infantry, nothing special, before moving on to fighting the Archangel (now I wish I had THOSE vikings in my Terran games!). It's also pretty feasible to get the Brutal Legend Achievement here on Brutal as well, it just takes some patience. Firstly when the fight starts don't immediately line up with the other soldiers auto-attacking it, as Archangel will open up with a machine gun volley along the cone of soldiers, instead stand several feet to either side of the line and start wailing on him. He will then start firing a series of missiles, every other missile aimed at your feet. You have enough time to see the aiming reticule and move out of the way and possibly get a Kinetic blast in between the missiles at are aimed at you.
Eventually he will fly up and drop-pod some troops on you. They aren't all that threatening but you'll want to avoid the line marking Archangel's bombing line if you want the achievement. Now don't stand near the bridge where you started because he will discharge electricity and damage you if you're too close to where he lands. He will then land on the bridge where you started the fight and fire a cluster of missiles on either the left or right side of the field. You can stand in between aiming reticules and miss being hit despite being in the middle of the fire zone but this is finicky. The more reliable method avoiding being hit is to stand in the middle then move to whichever side isn't being fired on and just continue attacking/kinetic blasting him.
After enough damage he will fly into the air again for one more run of drop pods and bombing lines before landing again in the middle. Again make sure to avoid standing near where we lands and getting hit by the discharge. This stage he simply fires a block of missiles in the direction he is facing so it is pretty easy to stay near him (AFTER he lands of course...) and side-step the bombing areas and just beat him into submission and end the mission. It's worth mentioning that while it's easier to damage him on Normal difficulty it doesn't actually lessen the missile arrays he attacks with so you will have just as annoying of a time dodging the missiles, attempting to never be hit, on Normal as you would on Brutal.
3. Rendezvous
The fate of Wings hero Jim Raynor after his encounter with nova is up in the air, and Kerrigan does not approve. We follow her back to the surface of the planet in her search for Jim when she finds a Drakken pulse cannon threatening to own the Hyperion when Horner wheels back around to try and pick up Jim.
- Hold Out for Reinforcements
- Destroy the Drakken Pulse Cannon
Bonus Objective:
- Rescue Trapped Swarm Queens (0/3)
Rendezvous: Complete the "Rendezvous" mission in the Heart of the Swarm Campaign
First Strike: Destroy 15 enemy structures before Naktul's forces arrive in the Rendezvous mission
Zerg Save the Queen: Rescue all trapped Swarm Queens before Naktul's forces arrive in the rendezvous mission on Normal Difficulty
Premature Evacuation: Destroy all Dominion Structures in the "Rendezvous" mission before Naktul's brood arrives on Hard difficulty (Mastery Achievement)
One note before we start this mission, those of you that are familiar with the Wings of Liberty Queen unit will want to note this: the Queen that's introduced in this mission is NOT the same Queen you see in multiplayer that's essentially a macro unit. The Swarm Queen does not have the spawn larvae ability, takes 50 gas each to make, has a more repetitious healing ability, and does not suffer such an atrociously slow speed-penalty off of creep. Because of this the Swarm Queen will be used as an army unit in this map because, frankly, the map does not really favor doing the achievements with pure zerglings with all of the air units, hellion/hellbats, marines, and siege tanks. I will still be using zerglings because the Queens will need a buffer to be super effective and they will still fill a fast moving melee/cleanup roll. Just realize that the lings will die super quick and Swarm Queens will be the staying power.
One thing to keep in mind is the Swarm Queens are rather clunky and, paired with being rather short ranged, will need to be micro'ed to make sure the queens in the back of an army are actually attacking rather than trying to run around to get into range.
Brutal Strategy
Alrighty, now is when things get a bit more serious. You start with Kerrigan (the same version you used in the last mission) and the beginnings of a base. Periodically throughout the mission the Terrans will send waves of marines, marauders, hellbats, wraiths, banshees and even thors near the end for you to fend off until Naktul's reinforcements arrive. For this mission, unless you're a total baller and can macro/micro like a champ I suggest getting the Brutal difficulty completion and Achievement completions in two separate runs. On Brutal difficulty, to win the simple way, drone up heavily and get your spawning pool first, then add spine crawlers to either side until there's four or five at each side then stick a couple more spore crawlers next to the one preplaced for you. During this time have a Swarm Queen (slightly different from the multiplayer Queen unit you might be familiar with) being produced at all times. Once that's done create both an extractor at the gas and a macro Hatchery next to your main hatchery and drone back up to full saturation, all the while constantly producing Swarm Queens.
When fending off the terran attacks, make full use of Kerrigan's abilities, use Kinetic blast to punch out annoying units like wraiths, marauders, and medics as well as use Crushing Grip as an area of effect stun to help your Swarm Queens and spine crawlers deal with the opposition more easily. With this method we aren't going to worry about trying to save the trapped Queens until after Naktul's reinforcements arrive.
After all the base preparation is done all that's left to do is just keep making Queens and use the extra larvae now for zerglings. Try to put in the time to get the attack or defense upgrades from the preplaced evolution chamber as it will help but it's not critical.
Naktul's reinforcements will arrive soon after the attack with thors and when that occurs you will get a serious boost in units as well as the terrans will cease their attacks. Rally your hatcheries to Kerrigan and grab all your stuff and move out now (press f2 for a convenient way to select your whole army). Keep producing Queens and zerglings and head to all three caves to retrieve the trapped Queens and zerglings. At this point in battle use Kerrigan again to cast Crushing Grip as an area of effect stun and use Kinetic blast to quickly knock out the tanks you will be encountering. Naktul's reinforcements will keep appearing as you progress until Naktul herself appears near the cannon to help destroy it.
Achievement Strategy - Hard mode
This time we're going to set Kerrigan in the spotlight doing most of the early work. Also note that getting the Premature Evacuation achievement does NOT include the terran structures on the other side of the bridge where the cannon is. The set up is similar to the Brutal Strategy but less turtling. Right when the match starts get your hatchery on a hotkey and spend all of your larvae on drones. Now take Kerrigan and run her to the right where you'll see some minerals to pick up, use those to have a drone back at your base build your spawning pool. Keep getting drones while you run Kerrigan down the ramp to the right and Kinetic Blast the bunker on the other side of the fence. Do some kiting micro against the marines but don't get Kerrigan killed, you can sometimes come out on top if you land a good crushing grip and auto-attack them all down. By this time the terran's first attack will be coming, run Kerrigan back and use Crushing Grip on them when they destroy the first infested building (so the broodlings can get some free shots on them) then back up to your spine crawler and do it again when they get in range.
Once they're dealt with go back down to where that bunker from earlier was, it should have burned down by now and you can crushing grip and kill all the marines nearby and free the Swarm Queen from the cave. Run all of your new units back home. Have you been keeping up on your drones? Well, anyway, now's the time to place a macro Hatchery and extractor. Drone up until you get full saturation, maybe even a worker or two over and then switch production to as many Swarm Queens and zerglings as your income will allow.
While this is happening send Kerrigan up to the left and use a Kinetic Blast on both of the bunkers up there. Retreat her temporarily to deal with any attacks that might be occurring. When the bunkers are burnt down start killing the marines with crushing grip and attacking. If you get too many enemies on Kerrigan at the same time kite them back to the base and attack them at your spine crawler. Next head up the ramp and deal with the Firebat, marauder, and three marines to free the next group of zerglings and Queen. Keep Queen and zergling production going the entire time and grab 4-5 Queens from the bunch at your base (this can work with 3 but it's kind of slow and more risky) and have them accompany Kerrigan and attack up to the right from where you recently freed the last bunch of zerg units. Move back any swarm queens that are too injured to be tanking damage and start whittling down the four factories in that area. Use Kerrigan's Kinetic blast on the tech reactor add-ons to speed up their efficiency and have less units spawning on top of them.
By this time your Queen/zergling army back at home should be getting quite large, provided you have been keeping up on your production (putting your hatcheries on a hotkey and spamming units every once in a while really helps). While the Kerrigan raid party is having fun up north, run your Queenling army up to the right and attack the defense line. The tank there is a priority, but that particular one won't go into siege mode for whatever reason. Have both of your attacking parties start working towards each other into the third cave where a Queen is trapped. This is probably the only time late in the game that a terran attack group might actually run past the Queenling army and attack the base with relatively little defense. Again if you're on top of your army production you should have at least a small group there that can handle it, just keep an eye out.
Once you've freed the last set of zerg units put everyone in one big deathball and start cleaning up all the buildings near the cave and then finally have them march over straight east past the bridge to kill the last set of terran structures that apply to this achievement. Using this method also gets you the Zerg Save the Queen and First Strike achievements retroactively. Then of course Naktul's reinforcements will arrive and you can roflstomp the Drakken Pulse Cannon area with relative ease... or you could be like me and forget to micro your units past the bridge and lose Kerrigan to siege-tank fire (where I managed to not do that on Brutal). Either way, the job gets done.
SPOILER! Highlight to View
Exclaimer: No, I hadn't played any further at the time of writing this, this was just speculation on my part at the time. Hence why this is in a spoiler bubble.
At the mission's completion we're treated to a cutscene where Kerrigan is waiting for Jim when a little zergling with a broken tusk comes up behind her. Her attention is grabbed by the news report as Kate Lockwell announces that Jim Raynor was captured and executed (I don't buy it for one minute, we saw UNN during Wings of Liberty, we know they have about as much trust and credibility as Fox news! ... just kidding, but seriously I don't buy it).
Kerrigan goes into shock and depression and curls up against the wall and the zergling comes up to her, awwww, I think I'll name him "Tusk."
SPOILER! Highlight to View
So after learning of Jim Raynor's execution at the hands of the Terran dominion Kerrigan is definitely pissed.
And everyone knows what Kerrigan does when she's pissed from Brood War!
- Collect Ursadon Matriarch Essence
- Destroy Psi-Link Spires (0/3)
Bonus Objectives
- Kill the Ursadon Matriarchs (0/2)(+1 Kerrigan Level Each)
Harvest of Screams: Complete the "Harvest of Screams" mission in the Heart of the Swarm Campaign
Ice Breaker: Destroy 20 unfrozen enemy structures in the harvest of screams mission
Storm Chaser: Complete the "Harvest of Screams" mission in less than 15 minutes on normal difficulty
Psi-lence is Golden: Complete all objectives in less than 12 minutes in the "Harvest of Screams" mission on Hard difficulty


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Loyola Academy Clinic
The Sky and Loyola Academy hosted a fun youth basketball clinic on Saturday where 50 boys and girls worked with Sky staff and Loyola Academy athletes on their shooting techniques, ball handling drills and various other components needed to give each player the tools to succeed on the court.
The kids were really excited when they got into the gym, said Julie Bielawski, youth basketball coordinator for the Chicago Sky. They listened and took directions really well. It was a lot of fun and I cant wait for our other clinics.
The clinic was open to boys and girls ages 7-11, and after 2 hours of on-court instruction the participants enjoyed a pizza party and a question and answer session with the Sky and Ramblers. Participants in the clinic also had great seats to watch the Ramblers warm-up and beat one of the best teams in Illinois, No. 17 Benet Academy 43-39. This Summer all participants will also enjoy a Chicago Sky game at Allstate Arena.
The Sky will be holding another youth basketball clinic on December 17 at Westminister Christian in Elgin, Illinois. For more information or to register for upcoming clinics visit chicagosky.net or contact Julie Bielawski at 312-994-5990 or email@example.com.


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[Some of this was posted in the 'Call to Eat' thread that has now been archived. My apologies if you already read.]
The clock on the back wall is set for Cairo time. It doesnt exactly have the allure of the Eye of Fatima, but it is a clue: Dig the unpretentious, quirkily cosmopolitan charm of Village Restaurant and Pizza (on 1st Ave. between 2nd and 3rd Streets). It only takes a little exploring to discover that this is not your average pizzaria. In fact, if you come early enough you will see the ladyher head covered by a scarfwho relays casseroles from the kitchen in the back to complete the stewing process in the pizza oven. They're not hiding it, but they're not exactly advertising the fact that this joint is a haven for well-priced Egyptian food. Fish. Stewed Meats (including tripe if you are into that). And more. The specials (6 to 10 dollars) are served with a yummy, toasted vermicelli-interspersed rice combo. (Im assuming the noodles are toasted due to their nice brown color. Could be whole wheat as well.) I wandered in late one night and tried the vegetable soup. It was a tasty meat-free stock, with vegetables, beans and a full flavor that apparently came from butter. Surprisingly flavorful, balanced vegetarian food in what seemed to be a divy hangout (I had, however, noticed a few cabs parked outside, usually a good sign). They told me they closed at 7 am and opened at 10 am. (Now they are OPEN 24 HOURS) Thought it had been a mirage and went back the next day just to see if it was still there. If you go in the evening, it seems like there are usually more specials available. I am a big fan of the stuffed vegetables (Although, they havent made an appearance since the recent renovations). They are inexpensive and generously-filled with a fresh dill-flavored rice that has a great texture and a mellow flavor.
The falafel is tasty, fresh and garlicy. A weird thing is that they serve hot-sauce that is vinegar-based and NOT very hot. A little strange (more like what youd get at Popeyes or KFC)...Byo? The salad garnish is disappointing sometimes: could be crisp romaine one day, but oldish iceberg the next...There went the full falafel endorsement (despite the general availability of nice turnip pickles). At Moustaphas now-closed, eponymous restaurant a few blocks up First Avenue, the salad/garnish was fresh and always contained a great variety of vegetables and textures. (Does anyone know where he is, by the way? He was looking for space in the West Village...or Hoboken maybe. I know he was filling in at Jerusalem Falafel uptown for a while...)
A weekend special I recommend is the cold casserole. Three layers: pasta, lentils and rice, topped with crispy, fried brown onions, and doused with a garlicy marinara-type sauce and salad dressing. Unusual and filling. The small is probably enough (or more-than-enough) for one. Also, the garlic knots are actually pretty amazing and a great cheap eat. They are free of saw-dust parmesan, not soaked in oil like most are, and the crust is crisp and dense. Three for a dollar. I once had an amazing dessert here. I think its called kalufa. It was a slice of an angels hair pasta-type crusted pastry, filled with rice custard. The next time I ordered it, the filling was a syrup or something else too sweet so I never ordered it again. I wish I knew what the rice custard version was called. They have lots of prepared baked goods in plastic containers and little packages. Date cookies? Excuse me, thats a personal question. Well, actually, I like them quite a bit because they are a magical combo of crumbly buttery-richness and sweet, heavy date-richness. A transcendental cookie in my opinion.
Ordering a la carte can be a free-for-all. The guys sometimes overcharge for substitutions--then give me extras on other occasions. Overall the prices are decent however, with a few bargains (like the ½ roast chicken with rice and salad for 5.99). The employees now all sport matching red shirts, giving the place a much more clean-cut feel. It's harder to pretend you are not in New York. Still the benefits of a cleaner, roomier restaurant since the recent renovations (a Bereket-style makeover) are enjoyable. It seems like they are offering fewer specials now, possibly due to current events. Most of the time the TV in the back used to show Egyptian dramas, movies and news. Then CNN. Now the screen is black. Its Hallal of course (and the new take-out menu actually (proudly?) claims that its kosher-style). They are hard-working people serving heart-felt food. Support them.


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