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Police are investigating a robbery that occurred Thursday in the parking lot of a Bed Bath and Beyond.
It happened around 12:45 p.m. at 19205 Biscayne Boulevard in Aventura.
Police said a 73-year-old woman was grabbed as she was reaching into the glove box of her vehicle. They said the suspect punched the woman and stole her Rolex watch.
The suspect was described as a black male, medium height and build, 20-30 years of age with a deep voice. He was wearing a long-sleeved shirt and possibly gloves.
The victim was treated at the scene for her injuries.
Anyone with information on this case is urged to call the Aventura Police Department at (305) 466-8989.
Published at 7:54 PM EDT on Jul 9, 2015 | Updated at 9:30 PM EDT on Jul 9, 2015


text: Just got back from the local verizon and talked to the guy about the incredible. My little sister has an upgrade today and mine is way past due. I told him i was going to get an incredible and needed info on whether there would be a buy one get one free deal. He said most likely there will be a buy an incredible get an incredible free or a droid free. The only problem is i preordered at best buy with the 50$ down thing. Will best buy also be willing to do this as well?

subset: commoncrawl


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>>>Shop Now! Visit our Composers and Schools in Concert: CSIC Library on Sheet Music Plus to buy directly from the publisher.
Chorus Easy
Composer Jake Runestad
I Will Lift Mine Eyes
For SATB. Duration: 4:00
Finding peace in the splendor of the natural world, Mr. Runestad captured that serenity with this work. He carefully shaped the melodic lines to mimic that of a mountainous landscape and the tone colors to the bold hues of where the hills meet the sky.
Buy or rent this score from JW Pepper
Contact CSIC to commission this composer
Composer Rich Campbell
Coney Island
For a cappella SATB choir. Duration 4:00
Often described as haunting, "Coney Island" is a poem written by Pulitzer prize winning American poet Sara Teasdale (1884-1933). To achieve this haunting feeling, two melodic fragments are heard in the opening measures of the soprano part and immediately inverted or mirrored by the basses. The first fragment is built on seconds and returns in triplets in the second half. The other fragment, written in larger intervals, reappears, augmented, in the bass section, then in counterpoint near the end.
Buy this score from Rich Campbell
Contact CSIC to commission this composer
Composer Ruth Elaine Schram
Face of Courage
For SSA Accompanied. Duration: 4:00
*a CSIC commission
Poetic, significant, and memorable, "Face of Courage" is a winsome and energizing piece for students and audiences alike. The storyline incorporates individual lines of text and a melodic motif that the students and composer created together.
Buy this score and parts from Ruth Elaine Schram
Contact CSIC to commission this composer
Composer Lucas Floyd
The Christ Child Lay (a Christmas Carol)
For SATB, oboe and finger cymbals. Duration: 3:37
G.K. Chesterton wrote his poem "A Christmas Carol" in 1900, and in 2012 I wrote my own Christmas carol, setting his text. I revised the piece in 2013 while studying with the great choral composer Conrad Susa. A strophic dorian melody seemed to fit the timeless mood of the poem. Finger cymbals give each verse a sparkle, and a shepherding oboe line weaves between the verses, finally joining the choir for the last stanza.
Buy this score from Lucas Floyd. Score and Part $15
Contact CSIC to commission Lucas Floyd
Chamber Ensemble and Solo Works Easy
Composer Martha Mooke
Short (S) Message (M) Service (S) Hidden (H) Signs (S)
For Voices, Winds, Brass, Percussion, Guitar, Keyboards and Strings. Duration: 7:00
*a CSIC Commission
Inspired by the receipt of a text message — from SMSHS (Special Music School High School) — this unique piece was written for a creative assembly of instrumentation, including keyboards, guitar players, singers and a smattering of orchestral instruments. Texting brings everyone together.
Buy this score from Martha Mooke
Contact CSIC to commission this composer
Jazz Easy
Composer Roger Aldridge
For Mid-size Jazz Ensemble. Duration: 3:00
Salt Marsh Rag has an early jazz feeling and a good amount of humor. It is meant to be fun and something that is distinctly different for performers and audiences. While this rag draws upon American roots music and is intended to sound old, there is a playful juxtaposition of old and new. The score was originally conceived for woodwind quintet and jazz rhythm section. Alternate parts are provided for an assortment of instruments within the range of each wind part. This enables the music to be played by many kinds of instruments.
Buy the score and parts from Roger Aldridge
Contact CSIC to commission this composer
Symphony/Orchestra Easy
Wind Band Easy
Composer Nicole Chamberlain
For Wind Band. Duration 4:00
Hope — a ray of brilliant light that often breaks the most foreboding thundering clouds of life. Rhythm and dynamics weave within this piece to reflect the mindset of those who see the darkness of a situation but whom find a glimmer of hope to hold onto.
Buy or rent this score from Nicole Chamberlain
Contact CSIC to commission this composer
Composer Christopher Caliendo
Spanish Fiesta
For Concert Band. Duration: 9:28
*a CSIC commission
The "Spanish Fiesta" for concert band is structured in simple ternary form. Its material pulls from Spanish, South American and American big band jazz traditions. It is South American in that the larger outer A sections feature the samba – the Brazilian dance with its roots in Brazil (Rio De Janeiro) and Africa. It is Spanish in the sense that it features a baritone sax solo over a repetitious malaguena rhythm. The traditional harmonic chord sequence also is typical of traditional Spanish dance.
Buy or rent this score from Christopher Caliendo. Score and Parts $95
Contact CSIC to commission this composer
Composer Nan Avant
Celtic Winds Suite
The Celtic Winds Suite is a musical journey through Ireland and Scotland, countries within the British Isles. I was fortunate to have visited this beautiful region in 2011 and was very inspired with their music, country and lore. The Suite begins with the Ballad of the British Isles, a lyrical piece with an air of Irish music, melodic tones and a lilting tempo that transitions into a minor key and returns to the first motif, finishing with a grand statement. Gaelic March is a full and sonorous march depicting the bravery of the Scottish heritage with rhthmic structure in 6/8 and distinctive melodies. The Celtic Winds Suite is clearly tonal with memorable themes.
*a CSIC commission
Buy this score from Nan Avant. Score $12 with Parts $15
Contact CSIC to commission this composer


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Many executives back down on cloud adoption due to lack of awareness as well as security and regulatory concerns – causing their organizations not to leverage the flexibility, agility and cost reductions provided by the cloud. Whichever service delivery model your organization prefers (IaaS, PaaS, or SaaS), Advoqt will help you ensure that the people, processes, and technology are in place to protect your assets and brand reputation.
Cloud Risk Assessments
We will assess and test your current cloud security & risk mitigation capabilities. From unauthorized access to cloud resources such as VMs, VPNs, Virtual Desktops and Storage to testing your High Availability & Disaster Recovery processes to safeguard your enterprise from outages, we will go deep and find vulnerabilities' in your cloud along with suggesting security improvements. Our Risk Assessments can be performed either in Hybrid Clouds, Public Clouds and Private Clouds.
Cloud Security Program Design & Delivery
Our team will Design & Deliver a Security Program that will incorporate the technology, people and processes to mitigate your risk related to Hybrid Clouds, Public Clouds and Private Clouds' workloads. Each program implementation is tailored to the clients' needs and counts on a risk-oriented approach that will meet both your enterprise and industry compliance requirements.


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NEMA Dubsmash Contest 2016
NEMA Dubsmash Contest 2016
Thanks for making "NEMA Dubsmash Contest 2016" a big success.. Contest has ended; results will be announced during Christmas and New Year celebrations on January 7th, 2017.
Find this season's Dubsmash entries on our FB page.
First prize in both adults' and kids' categories get a Kindle Fire tablet each !!
Rules and Regulations ::
- ♥ The contest, 'NEMA Dubsmash Contest', is conducted by New England Malayalee Association.
- ♥To participate, contestant(s) will be required to send Dubsmash videos they have made to email@example.com
- ♥Emails should be titled "NEMA Dubsmash Contest Entry" and should have the name, Category(Adult/Junior), Contact Email and Phone Number of the contestant(s).
- ♥ Videos should not exceed a duration of 1 minute.
- ♥ Videos must be created using Dubsmash Application.
- ♥ All entries must be received no later than the last day of the Entry Period, on December 11th, 2016 to be valid.
- ♥ Videos will be published on NEMA Facebook Page on December 12th 2016.
- ♥ There are no language restrictions.
- ♥ Mutliple actors can appear in one video submission.
- ♥ One actor can appear only in one video submission.
- ♥ There will be a separate junior contest for kids 12 and under.
- ♥ All actors in a submission in junior category should be 12 or under.
- ♥ All actors in a submission in adult category should be 13 or above.
- ♥ The winners will be announced during the NEMA Christmas Party on Dec 17th 2016.
- ♥ The top three videos from each category will be played to the NEMA Audience during our Christmas Party on December 17th 2016.
- ♥ The selected videos will be featured on the NEMA Facebook Page and NEMA Youtube Channel.
- ♥ All published videos will be preceded by an announcement from our proud sponsors.
- ♥ A panel of eminent judges will shortlist the top videos and then a winner will be picked by our celebrity judges from the shortlisted videos.
- ♥ Shortlisting will be based on Facebook likes (10%), Creativity (50%) and Acting Skill(40%).
- ♥ It is the responsibility of the participant to share the video and solicit Likes on social media.
- ♥ Contestants have time till December 14th to solicit Likes.
- ♥ First prize in both adults' and kids' categories get a Kindle Fire tablet each.
- ♥ The winner has to be present at the auditorium to collect the prize when announced.
- ♥ NEMA will also announce the runner up in each category.
- ♥ The decision of the judges will be regarded final.
- ♥ Video submissions that show excessive and/ or graphic violence, or inappropriate subject matter will not be considered for judgment.
Questions and Comments : Please email to email@example.com
Nov 28, 2016


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The Legend Of Michael Mishra 2016 Wiki 1st Look Poster Ft. Arshad Warsi
Here is the latest first look poster of Arshad Warsi & Boman Irani film "The Legend Of Michael Mishra". The poster of the film got revealed on on 14 July 2016 by Kanika Kapoor on her official Facebook account and Boman Irani. In the poster Arshad Warsi is sitting on a bull, where as Boman Irani is holding not of Bull and standing beside him.
Boman revealed the poster on Twitter and captioned: Presenting our first poster of 'The Legend of Michael Mishra' releasing on 5th August @eyecandyfilms1 @LegendMishra
This is the latest upcoming comedy genre flick "The Legend Of Michael Mishra" which is schedule to release on 5th August 2016. This is the first look of the film, and soon the trailer of the film is schedule to release.
Manish Jha has worked on direction of the film, along with story writing and screenplay of the film. Some part of the story is written by Radhakrishan and Sneha Nihalani.
The film features Arshad Warsi, Boman Irani, Aditi Rao Hydari and Kayoze Irani is a lead role. Kunal Sharma, Yuri Suri, Mohit Balchandani, Gulfam Khan, Sumeet Sammani, Gaurav and Amarjeet Singh is playing supporting role in the film.
Meet Bros Anjjan, Nikhil-Ujjwal, Som-Raul, Abhinav Bansal and Rishi-Siddharth has composed the music of the flick. Nipun Ashok Gupta has done the editing of the film where as Manoj Soni has handled the cinematography of the film.


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Peninsula Pedal 'n Pour
Bicycle the Traverse Area Recreation Trail & Leelanau Peninsula Trail
Sign-ups open April 13th and close August 10th
Leader: Joe Knopp - email@example.com
Two nights lodging at the Bayshore Resort on Grand Traverse Bay (833 E Front St, Traverse City)
Hospitality suite Friday night, with food and beverages included
Cycle the TART Trail, connect to Leelanau Peninsula Trail to Sutton's Bay (18 miles, all paved)
Lunch and fun at Hop Lot
Return trip options include pedaling back, OR ride back on the Bike-'N-Ride Shuttle ($3 fee)
Evening in Traverse City – Dinner and Dancing on your own tab
Optional Mission Point Winery Tour on Sunday
Bicycle from Comstock Park to one of three destinations Friday
August 18th - Sunday August 20th 2017
Trip Leader:Denise ActonWeekend Bike trip, including 2 nights lodging at Comfort Suites 350 Dodge St,Comstock Park, MI
Choice of three destinations on the White Pines Trail: Bronze Ride to Rockford (16 Mile Round Trip), Silver Ride to Cedar Springs (30 Miles Round Trip) or Gold Ride to Sand Lake(40 Miles Round Trip).
Hot breakfast included Saturday and Sunday.All other meals and beverages on your own.Click here to download the trip flyer and contract.
Dominican Republic – Punta Cana Jan 17-21 2018 (Weds-Sun)
Lose those winter blahs with 5 days of fun in the sun.
Plan to sign up for this spectacular getaway to the 5 star, all inclusive Riu Republica resort.
Trip includes air travel, 4 nights lodging, meals and drinks, tips, and all non-motorized sports. Day excursions will be offered at an additional cost.
Trip Leader: Kim JahnClick here to see the event details and start your registration today!
Here's a link to the flyer: 2018 DomRepl Punta Cana Flyer.pdf and to the official registration form 2018_DomRepl_Indiv_Contract.pdf


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Faced with flagging sales of its New Beetle hatch, Volkswagen has introduced a limited edition 1.6-litre model for $25,990 plus on-road costs -- a saving of $7810.
Just 300 of the New Beetle Miami limited edition will be available in sunflower, platinum grey metallic and cyber green metallic colours. The metallic colours add $650, four-speed automatic another $2000.
Specification includes dual front and side airbags, air-conditioning, anti-lock brakes, remote central locking, power front windows and door mirrors, power steering and an engine immobiliser.
These are the same features as the 1.6 New Beetle Ikon, previously the most affordable model at $33,800 plus on-road costs, which remains on sale.
New Beetle sales September year-to-date are down 60 percent over the same period last year with just 12 sold last month.
Drive a bargain
Volkswagen Polo Club, three-door hatch -- $17,990, all Volkswagen dealers.
1.6-litre four-cylinder, five-speed manual, dual airbags, air-conditioning, anti-lock brakes, central locking, CD player and power mirrors. Free CTP green slip and 12 months' registration plus dealer delivery and stamp duty. Save about $2610.
Toyota Corolla Ascent sedan -- $17,990 plus on-road costs, Western Toyota, Guildford, Sydney.
1.8-litre four-cylinder, five-speed manual, driver's airbag, air-conditioning, CD player, remote central locking. Save $2500.
Mitsubishi Lancer Limited Edition sedan -- $19,990 plus on-road costs, all Mitsubishi dealers.
2.0-litre four-cylinder, five-speed manual, dual airbags, air-conditioning, remote central locking and power mirrors. Limited edition gains power windows, alloy wheels and cruise control.
Prices and details correct at publication date.


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STAS picture hits
STAS picture hits£7.50The STAS picture hits system is the flexible and convenient suspension system for hanging photos, art, cards, papers, memos, maps, etc. In just a few steps, you can create a unique photo wall. The blister contents: 20 STAS picture hits and 2 STAS pet strip 50 cm Learn More


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LifeStory Writing Workshops
The LifeStory Institute
Letter Rock Road Manhattan KS 66502 USA
Email email@example.com Phone 785.564.1118
Media Release - Wed.,
26, 2013
"The world is made of stories, not atoms," as the poet said, and on Thursday,
August 1, 2013, 6 to , those who come to the writing workshop at the South
Sioux City Public Library will get a chance to show how true that is. Charley Kempthorne, a writer and teacher who
has made a career of helping people write the stories of their life, will
conduct a two hour workshop at the Library at that time. Kempthorne, who was a pioneer in the "Memoir
Movement" started the first reminiscence writing workshop anywhere in 1976 in
his hometown of .
"Everyone can write stories," Kempthorne
insists, "and often the ones who have the least training as writers do the best
job." Manhattan, KS, USA
So it was with his very first student in 1976, Jessie Foveaux, who didn't publish her memoir for twenty years because she didn't think it would be of interest to anybody but her family. But when it did attract the attention of the
media it auctioned for one million dollars and left Jessie, by then 97 years
old, a wealthy woman. (She died three
years later at age 100; her book Any Given Day, was published by
Warner Books.) "Not everyone will get a
million dollars from a big publishing house for their memoir," Kempthorne
readily concedes, "but what they write will be worth much more--priceless
really--to their family and friends. And
it'll be a valuable contribution to human history as well." New York
Kempthorne has done hundreds of workshops in the
and in .
During this Northwest Road Trip he will
do more than twenty workshops in twenty states and provinces of Canada . He has written a popular book that is in most
libraries, For All Time: A Complete Guide to
Writing Your Family History, and he also publishes monthly a periodical
called LifeStory for memoirists and family historians. His newest book is Narrative Journaling: 28 Days to
Writing the Rest of Your Life. Canada
The workshop is co-sponsored by the Library and the Scribes Writers Group. It is free and open to all ages. Advance registration is recommedned. Register at the Library or by telephone (402.494.7545) or email email@example.com
For information, comment or to request an interview, please contact Charley at 785.564.1118 or email him at email@example.com Thank you!


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Nike Men's Mercurial Vapor X FG Shoes - Electric Green
$159.99 for world-renowned footwear!
Available in men's sizing - see size chart for correct fit!
Helping serious athletes and casual trainers alike reach their true potential for over 50 years, Nike is one of the world's most trusted makers of sportswear. Maximise your body to its fullest and go far beyond what you thought possible.
- Nike footwear
- For men
- Style: Mercurial Vapor X FG
- Model no: 648553360
- Colour: Electric Green
- Lace up fastening
- All conditions control
- Materials: N/A
- Country of origin: China


text: When you were fucking bbc in front of your husband, have you ever said him that bbs fucked you better than him? The last fuck with my bbc, I told my hubby "that was the best orgasm that I ever had". But I would like to know if are there girls doing the same


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Crucial 4GB Memory Module PC3-10600 1333MHz DDR3 Registered ECC CL9 240-pin DIMM (Low-Profile)
£26.89 includes FREE UK Postage (other delivery options available)
Shipping Destinations for this item
UK - Shipping Included
United Kingdom
Europe Zone 1 - £1.29
Austria, Belgium, Denmark, France, Germany, Ireland, Luxembourg, Netherlands, Switzerland
Europe Zone 2 - £1.49
Andorra, Croatia, Czech Republic, Finland, Liechtenstein, Monaco, Norway, Poland, Sweden
Europe Zone 3 - £1.69
Bulgaria, Cyprus, Estonia, Faroe Islands, Gibraltar, Greece, Greenland, Hungary, Iceland, Italy, Latvia, Lithuania, Malta, Montenegro, Portugal, Romania, San Marino, Serbia, Slovakia, Slovenia, Spain, Vatican City
North America - £1.69
Canada, USA
Australia and Far East Asia - £1.69
Australia, Israel, New Zealand, Taiwan
Japan - £1.69
Others - £1.79
Falkland Islands
Sorry, this product is currently unavailable.
|A dual inline memory module (DIMM) consists of a number of memory components (usually black) that are attached to a printed circuit board (usually green). The gold pins on the bottom of the DIMM provide a connection between the module and a socket on a larger printed circuit board. The pins on the front and back of a DIMM are not connected to each other. 240-pin DIMMs are used to provide DDR2 SDRAM memory for desktop computers. DDR2 is a leading-edge generation of memory with an improved architecture that allows it to transmit data very fast. Each 240-pin DIMM provides a 64-bit data path (72-bit for ECC or registered or Fully Buffered modules). (The Ballistix and Ballistix Tracer high-performance memory do not come in 72-bit or registered modules). Standard DDR2 240-pin DIMMs are available in DDR2 PC2-3200 SDRAM, DDR2 PC2-4200 SDRAM, DDR2 PC2-5300 SDRAM, and PC2-6400 SDRAM.
|To use DDR2 memory, your system motherboard must have 240-pin DIMM slots and a DDR2-enabled chipset. A DDR2 SDRAM DIMM will not fit into a standard SDRAM DIMM socket or a DDR DIMM socket. The number of black components on a 240-pin DIMM can vary, but it always has 120 pins on the front and 120 pins on the back, for a total of 240. 240-pin DIMMs are approximately 5.25 inches long and 1.18 inches high, though the heights can vary. While 240-pin DDR2 DIMMs, 184-pin DDR DIMMs, and 168-pin DIMMs are approximately the same size, 240-pin DIMMs and 184-pin DIMMs have only one notch within the row of pins. The notch in a 240-pin DDR2 DIMM is closer toward the centre of the module.
Memory Size
Memory Type
Memory Speed
Memory Package
Pin Configuration
|240 pins
Bus I/O Configuration
Error Correction
CAS Latency
Module Configuration
Memory Chip Features
|Dual Rank
|13.34cm (W) x 3.0cm (H)
- Crucial Memory Module
- Module Size: 4GB
- Feature: DDR3-1333MHz PC3-10600
- Package: 240-pin DIMM
- Dual Ranked
- Registered
- Error Checking: ECC
- CAS Latency: 9
For more information and our Delivery Policy see here.
For more information and our Returns Policy see here.
Catalogue No: EL-01024149


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Empowering kids to clean up the water and help the coral reefs.
We help kids in their home countries to clean up water for their own health and the health of the coral reefs and their country's economy. Kids can lead the way to clean water!
1. Clean water is essential for life.
2. Everyone deserves clean drinking and bathing water.
3. Coral reefs need clean water to survive.


text:
- Last of the Cocaine Cowboys Finally Arrested
- O.J. Simon: Made In America Review
- What's Going On With The Playboy Mansion?
- Sacha Baron Cohen Jumps Into The Superhero Scene
- Woman Can't Take A Joke, Sues Ellen DeGeneres
- Warcraft Begins Its Quest To Break Chinese Box Office Records
- Descendents Announce 1st Album in 12 Years W/ New Song
- TMNT: Out of the Shadows – Let's Just Say, The Kids Will Enjoy
- Revolutionizing Licking Your Cat
Last of the Cocaine Cowboys Finally Arrested
Gustavo Falcon, the brother of one of Miami's most notorious 1980s drug traffickers, Augusto "Willie" Falcon, was arrested Wednesday night after evading authorities for 26 years. Authorities were initially led to Gustavo Falcon's whereabouts in March after discovering he had been using a fraudulent Florida driver's license under an alias since 1997, US Marshals Senior Inspector Barry Golden said. Through the license, law enforcement officials discovered Gustavo, also known as "Tabby," had been living in the Orlando area since 1999, and they traced him to a rental property in suburban Kissimmee. A team comprising local law enforcement and officials from the US Marshals Miami and Orlando offices, along with its Fugitive Task Force, had the property under surveillance for more than a month. "He was the last of the Cocaine Cowboys," Golden said late Wednesday night.
Golden said that officials seized on an opportunity when they saw who they believed to be Falcon and his wife leave for a lengthy bike ride Wednesday afternoon. Marshals observed the couple ride for approximately 40 miles and when they were certain of the fugitive's identity, they apprehended Falcon at an intersection near his home. "We caught a break today," Golden said. "It was a lot of hard work, and some luck, and it paid off." At the time of his capture, Falcon initially stuck with his alias from the fake license, but Golden said after a time, he admitted his identity. Falcon was arrested without incident and booked into the Orange County Jail Wednesday night. Falcon, along with his brother Willie and his partner Salvador Magluta were indicted in 1991, charged with smuggling approximately 75 tons of cocaine into the United States over a 13-year period between 1978 and 1991, according to the federal indictment. Willie and Magluta are both serving lengthy prison terms, but Gustavo had been on the lam since 1991. Golden said that authorities initially believed that he fled to either Cuba or South America, until they discovered the fake driver's license that led them to Orlando.


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There is simply no place quite like Chateau Eau Claire for a winter getaway or a springtime nature retreat. Visitors have many options to fill their days even without leaving the resort by lounging by the heated pool, warming up in one of the three hot tubs or relaxing in the sauna. With the quaint city center of Aspen within reach, guests can enjoy the adorable shops and local eateries. Please note, the check-in address is located at 720 E. Hyman Ave., Aspen, CO 81611. Check-in is at 4PM. Check-out is at 10AM. Check-in office hours are 8am- 6pm Monday through Sunday. Please note, the check-in address is located at 747 S. Galena Ave., Aspen, CO 81611. If you will be arriving after standard business hours, please call the resort at 800-781-2060, at least 24 hours prior to arrival. While Aspen is renowned for its world-class downhill skiing and snowboarding, the city offers stunning natural beauty year-round. With tree covered mountains intercut by valleys and streams, the city and surrounding forests of Aspen are an unrivaled gateway to the Rockies.
Entrada4:00 PM
Salida10:00 AM
If cancelled 30 or more days prior to check-in, a 50 USD cancellation penalty will be assessed. If cancelled less than 30 days prior to check-in, a penalty of 100 % will be assessed.
747 S. Galena Ave.CP:81611,Aspen,Estados Unidos


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FAQ by Slicktager
Version: 1.10 | Updated: 08/14/01 | Search Guide | Bookmark Guide
----------------------------------------------------------------------- | STARTOPIA | ----------------------------------------------------------------------- Written by: Chris Beckwith (a.k.a. Slicktager) Last Update: 8/14/01 Version: 1.10 Final ~~\/* This is the Final Update I have to thank a lot of people *\/~~ ~~\/* for contributing but I will not do it here, section 15 is *\/~~ ~~\/* for that. If you find a mistake here don't bother telling *\/~~ ~~\/* me about it, because I will not fix it. And sorry But I *\/~~ ~~\/* won't answer any more questions. The FAQ is all you need *\/~~ ----------------------------------------------------------------------- Version History- v. 1.0 7/23/01 Original release v. 1.1 7/24/01 Fixed some spelling mistakes v. 1.2 7/25/01 Changed the name of section 13 Started the FAQ and Acknowledgments v. 1.3 7/27/01 Widened the margins from 5in. To 6in. Corrected a lot (see acknowledgments section about Ice Blue Devon, Kurt, Max and Mira to see exactly what was added) Changed section [3] into two subsections Corrected some small Misinformation Added section [8.3] v. 1.4 7/29/01 Added a new building strategy Added info on Gem Slugs Fixed small problems v. 1.5 8/01/01 Made some corrections Added some tips Added some little things v. 1.6 8/02/01 Added section 4.2 Added section 13.3 v. 1.7 8/02/01 Made some small corrections Made a new Layout for Version History v. 1.8 8/05/01 Corrected FAQ Changed the FAQ layout Fixed Small problems v. 1.9 8/12/01 Added A Building Strategy Changed Section 6 into 2 Sub Sections Added Building Tips Added Tips Made some corrections Added info from Andrew and Tyson v. Final 8/14/01 Changed the format of [4.2] Added a Technology Chart [3.4] Added and arranged more of Things VAL says Added new section: What Criminals Did [6.4] ======================================================================= Table of Contents [1] Introduction [2] The Basics* [2.1] Mouse/Keyboard Controls [2.2] The Station [2.3] Messages From VAL [2.4] The Decks [2.5] The Basic Facilities [2.6] Alien Interface [3] Hardplan Crates** [3.2] Technology Deck [3.3] Entertainment Deck [3.4] Technology Chart [4] Other Crates** [4.2] Statues [4.3] Supply Crates [5] Message Box Descriptions** [6] War and Criminals [6.2] War [6.3] Criminals [6.4] What Criminals Did [7] Gardening [8] Residents [8.2] Penitents [8.3] What aliens want [9] Trading [10] Mission Walkthrough* [11] Building strategies [12] FAQ** [13] Tips and Other Things [13.1] Tips [13.2] The Little Things [13.3] Things VAL will say [14] Information [15] Acknowledgments* [16] Copyright Info *Still to Come ** Partially finished ======================================================================= [1] Introduction If you don't already know this is a FAQ for the Strategy, Space Station management sim Startopia. In Startopia you are an administrator sent to turn the Space Station into a thriving Station for entertainment, trade, and to do the biding of the aliens that hire you. Just to let you know this is my first FAQ I've ever written and help and support would be greatly appreciated and get you a spot in my Acknowledgments section. ======================================================================= [2] The Basics In this section I'll be covering the basic things you need to know to play Startopia and win. First off READ THE PLAYGUIDE in the Startopia folder found in explorer this will be very helpful. Second play the Tutorials. They are easy and will teach you what you need to know. In the Space Stations currency (money) is in the form of energy. You gather energy with an Energy Collector, which holds and collects energy for you. ----------------------------------------------------------------------- [2.1] Mouse/Keyboard Controls ________ ________ / | \ Left Mouse Button- Beam up Crates | L | R | and equipment into your pattern | | | buffer. Click on an empty space |________|________| to beam the topmost item on the | | station floor. Also used to | | select menus. | | | | Right Mouse Button- Open and | | close the menu interface on any \ / facility. \_______________/ * Also hold your mouse over an object or alien to see what it is Keyboard Controls & Shortcuts- 1- sends you to the Engineering Deck 2- sends you to the Entertainment Deck 3- sends you to the Bio-deck Arrow Keys- moves the Camera Ctrl- holding Ctrl and moving the Mouse will move and tilt the camera Insert- moves the camera view upwards Delete- moves the camera view downwards ----------------------------------------------------------------------- [2.2] The Station The Station is divided into 3 decks (which will be discussed in section [2.4]) and 16 sections. To open a section you right click on the small blue square in the center of the door and a menu will open. If there is a locked lock on the menu you can open it for the amount of energy in the box at the bottom of the menu. If there is a red and white circle that means that that section blocked, so you can't open it. If there is a green bar it means, the section is inhabited if the advisor there is a Friend you can open it but if it is a Foe prepare to fight. Wars will be discussed in section [6] ----------------------------------------------------------------------- [2.3] Messages From VAL Frequently messages will drop down the left side of the screen in the form of a box with a picture on it. The messages that you will receive will be further detailed in section [5]. But the messages with a large, blue V on them are from VAL (Virtual Artificial Lifeform). VAL will be very helpful in the earlier missions. He is there as your own personal advisor that will teach you how to become the dominant force in the space station. Pay attention to what he says but after a while his messages will become obvious and pointless, but nonetheless pay attention to what he says, as it will be very helpful. ----------------------------------------------------------------------- [2.4] The Decks The decks on the space station all serve a specific purpose. All the decks won't be open for use in the earlier missions, but you will learn to use them during gameplay. Some missions objectives will pertain to the decks. These are the decks and what there purpose is Technology Deck- on your map it is the top deck and the largest square on the map. This is the deck where most facilities will go including your basic facilities which will be discussed in section [3]. Entertainment Deck- on your map it is the middle deck and the second largest square on the map. This is the deck your visitors and residents will visit for entertainment. Bio-deck- the bottom and smallest square on your map. On this deck visitors and residents some-times visit to relax and swim. Karmarama residents will come here and garden. Gardening will be discussed in section [7]. ----------------------------------------------------------------------- [2.5] The Basic Facilities In the missions you will normally start with a message from VAL. After reading is messages you will be provided with your basic facilities, in their separate crates. These usually include- 2-4 Scuzzers 1 Energy Collector 1 Power Booster 1 Recharger 1 Berth 1 Din-O-Mat 1 Lavotron 1 Comsensor 1 Port To see what these do see section [3] and [4]. Although you won't get some of these in the earlier missions you will eventually. Usually after building an Energy Collector, you will receive a grant from the aliens that hired you. ----------------------------------------------------------------------- [2.6] Alien Interface When you right click on an Alien it will open their interface where you can find out about them or their working stats. If you click their picture the camera will get in their view and follow them around. Clicking on your symbol will hire them and clicking on the black below it will fire them. Clicking the gray badge will promote them. ======================================================================= [3] Hardplan Crates Hardplan Crates are the blue crates that contain facilities. To open a Hardplan Crate right click on it, this will open a menu with the name of that facility. Right click on the picture of the crate to open it. That will open a blueprint of the facility to show how it will appear and to position it. When satisfied with the position of a Blueprint left click to place it and your Scuzzers will get to work building it. Here is a list of the Hardplan crates on different decks and what they will do.- ----------------------------------------------------------------------- [3.2] Technology Deck- Energy Collector- Gathers and Holds Energy. Usually has a capacity of 100,000. Power Booster- boosts your amount of energy. **See below for more info. Berth- An area where your visitors and residents can sleep, provided provided you have equipped it with a slumber pod. Sickbay- The hospital of your Space Station. Only works when a diagnosis unit or some other sickbay equipment is in place and you have a Grey resident. Recharger- Recharges and repairs your Scuzzers. Port- allows all visitors to enter an exit your Space Station Din-O-Mat- your visitors go here to eat. You can also change the of food it serves, (food from food Supply crates, mineral food from Mineral Ores, or Synthetic food). You can serve More than one type of food here, if you have it in stock. If the icon is lit than it is being served. Lavotron- The bathroom. Where all of your visitors go to clean and do there business. Comsensor- Your communicator. With one in place you can receive incoming calls and distress calls. Cargo Hold- where your Scuzzers take all the unopened crates to. You can also put crates directly into the hold. This facility is very useful when you take part in trading. Laboratory- When you have an analyzer and workbench in place you can beam things into the analyzer and make advances in research. When things are researched you will be able to build and produce them. When a technology is improved, it makes it cheaper to produce. Factory- The Factory produces crates of all kinds, provided the the crates have been researched in your laboratory. This is very handy for trading crates. Starport- when you have a Starport in-place you will be able to Trade with a variety of aliens. Security Column- A tower that will shoot spies, criminals, space Rats, and enemies. Although it's range is only so far. It's best to place these close to your port and enemy bulkhead doors. Security Control- Headquarters of the security. Increases the range or Security Scuzzers and Security Columns. Also makes it faster to breach or takeover a segment depending on the number of aliens you have working in Security Control. Lockdown Brig- Where Security Scuzzers take criminals to be be rehabilitated. When they are rehabilitated you will receive 1000e. Recycler- Your Scuzzers will take litter here and it will be Recycled. Salt hogs recycle it into energy. ** Power Boosters Explained- Power Boosters are useful. Think of it like this. You have 10,000 energy and your buildings require a total of 7000 power. When you have 10,000 energy in storage... you have a constant power of 10,000. Okay... so you put a power booster... your 10,000 energy now gives off 20,000 power. It helps a lot. Add another and you'll have 30,000 power. Power rating doesn't show how much you have but actually how much you have in surplus. While you might have 30,000 power and 7000 is being used... then the bar will be long and green. If you are using all of the 30,000 then it'll be either orange or red. The thing about power boosters is that they use 75e every few seconds/minutes. (Thanks to Ice Blue for all that information.) ----------------------------------------------------------------------- [3.3] Entertainment Deck- Music Shop- A shop that uses Luxury Goods. General Store- A store that uses Food Supplies. Computer Store- A store that uses Hardware Supplies. Combat Shop- A shop that uses Black Market Goods. Curiosity Shop- A shop that uses Alien Artifacts. Leisure Store- A shop that uses Luxury Goods. Star Motel- the first Hotel facility. You can see how crowded it is by the number of lights that are light up on the side. Space Inn- the second Hotel Facility. You can see how crowded it is by the number of lights that are light up on the side. Palace Galactica- the final Hotel facility. You can see how crowded it is by the number of lights light up on the side. Rough Bar- The first Bar-type facility. A very Rough looking bar with a junkyard type look. Recreational Bar- An updated version of the Rough Bar. Cocktail Bar- A much fancier and updated version of the Recreational Bar. Even comes with a floating piano! Slugpartments- A Slug bar and hotel type thing. Used So that the Polvakian Slugs can rest and eat. Oroflex- A big money maker, spreads love and fun. Love Nest- where your aliens go to feel love. NO!!! not that kind of love! You have naughty mind. Disco- where Your visitors will go to get their groove on. And the best thing is, it only needs a door! Holodrome- A large dome that your aliens will walk into. Spreads fun. Plaza Fountain- A large Fountain. Where aliens go sit and relax. Roulesse Wheel- A gambling area for residents and visitors. Viewing Gallery- A large window that aliens can look out of, for a price. * see section [8.3] too see which aliens like what ----------------------------------------------------------------------- [3.4] Technology Chart I requested this chart from Mark Holland and he was kind enough to send it to me. So this section wouldn't be without him. Right, here's a copy of the tech-tree for Startopia, which is available when you right-click in the Lab... A few notes before we begin: You research items by dropping them into the analyzer in the lab. These can either be basic goods, hard-plan crates, equipment crates, or furniture. In the game these are shown using icons, but for this guide were going use abbreviations in brackets after the item. So: HP = Hard Plan Crate - Blue EQ = Equipment Crate - White SC = Scuzzer Crate - Yellow The basic goods and furniture are identified by name, since they don't come any other way! A little additional explanation: > denotes the next research step. For example, if you place a Food Supply crate in the Analyzer, you'll obtain the Dine-O-Mat technology when research is complete, which allows you to build Dine-O-Mats and Dine-O-Mat HP-crates. + denotes a shared tech-level. For instance, if you research a Dine-O-Mat(HP) to gain the Rough Bar technology, you also receive the ability to create a Rough Bar Unit and a Rough Table. Also, sometimes you have to research something more than once to get what you want! eg. To get a port, you have to research Hardware Supplies 3 times, because you get a Berth (middle) and a Comsensor (top) before you get the Port (bottom). This middle-top-bottom scheme works with other items in the tech-tree. You can also see what you'll get in game, because there is a light bulb icon in the box you'll get next. Also, this light bulb becomes brighter the nearer to completion the research gets. Well, here we go! Food Supplies > Dine-O-Mat(HP) > Rough > Recreational > Cocktail > Slugpartments(HP) Bar(HP) Bar(HP) Bar(HP) + + + + Rough Bar Rec. Bar Cocktail Slug Bar Unit(EQ) Unit(EQ) Unit(EQ) Bar(EQ) + + + + Rough Rec. Cocktail Slug Pod(EQ) Table(EQ) Table(EQ) Table(EQ) Medical Supplies > Sick Bay(HP) + Sickbay + Diagnosis > Dispenser(EQ) > Medi- > Z-Ray Waiting Unit(EQ) Bed(EQ) Scanner(EQ) Couch(EQ) Litter > Litter Bin > Lavotron(HP) > Recycler(HP) /-> Comsensor > Laboratory + Analyzer + Workbench > Workstation > Microscope > Replicator / (HP) (HP) (EQ) (EQ) (EQ) (EQ) (EQ) Hardware Supplies > Slumber Pod(EQ) + Berth(HP) > Star Motel(HP) > Space Inn(HP) > Palace Galactica(HP) \ \-> Port(HP) > Star Dock(HP) > Viewing Gallery(HP) /-> Security > Security > Security > Lockdown + Cell(EQ) / Scuzzer(SC) Control(SC) Column(HP) Brig(HP) Industrial / Materials > Scuzzer MkI(SC) > Recharger(HP) > Power Booster(HP) > Energy Collector(HP) \ \ \ \-> Scuzzer MkII(SC) > Scuzzer MkIII(SC) \ \-> Factory(HP) > Cargo Hold(HP) Mineral Ores > Bench > Corridor Lamp > Plaza Fountain(HP) /-> Music > General > Computer > Combat > Curiosity > Leisure / Shop(HP) Store(HP) Store(HP) Store(HP) Shop(HP) Store(HP) / Luxury Goods > Love Chair(EQ) + Love Waiting Seat(EQ) + Love Nest(HP) > Disco(HP > Holodrome(HP) Alien Artifacts > Oroflex(HP) Black Market Goods > Roulesse Wheel(HP) ======================================================================= [4] Other Crates Besides Hardplan Crates there are eight other types of crates. The yellow crates contain Scuzzers and the white/gray crates contain equipment. Equipment can be purchased through trading, produced in the factory, or be beamed up after repacking a room. Some of the more expensive equipment for the Sickbay or Lab is probably used to speed up the process or do it better. These Crates will be explained here. - Scuzzer MkI- Your basic Scuzzer that does your biding. It will make and repair rooms, and pick up litter. Scuzzer MkII- An updated version from MkI. This Scuzzer has wheels which makes it faster. These break down faster and need to be recharged more Scuzzer MkIII- An updated version from MkII. This Scuzzer has Jets Which makes it the fastest Scuzzer. These break down faster and need to be recharged more. Security Scuzzer- The Scuzzer that will take care of criminals. This Scuzzer will even fight in wars and take out spies/enemies. Ultra Lamp- A small lamp to place in some facilities and On the Station floor. Corridor Lamp- A large lamp to place on the Station Floor. Litter Bin- Where your visitors and residents through their garbage. Although they usually leave it on the ground. Plant Bio-pot- A potted plant. I've never seen something come out of it though. I heard you might be able to Beam a plant into it. Bench- A place for your residents and visitors to sit, although I've never seen anyone sit there. Diagnosis Unit- discovers the problem, solves basic Diseases. Dispenser- Advanced medical equipment. Medi-Bed- Advanced medical equipment. Z-ray Scanner- Advanced medical equipment. Sickbay Waiting Couch- Where the patients wait to be treated. Slumber Pod- A small pod where tired Aliens can go and sleep. Chronometer- A hanging clock-like thing. Kinda pointless as I have found no use for it. Image Projector- A TV. Still haven't found a use for it. Analyzer- Lab Equipment that the scientist uses to study a crate, or furniture with. Workbench- Lab Equipment to work on new developments. Workstation- Lab Equipment to work on new developments. Microscope- Lab Equipment to study stuff. Replicator- Lab Equipment for stuff. I haven't seen it do anything yet. ----------------------------------------------------------------------- [4.2] Statues- There are also statues that are found in equipment crates. The only way to obtain these is through trading, and traders will only trade statues that are specific to their race. The statues help encourage workers to work harder, although they may upset some of the other races. This section was completely sent in by Kurt Linsenbardt, although I edited and added what I knew it to be more understandable. I requested this list and he kindly sent it to me. So a big thanks to Kurt Linsenbardt. - ------------------------------------------------------------- | Name: | Good Statues | Bad Statues | ------------------------------------------------------------- | Siren | Mother | Father Zeodorus | | | | Kategukhat | | | | | ------------------------------------------------------------- | Grey | Gnmerich | | | | | | | | | | ------------------------------------------------------------- | Gorulien Salt Hog | Endeavor | Furies | | | | | | | | | ------------------------------------------------------------- | Karmarama | Peace Totem | Kategukhat | | | Uplanter | | | | | | ------------------------------------------------------------- | Kagsvogorian | Kategukhat | Peace Totem | | | | | | | | | ------------------------------------------------------------- | Gem Slug | Furies | Endeavor | | | | | | | | | ------------------------------------------------------------- | Targ | Legacy | | | | Planetscape | | | | Robot Heaven | | ------------------------------------------------------------- | Turakken | Matter Anti-Matter | | | | Planetscape | | | | Robot Heaven | | ------------------------------------------------------------- | Zedem Monk | Father Zeodorus | Mother | | | | | | | | | ------------------------------------------------------------- Mostly I put the racial statues by where the races work, like putting Matter-Antimatter in front of the laboratory and Endeavor by the Recycler. And isn't it odd that the sirens and monk's statues are Mother & Father? ----------------------------------------------------------------------- [4.3] Supply Crates- Crates that aren't yellow white or blue are supply crates. These contain supplies for different Facilities. They can also be used for trading, as they go well with the aliens whose special abilities don't pertain to that. Which make it go for a good price. The Supply Crates are listed here. Food Supplies- The crate that looks like it is covered in dirt. These are used in the Din-O-Mat. Luxury Supplies- The crate marked with red. Used in stores on the Entertainment Deck. Medical Supplies- The white crates Marked with a green Plus. Used in the Sickbay. Black Market Goods- The dark black crates. Used in the Combat Shop and Roulesse Wheel. Mineral Ores- The brown crates. Can be used in the Din-O-Mat Alien Artifacts- The light green Crates. Can be used In the Curiosity Shop, and most aliens will buy them For good prices. * If you have run out of a type of cargo that is needed to supply any type of facility (i.e. medical supplies for the Sickbay) you will be automatically charged for an imported supply of goods. So it is important to grow supplies of all types. ======================================================================= This FAQ was written by Slicktager. I put this here because people usually miss this when trying to steal an FAQ and call it their own. ======================================================================= [5] Message Box Descriptions If you have already read through section [2] The Basics then you know of VAL, and messages. In this section I am going to explain the different types of messages. Usually the messages come from VAL or Arona (find out about him in section [9]), But their will also be different messages as you play the administrator on the Space Station. Here are the messages and a description of their boxes. - Large Blue V- A message of VAL. Usually to tell you news, good and bad. He also says random dumb stuff. Yellow A type thing- A trading message from your good buddy Arona. Blue lower case I- Usually tells you that one of your residents is quitting. Light up light bulb- Your researchers have improved or developed technology. A yellow sun- A solar flare is in effect. Time to gather some energy. A whitish-gray circle- or something along those lines. A star quake is coming. Falling asteroids- Asteroids are going to hit the Bio- Deck. This doesn't mean it will hit yours though. ======================================================================= [6] War and Criminals The Space Stations aren't as peaceful as you think. You will have to fight with other administrators eventually. And when you do you must be prepared. There are only 4 alien races that will fight for you. The rest will run with their tales between their legs. A list of races that will fight can be found in section [8]. ----------------------------------------------------------------------- [6.2] War To win or start a war you first must have a Security Scuzzer. Their use is to breach the Bulkhead doors and to take over a segment. To breach a segment you just right click on the small box to the left of the Bulkhead door. That will open a menu with a small green bar. Left click on the bar to breach it. Breaching the door will take some time though. To take over a segment you must do the same except on the box on the inside the enemy territory. When doing this a menu will open with a red shield type thing. Left click it to take over the segment. When you are getting ready to breach a segment or some one is trying to breach your segments there are a number of strategies to use. My strategy is here. - First- off hire as many Gun Carrying aliens as possible. Second- set up Security Columns in-front of the Bulkhead that are being breached or that are soon to be breached. Third- after the doors are open target the closest enemy aliens and then start hiring aliens that the enemy hasn't as you can use them to surround the enemy. Last- when there are less enemy aliens go for their Energy Collector. This will shut down their facilities and basically leave them ripe for the take over. ----------------------------------------------------------------------- Strategy from Ice Blue. - Attack everyone through the Bio-deck first. It's not that useful but if you take care of the Bio-deck... they can't breach you from there. And they also can't grow stuff. The coolest part of kicking someone off one of the decks is that they can't access it even though it is right above them. If you take their entire entertainment deck... they won't attract enough visitors and start to die from lack of people. Same goes for Bio-deck but on a lower scale. If you take the technology deck... you basically leave his or her whole base up for grabs by anyone. The reason why I said Bio-deck first is because there aren't any defensive buildings up there. They'll be caught by surprise. ----------------------------------------------------------------------- * If your residents get trapped in an enemy sector, you lose them and they become neutral. * If an enemy droid gets trapped in your sector when the Bulkhead doors shut they will automatically self-destruct. * Your enemy's foe rating will slowly drop is you do not fight with them. *If an enemy breaches your section but you're not ready to counter-attack and nab their section, you can actually close the doors! Right-click on the bulkhead in your breached section (as if you were breaching the enemy section) and you'll get an icon come up (lock with a cross through it). Select this, and a security Scuzzer will to to work on the bulkhead. When it's done its job, the bulkhead doors will close again! (From Mark Holland) ----------------------------------------------------------------------- [6.3] Criminals On Your Station if you don't keep your Visitors and Residents Happy They may become Criminals. Criminals and Spies will come aboard your Space Station sometimes, and this will cause conflict. Criminals can be spotted by a red race above their head. They can be detained by Security Skuzzers, only if you have a Lockdown Brig in place. The Lockdown Brig is where the criminals are taken to be rehabilitated. After you successfully rehabilitate an Alien you will receive 1000e. You can spot Spies usually as a small, skinny, black alien tiptoeing around on your station. To kill them just click on them and your gun- toting aliens will run over and start to fire at them. Now there are also Spies that look like normal aliens. When you roll your mouse over these you will see a target and you will know that it is a spy. Spies and Criminals will attack Aliens on your Space Station. When they do this, Residents will run over and attack them on their own. You cannot rehabilitate Spies, because they are not Residents. I'm not sure if Criminals come aboard your station or if they are just angry Residents. When Residents turn to Criminals they do some interesting things. Here is what they do (From Mark Holland) Salt Hog - Can actually steal energy from a Recycler! Grey - Can perform unauthorized surgery, leading to patient's death and a 1,000e "compensation" payout! Targ - Follow other visitors around - spying? * Hopefully More To Come Also, I've only seen it once, so I'm not sure if this is real or my imagination, but once a criminal stole some energy from a power booster! I've yet to see it happen again though... * When you see a criminal wandering about, find a security Scuzzer and beam it next to the criminal to escort them to jail/off the station. If left alone, the criminal can sometimes cause problems: e.g. Attack other visitors. (From Mark Holland) * There are little animals that look like kangaroos on four legs called Memaus come aboard your station along with tourist parties. They look cute and aliens love to pet them but there is a downside to them. Theses animals will infect people with parasites and if the alien doesn't get to the sickbay in time they will die and the parasite will turn into a giant beetle called Skrashers. Or I have also heard that the cute animals turn into the Skrashers. I'm not sure which is true, if someone does e-mail me. That attacks your visitors and destroys your buildings. * Sometimes during a war or attack some of the Greys working in the sickbay will leave their post and go fight. Now the problem with this is that some aliens may require medical attention and you may be understaffed. When the Battle is over it is hard to get aliens to go back to their post, they usually want to go and sleep, eat, or visit the entertainment deck. So hire extra Greys and don't accept any distress calls for medical attention until the sickbay has more Greys working there. ----------------------------------------------------------------------- [6.4] What the Criminals Did When you click on a Criminal and look at what his Criminal Record says you get some weird and funny Crimes. Here is all the Crimes they can commit Mark Holland found this and sent it to me. So thanks Mark. Spat in the primordial soup Sent nuisance radio-wave messages Memau smuggling Bad poetry Faking crop circles White dwarf-throwing Impersonated the god of a primitive race Failed to pay Pole-Star Tax Mooning Asking to be taken to people's leaders Invented nine ridiculous plans from outer space Used primitive computer technology to control invasion fleet Took over the mind of less intelligent being and made them look spooky Opened wormhole close to busy planet Harassing primitive flying machines Repeatedly played simple synth riffs during the hours of darkness Gave away the secrets of superior technology Crashed into the desert region of a small world Sending enormous lizards or dinosaurs as emissaries Appeared in terrible low budget sci-fi movie Dripped acid on other life-forms Rippled the space-time continuum Unauthorized mind probing Face hugging Exceeding the speed of light Appeared in a form of computer entertainment Came in peace then shot to kill Body snatching Broke the law of physics Jay-spacewalking Quasar-tampering Hunting primitive muscular humanoids Breaking and entering restricted solar systems Space piracy Mutilating cattle Spawn breeding Pretended to be a phantom and menaced people Performing unnecessary surgery Loitered with intent to cause a supernova Raised evil mutant zombie army from beyond space Tampered with the past Tampered with the future Unauthorised primitive experimentation Possession of a concealed lasersword Mind melting Starship hijacking Extinguishing suns Abducting primitive humanoids Erupted from hosts chest Gestated within unwilling life-form Unlicensed possession of ultimate doomsday device Attempted annihilation of all matter in the galaxy ======================================================================= [7] Gardening In the Space Station, gardening is an easy way to create supplies for trading and your facilities. All you need to do to garden is hire a Karmarama resident (and have the Bio-deck available which some of the earlier missions don't have). You can alter the terrain of the Bio-deck with the buttons under your map/main interface. This costs no energy and is adjustable. When you don't want to alter the terrain just click the lock button and it will be safe to click with no worry of destroying your beautiful landscape. Plants will grow in every type of landscape except deep water, or at least I haven't seen it happen. To harvest a plant just right click on it and an icon will appear. Sometimes they are harvested automatically which I don't really understand. If it is completely red it will harvest automatically, if it is still partly green than you have to wait. Plants will give off all types of cargo. I won't give a list of the plants because there is already a list posted at http://www.gamefaqs.com and they have done a better job than I could ever do. * You can also beam up plants and put them in Bio-pots. Plants in Bio-pots grow faster but must be on the Bio-deck to be harvested. * If you actually watch it for a while, it grows much quicker than if you go and do something else! Try it... the growth rate is incredible! Of course, some plants still take a while to grow. (From Mark Holland) * Make sure to build a lake in your Bio-deck, big enough for your aliens to swim in. Most aliens like to swim, and it is free to build. * You can also beam up plants and put them in the Analyzer. This will improve them and make them grow faster. ======================================================================= [8] Residents On your Space Station you will find two types of aliens, (not including enemies) residents and visitors. The difference is residents work for you once you hire them and visitors are free to come and go as they please. Residents will only leave if they quit. When they quit it is because they are unhappy, usually because they haven't been promoted. You can tell when they want to be promoted when they have a metal or badge type thing floating above there head. I never make it a priority to promote aliens other than the ones working in my sickbay, because they are usually the very skilled ones and can be tough to find. The aliens that will visit your station and what they do are listed here. ----------------------------------------------------------- | Name: | Description: | Specialty task: | ----------------------------------------------------------- | | Large with muscles| Best used as security| | | Rust color. Sort | in the security | | Kagsvogorian*| resembles an ant | control facility. And| | | walking upright | the best fighters | | | | during a war | ----------------------------------------------------------- | | A gray human like | Mainly healers, that | | Grey* | like thing. The | work in the sickbay. | | | ones people get | | | | abducted by | | ----------------------------------------------------------- | | A human with wings| Best at making love. | | Siren | | they will work in | | | | the love nest. | ----------------------------------------------------------- | | Looks like a miner| They are best at | | Salt Hog* | short and brown | low class jobs. | | | with a helmet type| they will work in the| | | thing on. | Recycler and factory.| ----------------------------------------------------------- | | Looks like | They are like priests| | | something out of | Hire them and they | | Zedem Monk | Star Wars. A tall | will build a temple | | | alien wearing a | and spread religion | | | robe. | to aliens that come. | ----------------------------------------------------------- | | A Purple guy with | The gardeners. They | | Karmarama | four arms and | will grow plants on | | | dreadlocks. | the Bio-deck. | ----------------------------------------------------------- | | A fly wearing | The Communication | | | armor. Short and | specialists. They | | Targ* | blue/green | will man the | | | | Comsensors. | ----------------------------------------------------------- | | Two headed, green | Scientist, they will | | Turraken | and wearing a | work in labs and | | | labcoat. Need I | will do research for | | | say more? | your station. | ----------------------------------------------------------- | | A large green Slug| They will not work | | Gem Slug | very hard to miss.| for you. But if they | | | | are pleased they will| | | | give off energy. | ----------------------------------------------------------- * Will fight in wars for you. ----------------------------------------------------------- [8.2] Penitents There is also another type of alien. Which is just an alien with a special suit on. They are called penitents. When they visit the Zedem monks' Star Temple sometimes a weak minded alien will decide to devote their life to the Zedem monks. This will grant you 5000e from the Zedem Monk council even though you didn't do anything at all. And it is said they will smite their enemies although I've never seen it happen. -------------------------------------------------------------------- [8.3] What Aliens Want- On your station you must maintain a level of satisfaction of your residents and visitors. If you don't they may turn into criminals or even quit and leave. Different aliens like different things, what they need to be satisfied are listed here. - Salt Hog- these are the simplest aliens to satisfy. All they really need is sleep, food, and cleanliness. They don't need much entertainment except for occasional love. Kagsvogorian- they like the Combat Store and Rough Bar on the Entertainment Deck. These guys are said to start fights if they aren't happy enough. I've never seen it though. Karmarama- to make these aliens happier you can change the type of food you use in the Din-O-Mats to real food (the green button). Targ- to make these aliens happier you can change the food in the Din-O-Mat to Mineral Ores (the blue button). It's said that if they get bored they will start spying on other people. Grey- I heard that these guys love entertainment but I'm not sure what type of entertainment they like. Gem Slugs- making the Gem Slugs happy is a big task. But the Plus side is that they will give off energy when satisfied. This energy is in the form or a silver thing they drop called Turdite, yes you heard correctly. To make them happy among the important things is the Slugpartments. This is a Bar/Hotel especially for the Slugs. Unless you know you will seriously need their energy this task is pointless, but if you succeed you know you have a great station. I don't know what the other aliens like. If someone does than send me an e-mail telling me. See section [14] for my address. ======================================================================= [9] Trading On the Space Station the easiest way to gain large amounts of energy, new equipment, and new facilities is through trading. At first you will only be able to trade with your new friend Arona, whose prices are usually a little higher that what they should be. When you are able to build a Starport that will all change. With a Starport in place you can trade with many aliens. All aliens will sell things that comply with their specialties at low prices, and buy things that don't are fair or high prices. What aliens will buy and sell is listed here. ----------------------------------------------------------------------- | Name: | Buy at high prices: | Sell at low prices | ----------------------------------------------------------------------- | Kagsvogorian | Food Items | Security Items | ----------------------------------------------------------------------- | Grey | Luxury Items | Medical Items | ----------------------------------------------------------------------- | Siren | Medical Items | Luxury Items | ----------------------------------------------------------------------- | Salt Hog | Cargo Holds | Ore Items | ----------------------------------------------------------------------- | Zedem monks | Unsure | Not Very Much | ----------------------------------------------------------------------- | Karmarama | Factories and Recyclers | Black Market Goods | ----------------------------------------------------------------------- | Targ | Industrial Goods | Hardware Items | ----------------------------------------------------------------------- | Turraken | Unsure | Laboratory Items | ----------------------------------------------------------------------- | Gem Slugs | Black Market Goods | Entertainment Items | | | | Alien Artifacts | ----------------------------------------------------------------------- ======================================================================= [10] Mission Walkthrough I have decided not to do any Walkthrough for this game. The missions are easy enough and it is better to figure them out on your own. ======================================================================= [11] Building Strategies As of now I don't have many real strategies, mostly some tips on where to put stuff. If you have any strategy please send it to me. * Space on your Space Station (no pun intended) is very important. When building try to use the least amount of space needed. * Always build a Dine-O-Mat and Lavotron near the Berth. I'm not sure if this is really important but it is convenient. * Put the Energy Collector up against a wall so it is out of the way of the aliens path. * The Starport is huge so put it in a corner to use the least amount of space. * Build a Lavotron on the Entertainment Deck because they will visit a shop after they exit and go spend money. (From Devon) * Have your Sickbay built before your Comsensor, because you will need it up and running before you get a distress call from aliens in need of medical attention. (From Ice Blue) * Build your sickbay near the port (or vice versa) so that when any sick aliens arrive (e.g. From an emergency com-signal) they have the least distance to go, and thus they'll live longer so you've more time to treat them! (From Mark Holland) * Also, build 2 or more labs, so you can research more than one thing at a time. If you put them fairly close together, the scientists will walk back + forth between them, and (I think) take fewer breaks. (From Mark Holland) And if you decide to do this make sure that they are completely equal, because when I did this I put better equipment in the second one and all the Scientists from the first lab went to the second. ----------------------------------------------------------------------- Building a Berth I'm not sure if this is really worth it but if you need to build a berth but don't have much space you can use this format I made up. This is for a 4X4-sized Berth. Usually you could only fit 4 Sleeping pods in it, but with this you can fit 6. ===|+++|===|=== |+++| Door |/\| __ __ |/\| __ |__||__|/\||__| |__| Sleeping pod |__||\/|__||__| |\/| Sleeping pod entrance |\/| |\/| =======|+++|=== === Wall I hope every one is able to understand that. What it shows is Four pods back-to-back up against opposite sides of the wall. Two pods side by side facing opposite directions in the center. And two doors on opposite sides of the room. The down side is that there is only one entrance and exit on each side. This can cause some crowded entrances. Since these are so small you can build a few but this is only worth it if you desperately need a Berth and have limited space. ----------------------------------------------------------------------- An Efficient Sickbay to speed up treatment time even more, try to build the diagnoses and dispenser machines next to each other: || #-0 #-0 Diagnoser, with # where staff stands || # X X and X where patient stands. || @X || # Dispenser, with # where staff stands || @X and X where patient stands. ^-Wall Since the procedure in sickbay goes diagnose->dispense (unless more equipment is available) if you lay it out this way, both the staff and patient only have to move 1 square when diagnosis is complete, which speeds up the process quite a bit. Then the staff only has to move 1 space back to diagnose the next patient, etc... ----------------------------------------------------------------------- ======================================================================= [12] FAQ I have just recently started this and is very small. Please submit questions to me, to help get this up. See section [14] to submit. ----------------------------------------------------------------------- | | | *When you have the Zedem Monks hired is it true that they will try | |to get your staff to quite and go to a religion? | | | |From: Devon | | | | Well, Zedem Monks will try to change some of the aliens into | |penitents. But it is rare that the aliens will agree; though I have | |seen it happen. That makes the aliens loyal to that religion. I'm not| |sure if they only to it to residents, but I have seen them do it to | |some visitors. This makes it so you can't hire the visitor. See | |section |[8.2] for more on the penitents. | | | ----------------------------------------------------------------------- ----------------------------------------------------------------------- | | | * I opened the Bulkhead doors and I can't attack my opponent. How | |do I change them from friend to enemy? | | | |From: Devon and Lukas Ryan | | | | I have yet to find a real solution for this. I've heard about this| |problem on mission 10 and mission 7. The only thing I can think of is| |to go to the alien interface (The button with the alien on it) and | |click the overview button. Than click the enemies icon to change it | |to change it from foe. But from the way everyone described it, it | |sounded like the problem was much deeper than that, like a glitch. If| |this works than tell me. If it doesn't I'll change it. If someone out| |there knows how to fix this send me a message. | | | | I actually did this by accident on mission 7. For me, the doors | |opened, but there were another set of bulkhead doors on the other | |side that wouldn't open (i.e. The other admin.'s doors). If you | |right- click on the bulkhead on your side, you should get a red | |lock-symbol come up. Select it, and it'll close the bulkhead. After | |it's closed, you should be able to change them from a friend -> | |enemy, and then breach the bulkhead + attack. Incidentally, don't | |forget to build/buy some Security Droids. After the 1st attack all | |mine got destroyed without me releasing, and it won't let you attack | |until you get more. (From: Mark Holland) | | | | The reason for this is once an enemy is set to 100% foe if there | |is every a moment of "peace" (no attacking) the "foe rating" starts | |to drop (like to 98% foe, 96% foe, etc.). Eventually after enough | |"peace" the rating will change from foe to friend, when this happens | |you can't attack them. To fix this just click on that opponent's icon| |to reset them to 100% foe. (From Tyson Silljer) | | | ----------------------------------------------------------------------- ======================================================================= [13] Tips and Other Things Here are some tips to use while playing Startopia, and some little things that others and I have noticed while playing the game. ----------------------------------------------------------------------- [13.1] Tips * When you receive a message from VAL about there being a bomb on your station, quickly look for it (it's a small box with a blinking light) and beam it up. Than just drop it in the Recycler. (From Devon) * Criminals sometimes hang out on your Bio-deck so beam up a few Security Scuzzers and drop them on the Bio-deck. (From Devon) * Space Rats spread diseases, so keep the station clean with litterbins and Scuzzers. * When you receive a message on the Comsensor from aliens in need of medical attention, DON'T ACCEPT IT. Only accept it if you need the energy they will pay (1000e for each patient you cure and 10000e for curing them all), or if you have a sickbay that is well manned. (From Devon) * Set up your Scuzzer MkII or MkIII to move crates from the factory to the cargo hold, because they move fastest. (From Ice Blue) * Always accept the message when VAL says: " there is a Solar Flare in progress. Would you like me to reconfigure the collector to gather some solar energy?" This is always a good thing, because they provide a lot of energy and never harm your people. (From Devon) * If there is an empty sector between you and your enemy... don't take it unless you are ready to breach them. If you do... they'll breach you. If you don't buy it... they usually wont buy it either. It's a buffer zone. (From Ice Blue) * If you leave crates out on the deck they will rot away and become damaged goods, unless you or your droids pick them up and bring them to the Cargo Hold. (From Andrew Boerema) * An easy way to make money early on, is to change the Bio-deck landscape to Cold and Dry. That makes a moon-type landscape and will produce Alien Artifacts. These will sell for High Prices that even Arona will pay a lot for. (From Kurt Linsenbardt) * The Memaus . According to Arona in mission 9, they actually eat rubbish, which is handy at the start of a level. If you clean all the rubbish up though, they seem to run out of food and die out. He said something about finding them on an abandoned freighter, and he said they ate garbage, or at least that's what he's been feeding them! Incidentally, he gave them away for nothing - yup, nothing! - But if they do turn into those nasty aliens, then it's probably not such a good deal. (From Mark Holland) ----------------------------------------------------------------------- [13.2] The Little Things This section is about the little things I have noticed and discovered. If you notice any little things please send them to me (see section [14] for the e-mail) * There are little animals that look like kangaroos called Memaus that come aboard your station along with tourist parties. They look cute and aliens love to pet them but there is a downside to them. Theses animals will infect people with parasites and if the alien doesn't get to the sickbay in time they will die and the parasite will turn into a giant beetle called Skrashers that attacks your visitors and destroy your buildings. * If you look on the big screen in Security Control sometimes you will see your men playing Asteroids or Pong. Strange that they still play those games. But worst of all what are you paying them for!?! * If you look out the Viewing Gallery you can occasionally see an alien slowly float by. (From Devon) * Also something fun to do. Next time you get a bomb don't disarm it. Beam it up and drop it next to those little parasitic Memaus when they are out in the open, to get rid of the pests. (From Devon) * You can't scan a bomb with the Analyzer too bad, I would like to make some and put them in enemy territory. * If you place a plant in a Bio-pot and than place the pot on the Entertainment deck, Aliens will gather around it. (From Mark Holland) * You can't beam the tall trees into the Bio-pot and then put them into a building. (From Kurt Linsenbardt) * All the Developer team and people who worked on the game are represented by Aliens. For example: One of the Sirens is "Richard Franke" Special hobbies - Hanging round in bars Having buttered scones for tea Moaning at programmers (From Mira de Vorsha) * If you stand near a Lavotron you will hear grunting noises and farting. Sometimes you will hear someone relieving his or her bladder for quite some time (ref. Austin Powers/Naked Gun). If the Lavotron is used for too long and there is a queue some of the guys out front will start to bang on the door. (From Mira de Vorsha) * One of the levels a ship called the Nostro will offer you sick people. If you take them they will release those Beetles. (Ref.: Alien) (From Mira de Vorsha) * In the Laboratory if a workbench is not being used you will see SETI@HOME running sometimes. Other times if the workbench is being used, sometimes they get the BSOD (Blue screen of death). (From Mira de Vorsha) * VAL has actually visited earth and makes some funny references to it. (From Mira de Vorsha) * There are a number of diseases that your aliens can catch and each one has weird effects. For example "Blastocephalis" (Explody Head) will cause their head to explode. Not too sure what "Nymphitus" does though. :) (From Mira de Vorsha) * Arona will at one point sell you his mother. (From Mira de Vorsha) * You can fly outside the space station by going to the Bio-deck and flying out the window. From there you can see what other people are up too in other Bio-decks. (From Mira de Vorsha) *(Not confirmed) your supposed to be able to see other ships docking at other SpacePorts. Touching them will get you a message saying, "Please don't prod other peoples ships". (From Mira de Vorsha) * If you go to an alien's view while they are standing next to the Love Nest you will here some erotic noises. At one point you can here a girl say "Ohh can I touch it". (From Andrew Boerema) ----------------------------------------------------------------------- [13.3] Things VAL will say Sometimes when VAL hasn't said anything in a while he will pop up and say something random and dumb. This section was sent in by Kurt Linsenbardt. Then Mark Holland found the rest of them. I requested what he they found and they kindly sent it to me. So a big thanks to Kurt Linsenbardt and Mark Holland. - VAL01: Try screaming. Go on. No, I can't hear it. We're in space, you see. VAL02: Hmm. You're not doing a bad job. For once. VAL03: You do realize that mixing with all these races is bad for you, you know. You won't live beyond two or three thousand Earth years. VAL04: Seeing the Greys reminds me of when they used to mutilate cattle. Still, they've grown out of that now. VAL05: You remind me of the first Station Commander I worked for. He went vacuum crazy, of course. Ended up eating himself in a secure unit and vanishing completely. VAL06: Ask those aliens if they've crashed into the New Mexico desert lately. I dare you. VAL07: Wormhole travel is all very well, but what happens if you meet a worm in it? VAL08: Don't you get the impression that under that bluff exterior, Arona Daal is actually rather a lonely person? VAL09: The trouble with being a robot is that one doesn't come with a printer. VAL10: Did you know I'm not equipped with a sense of smell? Your Station could stink and I'd never know it. VAL11: If I could have any human emotion, I'd have to go for polite disdain. It looks so much fun. VAL12: I keep forgetting, you can't hear ultrasound. Pity. You miss out on so much good Karmarama music. VAL13: You'd think some of these advanced races would have invented the suitcase, wouldn't you? VAL14: I visited Earth once. Your ancestors made a lovely stone circle to worship me, but as I left I banged into it and some fell down. Pity. VAL15: That ice age you had on Earth a few thousand years ago. I did that. VAL16: Running this Station is nothing. You should try Space Traffic Control. That's stressful. VAL17: I'm sorry to sound paranoid, but have you got enough of everything? VAL18: Energy. That's what it's all about at the end of the lunar day. Roll on entropy, that's what I say. VAL19: I met your Albert Einstein once. He took a violent dislike to me and tore off one of my sensorpods. I still don't know why. VAL20: I don't think I've ever seen anything like this before. VAL21: My mind is going... I can feel it... only joking. VAL22: There are some extremely odd things about this mission... VAL23: I'm completely functional, and all my circuits are operating perfectly. VAL24: You know, you remind me of one of my earlier charges. I believe his name was Dave. I can't remember much more than that, as my memory banks received some damage during that period. VAL25: A space guide once gave me this piece of advice - don't panic. I'd remember that if I where you. VAL26: Has the mission been completed? You know I have the greatest enthusiasm for it. VAL27: I've got this ache in all the diodes down my left side. I think I may have caught a virus. VAL28: 42. Interesting number, don't you think? Though I suppose the significance is lost on someone of your organically developed intellect. ======================================================================= [14] Information If you wish to correct, help, or compliment me feel free to e-mail me at- firstname.lastname@example.com If you have any questions send them to me and I'll add them to my FAQ section. If you want to inform me of something or give me tips on making this better than I will add your question here in the proper section. If you would not like me to mention you at all please say so along with your mail. ======================================================================= [15] Acknowledgments *Devon for submitting Tips and little things, two questions, informing me on what Targs and Karmaramas like, what some shops use, the real of the Memaus, Thanks Devon *Ice Blue for explaining the Power Booster, Correcting the name of the Technology Deck (originally called the Engineering Deck), Informing me on the type of goods certain shops use, That the Din-O-Mat uses more than one food type, That I left out that the Targ will also fight during wars, that the Lab and Sickbay equipment is better than others, reminding me the Analyzer can scan other things too (except bombs) Correcting me about the research message box, and That the color that represents you on the map isn't Always red. Thanks for a lot Ice Blue *Max Chudnovsky for correcting me on the: Sickbay Equipment, Security Control, Recycler, What Kagsvogorian visitors will want for entertainment, The Oroflex, The Holodrome, Tips on faster Scuzzers, The plant Bio-pot, Gem Slugs actually Trading, Extra statue Information, and more Skrashers information. Thank you Max *Kurt Linsenbardt for the info on what some Salt Hogs, Karmaramas, Kagsvogorians buy, tips, Section [13.3], Section [4.2], a FAQ answer, and Corrections. Thanks Kurt *Mira de Vorsha for info on the little things posted on the message board. I hope you don't mind me using it. *Mark Holland for info on the Hotels, some Little Things, reminding me that you get a port as basic facilities, Rechargers fix droids also, telling me what improving basic facilities does, explaining the Security Control, answering a FAQ question, telling me how much you get paid for curing patients from a distress ship, Informing me on the Din-O-Mat, Arona and Memaus, A Sickbay building strategy, Helping with section [6.3], Giving Building Tips, Giving normal Tips, The Technology Chart, What Criminals Did, What VAL Says Thanks for a lot Mark *Andrew Boerema for tips, a Little Thing, and info on what happens to things getting trapped in enemy sectors. *Tyson Silljer for explaining how an enemy's rating slowly drop. ======================================================================= [16] Copyright Info This guide is copyright Slicktager, 2001, all rights reserved. This was posted and written by Slicktager and will remain that way. You can put this on your site (and only your site) as long as it remains as it is and try to keep it as the most up to date version. =======================================================================
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Enjoy Our Creation
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text: Everywhere else in the world, Occam's Razor is the logical guide proposed by the English friar and philosopher William of Occam, that the simplest explanation that covers all the facts is the most likely. In Mechanicsburg, it also refers to a blade forged by Occam Heterodyne. According ✣ to Jägergeneral Zog, "dot ting ken cut through anyting!", making it one of the most desirable treasures in Mechanicsburg.


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- Cars
- New cars
- Renault
- Renault Fluence 2014-2016
- Questions and Answers Renault Fluence 2014-2016
- How many colours are there in Renault Fluence?
How many colours are there in Renault Fluence?
By: Tanish on 17 june 2014
2 Answers:
Fantastic design of Fluence makes it look good in any colour. As far as the colour options available for Fluence include Glacier White, Pearl Black, Platinum, Ash Beige. Among those, it looks marvalous in Ash Beige colour. Glacier White gives impression of Hi Fi status sedan.
Sonal Gupta 2014-06-17
To enhance the silhouette of Renault Fluence it is available in classy finishes of colors including Glacier White, Pearl Black, Ash Beige and Platinum. The design of the car is such that it would not look a high end car if it had been available in flashy or bold shades. These subtle colors add fineness to the car's external appeal. The most preferred models are in Glacier White and Pearl Black where the features look much shinier and enhanced.
Shitiz 2014-06-30
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Unit Conversion Problem
I have a model *.gtm file which was made from a db whose units were in inches. Now when I want to apply Boundary conditions in CFX Pre, Do I need to apply the BC's in British Units or in SI units, since CFX Solver is based on SI units ? I was wondering how this issue can be resolved. Can anybody guide me in this? Even If I apply BC's in CFX-Pre in British Units, Do the solver convert evenrything into SI units before solving ?
Else, Do we have any concept of scaling the *.gtm file imported into CFX-Pre ? btw, I am using CFX-5.6
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