text:
Enter the Matrix
Walkthrough by Steve Cipullo. Version 1
First things first... I am not done with this guide, so I would prefer that you
did not email ANYTHING to me (including questions). This just serves the
purpose of a temporary guide for those of you who are stuck. I hope to be done
with the guide soon, so no worries. If you have any immediate questions, the
GameFaqs message board is a VERY reliable source of information. Have fun and
happy gaming.
Things to come:
Table of contents
Missions list
Ghost's Perspective
This whole guide is written from Niobe's perspective, so although I feel that
most of the information is commutative, I will not have anything for Ghost
until later.
-------Level 1--------
Post Office
In this mission, the goal is to get to the mailbox and get the loot before the
bad guys do. Have no fear, however, it is not timed, and you will succeed if
you are relentless.
Closing Time:
You will start in a large open room, a lobby. At this point, you have a few
options. If you begin by flexing your Matrix muscles and start fighting,, or
if you wait too long, you will have a small battle. If that is the case,
don't worry, it is not so bad. A little button mashing will do the trick.
Whether the bad guys are dead or not, run to the back of the room.
At this point, you have several options. You can either proceed straight to
the men's restroom, or you can try the elevator down the back hall. I
personally suggest that you take the men's room exit because it seems to be a
little easier. In this case, you will end up in the showers.
On the other hand, you can also explore the level a little bit. You can
explore the sorting area and enjoy a small cut scene, and the rest of the
guards will become annoyed with your presence. At the end of the back hall,
one of the guards will stand up from his post, and open his door. If you go
through the door, you can proceed to the next section of the Post Office.
Behind the scenes
At this point, you will either be in the showers or in the locker room. Either
way, you will have to fight a guard, and either way, your paths will regroup.
Kill the guard that approaches you, and proceed through the only door that you
are able to open. Also, feel free to kick open any lockers that deserve a
bashing, it can be quite amusing.
You will come out in an open hallway. Follow the hallway past the POWERade
machine (again, kicking it in if you see fit), and you will come up to an
employee break room. The two employees that are chatting are harmless,
however, if you kill one of them, the other will yell for help. The advantage:
you can get weapons off of the cops who come to the rescue.
Continue down the hall and go through the only door that you can open. There
will be two cops and two employees. I suggest killing the cops first, and if
you have the energy, kill the employees too. When you get to the back of the
room, some more cops will come out of their holes and start attacking you.
Also, you may be given an arrow to guide you to the next area.
Follow the arrow killing anyone who steps in your way. When you get within
about 10 meters of the destination, you will be given a hint to dive through a
window. If you followed the arrow sufficiently, it should be clear which
window you need to jump through. To get through, I prefer running at the
window and doing the jump kick to break through. Once inside the office, hit
the bright red button.
The button will open a door with some forklifts inside. Don't get too excited,
you can't drive them. You will need to retrace some of your steps to get back
to this point. Do so (follow the arrow!), and proceed through the door.
On the other side, you will see some employees running away, and some cops
running toward you. Engage them, and continue following the arrow. If you hit
a point where there is a fence in the way, go back the way you came, and work
your way around it. Use your common sense, explore the area thoroughly. All
of the other doors are locked, you can't go the wrong way.
In the back of the room is a health kit. Pick it up if you need, but you
probably will not need it at all (yay for health regeneration). You can go
into one of the offices, but there doesn't seem to be anything inside.
Continue following the arrow into the next area.
Inside the next room is a relatively confusing mess of cubicles. There is no
better method, just follow the arrow. You will encounter some workers, but
they will not hurt you unless they call for help. You can kill them if you see
fit. If you take all of the correct turns, you should go through a door into
another hallway.
If you didn't kill all of the bad guys in the previous area (and... maybe even
if you did), some more bad guys will come out behind you. But beware, you are
surrounded. In front of you (perhaps to distract you) there is another cop.
kill him first, using the corner as a shield from the guys behind you. Then
turn around to kill the other two. Continue following the arrow. When you get
to the correct door, you will reach a save point.
Begin by scaling the fence. On the other side, you will see a guard far down
one of the paths. Approach him and kill him, and if he calls for help, kill
anyone who comes tot he rescue. Continue through the path where you killed the
guard,, that is the correct path (this seems to be a not-so-impossible maze).
In the end, you will need to head to the very opposite end of the room-
When you see two cops talking, they are standing right in front of the door to
the next section. To your left will be a fence that you can scale, but that
path will lead you nowhere (so if you scale the second fence, you've gone too
far). Kill the cops in front of you, and some more will appear to your left.
Kill anything that moves, take their weapons, and then continue through the
garage door into the freight elevator.
Unexpected Arrival.
Uh oh... cops everywhere... At the beginning of this section QUICKLY run and
grab the weapons sitting on the table before the other cops can get their slimy
paws on them. Now you can either equip the weapons or just fight hand to hand,
but the point is to hurt them. Personally, I suggest saving your heavy
weaponry for some of the more challenging parts of this level.
Kill the two guys that stick around in the first room, and the rest will run
away (don't worry, they are preparing for their imminent deaths). Let your
health refresh itself before following the less courageous cops.
Dodge the lightning fast forklift ( ???? who'd've thought AI would be so
retarded to send a forklift at us at 2 mph.....?). The forklift will run into
the wall and explode, so be sure to keep a safe distance. There will be cops
behind the forklift, so also be sure to eliminate them. One cop will wisely
keep a distance and hide behind some boxes, so be careful while proceeding down
the hall. (this might be a good point to use weapons)
Go around the turn to ensue in a large melee with about 5 cops. Kill one at a
time and use the boxes as protection. Lure them to you if at all possible, put
the fight in your own terms. At the end is another door, but you cannot go
through it. There will be more guys to your right, so kill them. Retreat if
you must, and heal. There is a medical pack on top of some of the boxes, you
can get them by going up to them and do a standing jump. Once you go through
the chain link fence at the end, it will prompt a cut scene.
Tear gas.... be careful and quick. Bad guys will shoot at you, but ignore
them. If you fall, it is over, and you must, for all intents and purposes,
restart the scene. You will begin facing in the correct direction. It looks
like something is in the way, so you must be very careful not to fall. You can
either try to tactfully jump around the vent that is a barrier, or you can walk
to the edge and drop down. When you catch the ledge with your hands, shimmy
down past the barrier and pull yourself back up. Be careful, if you are shot
while shimmying, you may fall.
If you have a lot of problems, shoot the bad guys on the ground before
continuing. They WILL respawn, so either way, you must be very quick. Get
around the barrier and jump across to the skylight that you saw in the
cutscene. Fall through the skylight to end the scene.
Enter the room in front of you to be bombarded by 3 cops with guns. Be careful
because they are more intelligent: they use obstacles to their advantage.
Kill them, let your health replenish, and continue through the next door.
There will be several cops on the other side of a fence, and they will open
fire at you. I suggest to continue running whereas they cannot follow you.
You should use the pillar to your advantage to block some bullets, but if your
health is full, you shouldn't have to worry about dying.
When you round the corner, you will be prompted by another cut scene. You must
find an alternative way to get into the sorting room. After the cut scene,
follow the hall down until you reach another chain link fence. Climb the fence
and continue through the alternating shelves. Be prepared for a fight.
After each shelf, you will have to fight at least one cop. They are always
prepared for you, so it might be a good idea to use some weapons. Before going
past the next shelf, always make sure your health is replenished. Towards the
end, you will have to fight several guys at once, but it shouldn't be too
difficult if you play conservatively.
At the end, you will crouch to go under a garage door. To your left will be
several cops, and they will shoot at you on sight. Seek cover and equip your
weapons. Go in and kill them all. If they are hurting you badly, retreat and
let your health replenish before finishing them off. Use your strafe keys in
conjunction with your run keys to avoid being shot.
Once they are all dead, climb the stairs in the back, and step on the conveyor
belt to end the scene.
Got It!
Hmm... eerily calm. You will start in a mail room full of.... well... nothing.
If you don't know what to look for, this area can be difficult. However, if
you paid attention, you will know that you need to get to mailbox 731222. It
will be directly to the left of where you start. When you grab the package,
watch the riveting cut scene. If you watch, there will be agents coming for
you, so you can expect a pretty tough battle.
Kill everyone. Use your guns, use your hands and feet, use whatever means
necessary. You must kill everyone before you can continue. Beware of the
window, bad guys may shoot at you from there, and also be careful of the tear
gas. Keep a distance from it or else you will die very quickly. Once everyone
is dead, the elevator will open, and you should proceed inside.
You will come out on the first floor lobby, right near where you started. When
you try to exit through the main doors, they will lock down the area. More
cops will come running in to kill you. Another melee. Many guys with big guns
will pursue you. Have a nice gun equipped. Again, you need to kill everyone
before you can proceed.
During the battle, an arrow will pop up so you know where to go next. You can
NOT follow it until you've beaten everyone. This will likely be the toughest
battle that you have encountered thus far. Take your time, and play safe. It
may take you a couple of tries to get the hang of it. I found the most
effective way was to work your way around the outside of the room. Keep the
pillars in between you and anyone else, kill the cops one at a time. After a
couple minutes, you should have everyone. Let yourself heal if you need.
Once everyone is dead, follow the arrow back to near where you entered this
level. There will be an open door. Go through the open door, and through the
next into an open room. There is a separator in the room, so go in between the
separators, and up the short stair case (there is only one way, so you don't
need to be worried about getting lost).
Keep following the staircases up, and you will reach the end of the level.
Big Distraction.
Turn around and go down the ramps. Go through the debris, it should be a very
clear path. Go around the destroyed fence and you should see some fire in the
distance. Some guys will be running at you, but you shouldn't worry about them
as much. Only worry about the dark-suited guys now, they are the only ones
that will fight you. You will either need to retreat and regenerate, or use
weapons on these guys.
Once they are dead, proceed through the wreckage and through another fence. If
wreckage is blocking a path, use common sense to go another way. Follow
machine gun fire if you can, it shouldn't be too confusing. Use your guns at
free will, there are many guns that you can pick up (and you are close enough
to the end of the level). There are many guys through these paths, so be
careful. At the end, you will reach a door with a ramp stairway inside.
Follow the stairway up for about three flights to end the scene.
This is one of the tougher scenes if you are not sure how to do it. When you
enter, there will be a worker, and he will cower before you. Do not waste your
time on him, there will be plenty of carnage to go around. When you get near
the worker, two guys will bust through the door where you came in. Kill them
hand-to-hand, you need your weapons now. Be sure NOT to go back through the
door you came in from, it will make more guys respawn (and make it that much
more difficult).
After killing the two guys who followed you, enter the next room. Inside will
be two other guys. They will be hiding behind some machinery, so be careful
here. Again, I would use hand-to-hand combat. Have a powerful weapon ready
when you go through the next door.
When you enter, quick turn to your right to make sure there aren't any cops
shooting you from the window (depending on your enemy disposal techniques,
there may or may not be a twosome waiting for you). BE CAREFUL, there are many
many bad guys in this room. What's worse is that all of the cops respawn as
soon as you kill them. So, there is a neverending stream of them. Kill
anything that is in your way, and then run into the open part of the room, and
off to your left into the nearest door. There will be a clock over the correct
As soon as you open it, it will trigger a cut scene, so enjoy!
Level End.
--------Level 2--------
City Driving (NIOBE)
Get to the Hard Line.
In this level, all you have to do is escape from the police. I'm not going to
go into detail about what you should do, but I will, rather, give suggestions
as to how to beat the level.
First of all, I would change the view from the car (left ctrl for the computer
version). It is very difficult if someone's face is in the way of the driving.
Also, I would like to say that it is easiest if you just take this level slow.
The cops aren't too mean in this level, it takes a lot to kill you.
Follow the arrow. The arrow will tell you everywhere you need to go, it is
very clear about where you should go. Don't hesitate to use the breaks, you
are in no big hurry.
When the chase gets intense, on the other hand, it is best to just keep moving.
They will shoot at you very much, and all you have to do is avoid them. You
will have to wait 2 full minutes before you can proceed past the gates, so find
a pattern, and just go in circles. Once you find a routine, it is cake.
Your car is very resilient, don't worry about being shot as long as you don't
sit in one place. The lights above the gates act as a loading bar to tell you
when they will open. They will start with all of the lights being red, and
then they, one-by-one, turn green as time passes. When they are all green, you
can pass.
Level End.
--------Level 3--------
City Rooftops
Answer the Phone.
This is certainly a more difficult level. It requires much running away and
finding a certain path. This is the first time that you are formally attacked
by agents. Be careful.
Start by running and jumping off the ledge. They do a very cool dive when you
do it right, and you should have no trouble clearing the gap. Climb the
ladder, and jump down the ledge. Climb the second ladder and watch the cut
Now run away. Turn around and escape around the obstacles, and climb up the
nearest ladder. The agent will shoot at you, but don't worry too much, it is
just a pistol, and it needs to be reloaded right away.
At the top of the ladder, follow the path and jump over a small ledge. At a
point, you will reach a small gap, and you will need to jump it. The agent
will be on the other side to your right. He will be shooting at your through a
fence. Don't bother trying to hurt him, he will dodge everything. Just focus
on running away.
Jump another small gap, and you will see a door. Some cops will come out of
it, but you should take the time to stop and kill them. They have weapons and
they will hurt you if you don't kill them. After killing them, continue over
the slanted tin roofs, and you will see a not-so-sturdy wooden platform. Jump
onto it, and it will collapse. Directly beneath you is another cop, you should
stop and kill him too..
Follow the winding path through the high cement walls, you can pull yourself up
to the higher level from just about any box, but you can still make it from the
lower level. Again, you will find a small gap with a ladder on the other side.
Jump the gap and climb the ladder.
Work your way around the rooftop obstacles, and you will reach yet another gap.
It is off at an angle, and again, there are wooden planks on the other side.
Jump carefully and make sure you land on the planks. You will land inside a
building with some more cops. Kill the cops, take the health if you need, but
QUICKLY GET OUT. There is an agent closely behind you now.
Run up the stairs and out the door. At this point, the map should be familiar
again. You are back at the place you started. Jump over the gap again, and
climb the ladder (if after you jump the gap, the agent is firing at you
relentlessly, you may want to turn around and shoot at him; you cannot hurt
him, but at least it gets him to stop firing at you for a moment).
Cross the tin roofs, and at the end, go up the ladder to the right. Once you
reach the top, you can enjoy a nice little video.
--------Level 4--------
The Airport
Check In.
Hard way---
Begin the level by following the running woman. You will follow her all the
way down to the end of the terminal, and a cop may be waiting for you at some
point. Kill the cop, and find the escalator down to the lower level. Kill
anyone who gets in your way and try to get to the area where you started the
level, only on the first floor. It should be directly below where you started.
There may be many guys, but they shouldn't be too difficult. Once they are
dead, go inside the baggage claim area and onto the luggage belt. You will
need to go all the way to the end of the belt to end the level (if you are at
the end, and the level doesn't end, try the other end of the belt).
Simple way--
At the beginning of the level, jump off the balcony, kill the guard, get on the
luggage belt to end the level.
The Belts.
My favorite way:
Begin the level by going through one of the garage doors to your left. In this
room, you will hear some SWAT guys above you preparing to ambush you in the
next room. DO NOT GO INTO THE NEXT ROOM YET. When you hear "It's her... let's
leave" turn around and return to where you came from.
It is much easier to sneak in behind the SWAT guys from the catwalk. You will
need to go back to the first room, near where you started, and jump to the
catwalk from one of the belts (you can get there by going up luggage belt 11,
and then cross the catwalk to luggage belt 10. From there, you should be able
to jump to the correct catwalk,). It is kind of tricky, and not very easy for
me to explain. You will certainly have the advantage here because you can kill
two of the swat guys before they can ambush you, and then you have a better
view in the ambush room. But you MUST go through to the second room on the
LOWER LEVEL first, or else the swat guys on the catwalk will kill you very
Equip a gun, and enter the third room via the catwalk and be prepared for a
battle. There is a stun grenade on the upper level of the ambush room, so pick
it up if you can. Kill everyone in this room, it helps to have a good weapon
equipped. These guys are very tough. Once everyone is dead, hit the red
switch in the booth on the lover level in order activate the luggage belts. Be
sure to kill all of the luggage workers as well, whereas one of them may turn
off the power to the belts when you get back to the first room.
Return through the rooms from which you came, only via the LOWER LEVEL. It is
much easier to engage the bad guys from the lower level. You will walk into an
ambush of some VERY tough guys, so I suggest avoiding them to the best of your
ability. I also suggest that you take the path that, as you are retracing your
steps, is on the far LEFT. There seem to be fewer SWAT guys, and when you
reenter the tunnel into the original room, you are near belt 11. As I
mentioned before, belt 10 and 11 are connected by a catwalk, so it is easy to
transfer between the two.
Unfortunately, there might be a guy who turns the belt back off, but that just
means you will have to risk your life to go back and turn it back on. Try to
avoid it by killing off everyone in the third room. Once you are in the
original room, kill everyone who gets in your way, and run straight for belt
11, then jump to belt 10 to end the level.
Difficult, but doable.
Jackson in Steam.
All you have to do is find tunnel 7R? Easy, right? Well.... nothing is ever
easy in the matrix.
The thing that makes this level easy is that despite there being MANY SWAT
guys, there are many places for you to regenerate your health. You can take
many breaks, and you can explore the area relatively thoroughly. There are
MANY places where you can refill health, and if you take it slow, this is an
easier level.
With that said, there are more tough SWAT guys, so be careful. Go through the
door on your right, and will be in a tunnel with pipes all around you. When
you go forward, there will be a couple SWAT guys who will want to fry you with
steam. Stay away from the steam, but while they are busy, kill them. Easy.
Two more guys will approach you as you continue down the hall. Shoot them, and
then regenerate some health if you need. At the fork in the road, quickly go
right, and then continue down the hall. You will pass some sets of staircases
down on your left, but pass them up, you should stay on the path that you are
on. When you reach a dead end (right after the second turn off on the right),
go down that passage, and bypass it via a narrow corridor on the left. The bad
guys are relatively random, so be on your toes. You may encounter many in this
little area.
When you get out of the corridor, be prepared for another little battle, and
once it is safe. return to the main circular path that was previously obscured.
Follow this for a ways, there may be many SWAT guys again. Kill all of them
in your way. Keep an eye on the walls to your right to see where you are, and
when you reach a passage that has 1R-7R written on it, go down it for a ways to
end the scene.
Jackson in Steam 2
This one is much easier, you are only being chased by an agent. Use your Focus
to outrun him (not that you need to...), and follow the path. There will be
SWAT guys along the way, so have your gun equipped to kill them quickly.
When you reach some holes in the grate below you, avoid them because they only
will slow you down. You can also climb up, but I also suggest that you avoid
doing that. When you see the numbers getting close to 7, you know you are
getting close. At the very end of the tunnel, you will see a guy being
possessed by the Agent, but just run past him and climb the ladder. If you
don't ever turn around and just keep going straight, and you will reach the end
of the level. This scene is a breath of fresh air.
The level begins with a SWAT guy directly behind you, up on the balcony.
Quickly kill him, and head to your left behind the plane. There is a big
separator in the back, and you will need to go behind it. Now a group of SWAT
guys will come out from behind it as you get near, so you will need to kill
them all. Be sure to stay away from the canisters because once they blow up,
that means instant death.
Once they are all dead, recharge your life and continue behind the separators
and to the right. Go all the way down to the end of hangar, and it should be
clear that you are in the right area once you are getting close. There will be
steps up to a balcony, and there will be a place to enter the plane.
When you see the stairs to the balcony, use the boxes to cover you as you work
your way closer to the group of SWAT guys. You can get very close before they
realize you are there. Once they notice you, open fire and kill them all. Use
your Focus ability if necessary, then let your health regenerate before heading
up the stairs to the balcony.
Go all the way up to the top, and climb the boxes to jump over the railing. On
the other side of the railing is an unlocked door, so enter it. Follow the
hall to the left, and then when the hall branches right, follow it deeper into
the hangar. You will be given the choice of going through two different doors,
and I suggest going through the one on the left because it takes you closer to
the lift.
Once through the door, you will see several people pacing around on the plane.
This part is very tricky, it took me many tries to get it just right. What you
need to do is go down the nearest ladder to the lift. On the lift, while
looking out toward the plane, you should see a console with a couple buttons on
it. When you press a button, the lift will start moving down. However, when
the bad guys hear the lift, they will kill you very quickly (the one on top of
the plane has a sniper rifle). So, instead of riding the lift all the way
down, I jump off onto the wing, and then roll off the side to the underside of
the plane. There, no one can shoot you, and the fall will not kill you.
I suggest hiding underneath the plane, and then work your way over to the
scaffolding on the other side. When you go up to the top, you can surprise the
guy with the sniper rifle without exposing yourself to his friends, and then
take out his buddies once the coast is clear and the health is replenished.
It is not easy at all, but with a few tries, you should get it.
Take the weapons off the top of the plane, and then hop onto the wing. There
will be a ramp up to the door on the plane, and you can enter the plane at this
point (when will this dumb level end????).
Be on your toes, as soon as you enter the plane, two bad guys will come running
at you with M16s from the front of the plane (from the right). Kill them and
take their weapons. Once they are dead, you can exit the plane, and then get
back down to the ground. Go to the back of the room toward the dividers again,
and, predictably, another swat team greats you. They should be relatively easy
at this point, you should be used to it.
Once they are dead, go behind the divider and watch a nice little cut scene.
The Bowels.
Yay for darkness. You start out in a dimly lit hallway. Throughout this
level, all you have to do is follow this hallway without dying. When you come
around the first corner, there will be a guy waiting to jump out behind you.
Kill him, then take his snazzy new weapon. It is a sniper rifle with night
vision capabilities. All you have to do is hit "4," and you can see anything
clear as day.
I generally save my ammunition, so I'll use my normal weapons on the first few
guys on the way. However, when you get to an area where there is more than one
bad guy, equip your sniper rifle and pray that your sniper skills are
This is not very easy, especially for the unsteady of hand. Zoom in, and knock
off every guy, wave by wave. There should be 3 or 4 different waves, each
consisting of 3 or 4 guys (doing the math.... more than 9 guys, but less than
16...). Just when you think the waves are done, inch forward, and you will see
a couple more bad guys waiting at the top of the stairs. Be careful, one of
them will be throwing stun grenades. It is probably a good idea to strafe and
shoot while in zoom to avoid being hit. But, whatever the tactic, kill them
all and proceed.
The end of the level is identified by the sign "TARMAC ACCESS 1H." Now enjoy
this lovely and amusing little cut scene.
Catching a Plane.
Deja Vu? This looks incredibly similar to the incredibly annoying scene that
we just finished. Run through the hangar, all the way to the back ladder. I
suggest avoiding conflict, if you run fast no one will be able to harm you very
badly. Besides, your friend has your back.
Climb up the ladder, and go into the door that your partner motions to. Follow
the door to yet another hangar. You can waste your ammunition if you wish in
this next big open room, but I suggest getting to the task. If you wait a
couple seconds, your partner will kill everyone in the room for you, and you
will be free to accomplish the mission. Go to the far side of the room to a
ladder so you can walk on another ledge. Be careful not to approach your
partner, there is steam venting from the wall so you can not approach him/her.
Upon reaching the ground, you will be treated with another amusing cut scene.
Agent on Board.
How much longer can this level be? How many more close calls are we going to
have? Well... I can assure you there are many more to come.
The first thing you should notice is a life bar that is NOT your own. Axel's
life is stuck at 1% and you must save him. How do we do this? The most
exciting way.
Head to the back of the plane (well, front actually), and around the netting.
You will see a SWAT guy idly staring into space, so kill him. A couple of his
friends will hear the commotion and come running out from behind the netting,
so kill them as well. Once everyone is dead, grab the parachutes from a shelf
behind the netting, and then head back to Axel.
Open the back of the plane by pressing the switch and prepare yourself for your
first boss battle.
Your first goal is to open the back hatch. I did this by throwing one of my
left over stun grenades at the Agent, and then ran at the button while he was
stunned. You can also do this by doing a running drop kick to his face. When
he is down on the ground, hit the button.
The next goal is to get the Agent to take a dive. Position yourself
strategically. This is easier said than done, but you need to get him toward
the back of the plane, and then get a good punch or kick in to knock him flying
off the plane (without you falling out too). Use your focus once you get in a
strong position, it is much easier to hit the agent while focused. Again, I
feel that the flying drop kick is the most reliable, but when you're on the
back of the plane, YOU are just as likely to fall off and die.
There isn't any easy trick that I know of, just time your attacks well, and
with a little luck, you should have your first defeated Agent.
--------Level 5--------
The Sewers
After the FMV, you will have to find your way to the phone (really... how many
times have you seen a phone in a sewer???). Start by walking across the narrow
path to the ledge on the wall. Follow the ledge off to the right until you get
to a small balcony.
Once on the balcony, take the ladder up to the top and continue around the
ledge. Follow the winding ledge to the stairs, and proceed up to the ladder.
This shouldn't be too challenging considering the levels that you have already
You will eventually reach a semi-circular ledge with a ladder on it. Go to the
far side of the ledge, and go around to reach the ladder. Climb up to the top
and you are now prompted to rescue Ballard. Can't anyone take care of
themselves? Kill the cop, and follow the catwalk to yet another ladder.
Equip the sniper rifle before proceeding, and this is another difficult part
for non-snipers. as soon as you reach the top of the ladder, two bad guys will
start to open fire on Ballard again. They will be at the same level as you, so
use your sniper rifle to zoom in and kill the one on the far right (the one on
the far right seems to deal more damage to Ballard). You MUST use your focus
on these guys or else you will not have enough time. Hopefully Ballard will
kill one, but if he doesn't, you know what to do. This is a difficult part if
you are not quick with the sniper rifle, whereas Ballard will be struck down
very quickly.
Continuing down the catwalk to the central area, you will have a choice of
several ladders. You should begin by using the ladder in the middle to take
you about half of the way back down. Once at the bottom, go all the way around
the catwalk to the other side (WITHOUT going down any stairs or up any
ladders), and you will meet up with your ally to end the level.
Abyss 2.
Here, you need to exterminate all of the snipers before you can answer the
phone. This is not too difficult if you find the right places. I started by
quickly equipping a pistol, and then immediately jumping onto the platform. If
you wait too long, one of the guys will see you and start shooting you.
Once on the platform, you will need to kill the guy who is nearest to you, he
may be toward the center of the room. Take his weapon, and be aware of the new
sniper across the gap. You might not see him right away, so I found it might
be easier to find the ladder that goes to the top, and use a sniper rifle to
get them there.
Once you kill one sniper across the gap, another will appear on the opposite
side. Kill him, and yet one more sniper will appear. This one is in the very
top of the room. So if you are sniping form atop the platform, all you need to
do is turn around and kick him off the side.
Once all bad guys are killed, you should hear the phone ringing again.
Get to the phone and listen to the instructions. You will be given some nice
new weapons, so be sure to put them to use. Now all you have to do is get past
the fan to end the scene. I found that the new assault grenade worked wonders
on opening the fan, but you can also use a gun to do that (I HIGHLY recommend
using the grenade on this fan because it is so powerful). Also, if you
accidentally miss the fan a couple times, it might be a good idea to restart
the scene (you could use some later). However, if you do use your guns, use
the first person view so you can target the fan more accurately. Your cursor
will change color when you are going to deal damage to the fan.
Do as your instant messenger says and follow the arrow. This is relatively
fool proof, the only problem is that there are many guys. I suggest using some
sort of shotgun. Surprise them if you can, disarm them, and shoot anyone else.
After a little ways, you should see a guy run and hide around a corner.
Directly behind him is a ladder, and if you shoot in front of him, you can
generate a nice explosion to kill him quickly (use the shotgun). If you climb
the ladder, you can do this next section from above, but you don't have to (it
may even be easier on the ground).
When you round the third corner (or so...), there will be a couple of guys
shooting you from above. Be sure to use the cover of walls so they can't hurt
you while you are taking out any of the other guys. Once the area is clear,
your arrow will point you to go through an unscalable chain link door. You
can't open it without the aid of weapons. Either use a grenade, or one of your
guns to shoot out the fan. If you use a grenade, I suggest throwing it from
the side of the door (as opposed to throwing it from straight on). If you
throw it straight on, the grenade has the tendency to bounce back and blow you
up. When you throw it from the side, there are fewer obstructions. Again, if
you use guns, go to first person mode and point it at the fan above the door
where ever the cursor will change colors. With this fan, it seems to be easier
to use your guns to shoot it out. Be careful not to stand too close when
shooting, though, there seems to be a glitch if you stand in a debris path,
your character will not be able to move.
Once the fan is destroyed and the path is cleared, proceed through the door.
You will come to a hole in the ground, and you should know what to do: jump
Unfortunately, your guiding arrow goes away, so you will need to explore each
passage thoroughly. Straight ahead of you, you will see some falling water, go
that way. Follow this path down, and you should run into some opposition.
They may say "sector 2, clear!" Kill him through the chain link fence, and now
you'll have to find your way around it.
Directly to the right of the fence is a box that you can climb. Climb onto it,
and you should be able to jump onto the wall. Be careful, there is are bad
guys waiting for you. There are two on the upper platform that you are on, and
there are two more on the floor. Kill them, take their weapons and jump down
to the other side of the fence.
Just past the fence that obscured your path, there will be a room with several
circular platforms around. Go inside to find a few snipers with silenced
weapons shooting at you. Kill them quickly, they can deal much damage in
Directly to the right of where you entered (where you killed a couple guys...),
in between the platforms is a ledge that you can jump on. There you can
retrieve the weapons from your former enemies. Follow the platforms to the
back of the room, and you should find a machine with a red light. When you hit
the light, you can visibly see a steam pipe shutting off to open access to a
ladder. However, you can also hear some more bad guys approaching.
Return back to the place where you entered the room on the ground, and you will
be encountered by about 3 SWAT guys. When you get back to where you entered
the room, you should find a ladder partially covered by a large pipe. It is up
a short stairway, it shouldn't be too difficult to find. Once the SWAT guys
are dead, climb up the ladder. At the top, you should recognize this ladder to
be the one that was previously blocked by a steam pipe.
In this area, you can jump onto a barrel and jump to a ledge to find a health
kit, but there isn't anything else. The only way to proceed is to fall down
another hole, so do so to end the scene.
Ice and Corrupt.
You start this level in the midst of a battle. Quickly kill the bad guy in
front of you, and work your way around the path and kill another guy. If Ice
or Corrupt kill them first, it's alright, just take the weapons. They have a
pretty good view to a kill, so neither Ice nor Corrupt should be in any danger
of being injured. Once everyone is dead, you will need to find a way up to
Go back to the area where you started the mission. You are in the correct area
if you can see a spinning mechanism to your right. Jump onto the ledge in
front of you, and pull yourself up. It doesn't seem like there is any way to
go, but if you start working your way toward Ice and Corrupt, you'll find that
there are some makeshift steps above the spinning mechanism. As soon as you
are on top of the spinning mechanism, you will trigger a small video.
When you get up, equip your gun and kill the guy on the pedestal. Then kill
the guy on the ground next to him. They shouldn't be too tough, they weren't
expecting you. Through the door to the left should be many more guys to keep
you busy. They will come running into the room and shoot you. Kill them all,
take their weapons, and let your health regenerate if necessary.
There should only be one path that you can follow, so do so. You will go down
a winding hall and up a small ramp, and at the top is an unsuspecting swat guy
protecting a box of demo charges --*evil grin*. Go into the caged area and up
the ladder. About half way up, you should hear some intense fighting. Get up
as quickly as possible and kill the guys who are shooting at Ice and Corrupt.
Follow the path to the left of the ladder, and you should find a small stoop
where you can pull yourself up to a large spinning contraption. You will be
surprised by some more bad guys, but they should be easy to defeat with the
help of Ice and Corrupt. They will come in a steady stream, so equip your demo
charges and throw a couple at the unsturdy spinning mechanism. After a few
good explosions, it will sink down into the ground and open a vent for you to
escape (if you need more demo charges, just kill some of the guys running at
you, one of them will drop some).
Just near the platform that used to have the spinning thing, you should see a
big hole in the wall (there are only a couple of walls, so it shouldn't be too
hard to find). Jump from the platform to the hole , pull yourself up to end
the scene.
Follow the path, and take the turn left. You should see some bad guys in the
distance. Get as close as you can before killing him, you might be able to
save some ammo and do a drop kick on one of them (I even suggest disarming the
first one, you can sneak up on the second one too). Whatever the case, after
killing them, continue down the path and take the small path to the right. Go
up the ladder.
At the top of the ladder, you will see a bridge sort of covered in fog... this
can't be good. Go through the opening, and cross the bridge. At the end of
the bridge, you will see three bad guys squatting and wanting to kill you.
Kill them first, take their weapons and head down the pipe-lined hallway (be
sure not to fall off the edge, you will die).
You will come up to an open room with a big drop in front of you. Follow the
stairs around the room, and watch your step. When you are all the way down, a
new guy will appear about half way up the stairs. Kill him and take his
weapon. Continue down the stairs and into the opening.
On the other side, there will be two more bad guys (very violent ones, I might
add), and they will be chatting. Sneak up on them and kill them. Follow the
catwalk to the other side. You are given the message that you should get the
flashlight from under the bridge, so you will need to take the ladder down to
beneath the catwalk.
It is very dark, but you should see a weapon with a small green cursor around
it. It should be directly beneath where you killed those guys on the catwalk.
When you pick it up, you are attacked by other guys above you. Watch out for
the grenade they throw, they are tough fighters. Three guys will come down and
join you in the lower portion, kill them, and then hide in one of the inlets
under the catwalk. It doesn't matter where, just so as the guys above you do
not have a clean shot. When your health is replenished, run for the ladder and
climb it to the top. They will not shoot you while you are climbing. Once at
the top, quickly equip your weapon, or just kill the first one hand-to-hand.
Then kill the guy with the shotgun at the end of the bridge. This part is not
very easy, but it's not the worst you've seen.
Continue through the dark area with your flashlight. Toward the end of the
tunnel, you will find some more assault grenades and another weapon. Pick them
up and continue into the open. You will be prompted to follow the SWAT units,
but warned to "keep your distance."
Do so. You won't follow for very long when they are ready for an ambush.
Surprise them (I prefer with the shotgun), and kill them all. It may also be
helpful to use the assault grenade on the group. There will be a couple
waiting at the lower level at the sides of the entrance, so have a quick
trigger finger. Once they are all dead, you should see an ally named Wurm in
the lower portion waving to you. He needs your help. He will be chased off by
a couple SWAT guys, so kill them if you can.
Continue through the upper level (if you are in the lower level, climb up via
the ladder), and follow the tunnels in the other direction. I have no real
good advice here, just use your skill to kill them all. They should all be in
the upper level, and I suggest using a machine gun for better long distance
I suggest that when you are traveling down the tunnel in the other direction
that you stay to the left. This way, once you kill the first two guys, you can
stay back and let your health regenerate if necessary. Anyhow, there are a few
guys left, so take them out.
When you continue down a little bit further, you will be warned that a SWAT
team is approaching. They are in the lower level, and they are all in a group.
I suggest using an assault grenade to take them all out in one blow. They
shouldn't be too difficult.
After two more guys, one on each side of the tunnel, you should be in the
clear. Continue down this tunnel and you will reach another split off point.
There is nothing in the tunnel to the left, but if you go to the right, there
will be a large open pipe that you can pass through. At the bottom, there is a
gap that is partially bridged by boards. Get a running jump, and you should
make it without any problems. Some guys will open fire at you from below, but
you don't need to worry about them. Just keep going.
Go through the opening at the end to end the scene.
Waterway 2.
You are given the option of going two different ways, but one, you will find,
is a dead end. Do NOT go down the path to the left, you will have to fight a
group of SWAT guys, but all you will be rewarded with is their weapons and a
health pack. Don't bother unless you need the weapons. Be careful not to fall
Before going down the path on the right, make sure a gun is equipped, you will
soon encounter a large group of SWAT guys. Pick up the weapon in the middle of
the passage, you should be on the lower level for this part. When you
encounter the first wave, you can either take them out with weapons, or easily
wipe them all out with an assault grenade. Either way is sufficient. Use the
pillar in the middle for cover. Recharge your health before proceeding.
Climb to the upper level, and exit through a door on the left. It will be a
narrow passage lined with pipes. Take the stairway down and at the bottom, you
can go either left or right, it will take you to the same place. If you take
the path to the right, you might be better off.
Once everyone is dead (there should only be a couple guys), try to shoot the
guy at the bottom of the ladder. If you can't don't worry, go down the ladder
anyways. One of the guys is hiding behind an explosive barrel, so one
not-so-precise shot with a shotgun can kill them effectively. Just be sure to
slide down the ladder, and don't blow yourself up if you wait to kill them.
To be continued..............
All rights are reserved to Steve Cipullo, 2002.
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text:
A detailed introduction to electronics assembly for new employee orientation, sales, administrative and management personnel – also technical/vocational schools.
DVD-153C begins with a brief introduction to components and interconnections, then provides a visual tour of surface mount, through-hole and mixed assembly processing and verification / testing. Also explains cable & wire harness assembly and box build or final system assembly.
Product Includes
To host IPC training programs on your own PC, Corporate Network/Intranet, or Learning Management System (LMS), please choose our automated, computer-based Online Video Training (OVT) format. Equivalent OVT program is listed in the shopping cart options.
Training Certification is an ideal way to train and verify competency in key subject areas, like ESD Control, Lead Free Soldering, Component ID, Safety, and Acceptance Standards. These multi-media based resources include everything a trainer needs to instruct, test and certify that their operators have completed a course successfully. All students with a grade of 70% or better on the final examinations qualify for IPC Training Certification. Please see the sample certificate (.pdf) which allows for user-customization of student name, instructor, and date of completion. There is no expiration / renewal date for any Training Certification program, and they may be administered by anyone in your company.
As an operator-level credential, Training Certification demonstrates mastery of the specific theory and knowledge contained in the course, as evidence of competency for ISO training requirements through an industry-developed training program. Training Certification does not qualify instructors or students to teach or interpret IPC specifications, or assure proficiency in the physical skills required to create products to the requirements of IPC specifications.
Like all IPC Video / DVD, OVT and Computer-Based (CD) training programs, Training Certification is available for unlimited students per the particular licensing structure chosen. These media-based training solutions are created in cooperation with volunteer industry experts – to ensure technical accuracy – and are free from commercial bias.

subset: commoncrawl


text:
Congressman Chris Collins Votes to Preserve Welfare Work Requirements
Congressman Chris Collins (NY-27) issued the following statement after voting for legislation preserving work requirements for Welfare recipients (H.R. 890, the Preserving Work Requirements for Welfare Programs Act of 2013):
"Requiring work for people receiving payments from certain Welfare programs has proven to be an extremely successful approach since it became law as part of the historic and bipartisan reform of Welfare back in 1996. That is why many were stunned last summer when the Obama Administration announced it would allow states to waive work requirements for people receiving Temporary Assistance for Needy Families (TANF) payments.
The Legislation passed in the House prevents the Obama administration from issuing work requirement waivers. These work requirements have a proven history of helping to lift people out of poverty. It is now my hope that the Senate will address this important issue and that Washington leaders will work together to find more ways to break the cycle of government dependency."
According to the House Ways and Means Committee report issued last year, between 1996 and 2000, employment of single mothers increased by 15 percent; earnings for female-headed households remained higher in 2009 than in 1996 despite shifting economic conditions; TANF caseloads decreased by 57 percent through December 2011; and child poverty has decreased dramatically and continues below the levels in the 1990s.


text:
Mark Cuban went on First Take this morning to debate ESPN's biggest contrarian troll Skip Bayless.
And it was an absolute bloodbath.
Some quotes:
"You don't ever use facts, you don't ever use substance."
"First of all, you have the presumption that people care what you say. They don't."
He also just obliterates the notion that Miami "played harder" than OKC, and makes Skip go dead quiet when he explains how the Mavericks stopped LeBron James last year.
Here's the video:
UPDATE: Cuban then got the knives out for Stephen A. Smith, and said his 2-year-old could break down game tape just as good as people on ESPN. Watch here >


text:
As law firms nationwide scramble to find new sources of revenue in a flat legal market, Kelley Drye & Warren, the New York-based law firm with about 125 attorneys in Washington, thinks it has found a bankable solution: professional athletes.
The firm recently hired a pair of attorneys from Dow Lohnes, Adisa Bakari and Jeffery Whitney, to start its sports and entertainment group — a new practice for a firm best known for bankruptcy, tax and estate law.
Bakari and Whitney double as sports agents and attorneys, going beyond just negotiating contracts for athletes to doling out legal advice on issues such as wealth preservation, taxes, real estate, and trusts and estate planning — essentially anything that the chief executive of a company would want from their lawyer.
"We view [athletes] as high net-worth clients, as executive clients," said Bakari, who chairs the sports and entertainment group. "We sell long-term success and business protection."
Bakari and Whitney cast themselves as an alternative to the traditional sports agency model, which they say fails athletes by not supporting them once their playing career is over. According to one estimate, nearly 80 percent of National Football League players are broke or bankrupt within three years after retiring.
The formula is one the duo, who met as classmates at the University of Wisconsin Law School in the 1990s, perfected at their former firm, Dow Lohnes. Bakari, a Washington native who played football at Delaware State, founded the sports and entertainment division at Dow Lohnes 15 years ago, and four years ago recruited Whitney to join him. When Dow Lohnes announced last month that it would combine some of its Washington practices with the Silicon Valley-based law firm Cooley, Bakari and Whitney's group, along with Dow Lohnes' lobbying practice and others, were not part of the deal.
The group's clients include Redskins running back Evan Royster, Indianapolis Colts safety Antoine Bethea, Chicago Bears running back Matt Forté, Jacksonville Jaguars running back Maurice Jones-Drew and IBF junior welterweight boxing champion Lamont Peterson.
Professional athletes call for an unconventional approach, they said. Bakari and Whitney typically try to meet with a player's parents first, pitching themselves as long-term business advisers who will stick around once an athlete's playing career is over to help them transition into a second career, such as broadcasting or franchising.
"A kid being drafted shifts the financials for the family," Bakari said. "We get them to look at themselves as an executive who runs their own business."
Being part of an established law firm — Kelley Drye was founded in 1836 and is one the nation's top 200 firms by revenue — helps with the sell, they said.
"No sports agency has been around as long as [Kelley Drye]," Bakari said. "It's immediate credibility."
For years, Washington law firm Williams & Connolly was one of the few firms in town that had a significant practice representing athletes, primarily NBA players, including Grant Hill, Tim Duncan and Shane Battier. The leader of that group, sports lawyer Jim Tanner, recently left to open his own sports agency in Arlington.
Kelley Drye's sports and entertainment group, which in addition to Bakari and Whitney include two publicists, will help drive business to the firm's existing practice areas, said Lewis Rose, managing partner of Kelley Drye's Washington office. The firm's intellectual property lawyers, he cited as an example, will come into play when negotiating how a company uses an athlete's name and image in advertising materials.
Such work is a way to leverage the firm's existing skills, part of the motivation behind the deal.
"We thought, 'How do we find a new inventory of high net worth clients?'" Rose said.


text:
Patriotic Bits and Piecesarr. Mike Story - Alfred Publishing Co., Inc.
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Perfect for opening or closing any performance, this dynamic arrangement contains excerpts from eight all-American themes. Titles include: You're a Grand Old Flag; The American Hymn; Manhattan Beach; Chester; America (My Country 'Tis of Thee); Yankee Doodle; The Battle Hymn of the Republic; and America the Beautiful. Playable as string orchestra, or add additional winds up to full orchestra.
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The Faculty Affairs office provides information and service regarding faculty benefits and services, employment opportunities.
Faculty - Endowed Professors
The Faculty Affairs office provides information and service regarding faculty benefits and services, employment opportunities
Management & Staff
The Office of Human Resources provides information and service regarding employee benefits and services, employment opportunities, salary schedules and job classification standards, union contracts, and training and development.
Federal Work Study for Students
Only Students who have accepted a Work-Study award on their Official Award Letter may apply for jobs through the Work-Study Program. Copies of job listings are also available in Enrollment Services located in the Mary Stuart Rogers Educational Services Gateway Building, in Room #100. Students must call employers to make interview appointments. If students were not originally awarded Work-Study and wish to receive Federal Work-Study, there is a waiting list process by submitting a written request to add work-study awards to a students financial aid award. Funding is quite limited and substantially more students have been offered work than in prior years.
Student Assistants
Are you interested in obtaining a part-time job on-campus? The Office of Human Resources now posts all jobs available for students who are not participating in the work-study program online. These positions are open to current Stanislaus State students who are enrolled on a part-time (at least 6 units) or full-time basis (non-work study).


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The closing of a car manufacturing plant can be devastating for a community. It means jobs will be lost, along with the host town's sense of identity.
But at many abandoned sites around the county, things are turning around.
A new report from the Center for Automotive Research found that hundreds of closed auto factories have been repurposed for a variety of causes, from new industries to public spaces and even for new types of automotive manufacturing.
Forty nine percent of the 263 automotive plants that have closed across the country over the past three decades have been given new life.


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The Chronicles of Narnia
The most important lessons that we can learn from C.S. Lewis' Narnian Chronicles are the ones that Lewis himself wanted us to learn. It so happens that Lewis said enough about literature in general and the Narnian books in particular …Read More
Leland Ryken
Dr. Leland Ryken is professor of English at Wheaton College in Wheaton, Illinois, and he is author of Choosing a Bible.


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Cale Wiggins
Classical Content Coordinator and Host
Cale started his career as an on-air personality in 1997. In 2008, he began his involvement with public broadcasting as a volunteer programmer on Northstate Public Radio, which covers Northern California from Marysville to somewhere near the Oregon Border, and from the Spring of 2009 through May of 2012, worked at Northstate Public Radio as Music Director and Programming and Production Coordinator.
"I discovered classical music through my local NPR station as a child. My parents, award-winning country music performers, were a bit surprised when I asked for a Tchaikovsky boxed-set for Christmas, but were always supportive of my interests. I still retain a romantic notion that, at any time, there may be a child listening who has just stumbled upon this great music and found it to be a revelation of sorts; a pleasure that will serve them for the rest of their lives. I feel honored to be able to share something in which I have found so much meaning and beauty."
Cale is also a published poet and a lover of art and culture (especially literature, visual arts, film and music), who spends his free time in the company of his wife, Cynthia, and their three cats, Friday, Ambrosia and Pixy. His perfect day: "Meandering through a good art museum by myself…with cheese."


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Ted Talks: Tan Le's immigration story
On a recent Ted Talk, technologist Tan Le shared her family's immigration story. She speaks about her mother, grandmother, and sister leaving Vietnam. Like Enrique's journey, Tan Le's journey was dangerous, and travelers suffered poverty, fear, and discrimination. Watch the video below, and leave a comment with your own thoughts and reaction.


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WND Exclusive
Author: 'Birth certificate' prompts departure of White House counsel
Corsi says move 'marks beginning' of end of Obama eligibility cover-up
|President Obama (White House photo)
The author of the best-selling "Where's the Birth Certificate? The Case That Barack Obama Is Not Eligible To Be President" charged today the resignation of White House counsel Bob Bauer is the result of his participation in the release of Barack Obama's "Certificate of Live Birth," which he fears would not stand up to the scrutiny of any serious investigation by the FBI, Congress or the media.
When the announcement about Bauer's departure was made today, the AP said he was returning to private practice and to represent Obama as his personal attorney and as general counsel to Obama's re-election campaign.
Jerome Corsi's new book, "Where's the Birth Certificate?," is now available for immediate shipping, autographed by the author, only from the WND Superstore.
He's being replaced by Kathy Ruemmler, a former assistant U.S. attorney.
The AP reported Obama praised Bauer, who before his White House post had defended Obama against lawsuits that challenged his eligibility to be president.
But Jerome Corsi, Ph.D., who authored the "Where's the Birth Certificate?" book that debuted at No. 6 on the New York Times best-sellers list after reaching No. 1 several weeks earlier at Amazon.com, said, "I think Bauer's resignation marks the beginning of the Obama eligibility cover-up starting to unwind."
Corsi believes Bauer "felt compelled" to resign because of the growing substance to worries that the eligibility issue will blow up into a full-scale investigation.
"Bauer sent Perkins and Coie attorneys to Honolulu to pick up from the Hawaii Department of Health what he believed would be two certified copies of Obama's 1961 long-form, hospital-generated birth certificate," Corsi said.
"When the White House released to the public the birth certificate in the form of a PDF computer file obviously created on Adobe software and a Xerox copy, Bauer realized the Hawaii DOH had participated in the fraud," Corsi charged.
Corsi said he had been tipped off early in February that a long-form birth document for Obama had been forged and that the document was to be released.
"The information came from a mole within the Hawaii DOH who had been examining the vault logbook for months," Corsi explained. "Until just prior to February 24, no Obama long-form hospital-generated birth record could be found in the Hawaii DOH."
Corsi, whose book also has ascended to the upper reaches of other best-seller tabulations, said that when Hawaii Gov. Neil Abercrombie "could not find the Obama birth records he had been searching for and radio journalist Mike Evans said so in a broadcast repeated over a series of radio stations across the nation, a decision was made within the White House to use a forgery that may have been in the works since as early as 2008."
Corsi said he believes the scenario developed this way:
Obama and Valerie Jarrett wanted to continue the stonewalling strategy they had used since 2008, relying on the short-form Certification of Live Birth and having Hawaii DOH claim that long-form birth certificate copies were no longer available, not even to Obama.
Obama and Jarrett had planned to use the forged birth certificate as an October surprise, just prior to the November 2012 election, if the pressure on Obama's eligibility remained an obstacle to his reelection.
But this strategy was overruled by White House Chief of Staff Bill Daley. He determined that a birth certificate, if it existed, had to be released now – to prevent the issue from gaining momentum.
"I believe both Daley and Bauer believed until recently that Obama was telling the truth and that the birth certificate was really there in the Hawaii DOH," Corsi said. "But when they realized that the last-modified date stamp on the computer file of the Obama birth certificate – put up on the White House website on April 27 – was that very same morning, it contradicted the idea the file was an earlier scan of the original Obama birth certificate in the Hawaii vault log book. What modifications to the file were being made at the White House? Was the file originally created at the White House? Why wasn't the file made and closed in Hawaii where the scan of the original document was supposedly made? Bauer realized the White House was lying to say a scan of the original document was being released."
Corsi said he's convinced that now top White House operatives such as Daley and Bauer believe there is no document in the Hawaii Department of Health that can withstand forensic analysis.
He said the legal challenges to a specific document that has been made public could be harder to deflect than a lawsuit generally alleging an ineligibility on Obama's part.
Corsi also said he believes top operatives in the Democratic Party "have concluded that if Obama does not kill the birther issue soon, he may have to resign – with the likelihood that Hillary Clinton will be elevated into the DNC presidential candidate in 2012."
Corsi suggested Republicans also are staying away from the "birther" issue because they have reached the same conclusion – and the RNC does not want "to have to face Hillary in the 2012 presidential election in the wake of an Obama resignation."
"What forced the release of the birth certificate on April 27 was the coming publication of the [Where's the Birth Certificate?] book," said Corsi.
"Bauer's resignation is the first step in the crumbling of inside support for Obama in the White House."
Corsi said pursuit of the "forger" who created the Obama Certificate of Live Birth already is well under way.
"The forgery consists of a composite of these various Hawaii 1961 legitimate documents, onto which was added Obama-specific information, with the result that the final version was composed in Adobe software," Corsi said.
WND reported when Bauer joined the White House.
Obama announced at that point he was waiving ethics rules for Bauer, his personal and campaign lawyer – and the same attorney who has defended Obama in lawsuits challenging his eligibility to be president.
But Executive Order 13490, "Ethics Commitments by Executive Branch Personnel," prohibits political appointees from participating in any matter involving specific parties that is directly and substantially related to former employers or former clients. The rule typically expires two years after the date of appointment.
According to the ethics waiver posted on the White House website, Bauer was exempted from the requirements of the ethics pledge "solely with respect to his former client the Democratic National Committee (DNC), and with respect to his former employer Perkins Coie LLP (Perkins Coie) in its capacity as counsel to the DNC and to President Barack Obama in his personal capacity."
The waiver suggested the ethics rules would have prevented Bauer from working on Obama's financial disclosure forms or issues related to the Democratic National Committee.
As WND reported, in April 2009, Bauer sent a letter to plaintiff Gregory Hollister of Hollister v. Soetoro, a retired Air Force colonel, threatening sanctions if he didn't withdraw his appeal of the eligibility case that earlier was tossed by a district judge because the issue already had been "twittered."
"For the reasons stated in Judge Robertson's ruling, the suit is
frivolous and should not be pursued," Bauer's letter warned. "Should you
decline to withdraw this frivolous appeal, please be informed that we
intend to pursue sanctions, including costs, expenses and attorneys'
fees, pursuant to Federal Rule of Appellate Procedure 38 and D.C.
Circuit Rule 38."
Bauer also represented Obama and the DNC in Philip Berg's eligibility lawsuit and various other legal challenges.
During the 2008 presidential campaign, Bauer functioned as an "attack lawyer," threatening with FEC complaints groups wanting to run anti-Obama television ads.
Also during the 2008 presidential campaign, Bauer as counsel for the Obama campaign wrote letters to television station managers and to Department of Justice Assistant Attorney General John Keeney arguing that airing an anti-Obama ad pointing to the known association between Obama and Weather Underground radical Bill Ayers would violate federal election rules.
Additionally, during the 2008 campaign, Bauer intervened on behalf of Obama to block the California-based American Leadership Project from running a television ad campaign over support from unions, including the Service Employees International Union.
Again, Bauer filed a complaint with the FEC alleging that the union-funded television campaign the American Leadership Project planned to run in Indiana against Obama was illegal under federal election laws.
In addition to representing Obama on eligibility cases, Bauer also served as legal counsel to represent the president in the criminal probe into the activities of former Illinois Gov. Rod Blagojevich.
If you would like to sound off on this issue, participate in today's WND Poll.


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For some, the basic recipe will help to hold over hunger and is the best that can be done. For others, food is more than just a meal, it's an art form. Something that is to be enjoyed - Jim Catanich.
The act of preparing food for human consumption is known as cooking. The cooking process involves using a variety of methods and tools to prepare a set of ingredients so that they are digestible and have flavour. The process uses a form of scientific method and so the quantities of different ingredients and the conditions in which the food is prepared influence the resulting product. Heat is often applied to food during the process.
Cooking covers both the necessity to eat and the desire for variety in what is eaten. A combination of taste, sight and nutrition requirements come together in subtle ways to make each meal different. Each culture has developed its own methods and techniques for preparing their food, creating unique and rich recipes that have now been shared throughout the world. However, the obsession with the art of cooking is one thing all cultures share.
What is entertaining?
Entertaining is inviting and providing hospitality to guests for informal parties and special functions, often for the purpose of talking, eating and drinking. The presentation of one's house and the food served are both important aspects of consideration when entertaining.
What is cuisine?
The traditional cooking methods and food preparation of cultures, religions and regions is known as cuisine. The ingredients, equipment and skill available may influence a cuisine. A cuisine includes not only the food of a culture, but also the beverages. New cuisines evolve over time.
What is a Dieting?
Dieting is an act of self-control and avoidance of fatty food, low cholesterol food, less oily food, so as to maintain the fat-to-muscle ratio. Eating more raw vegetables and less oil-rich food increases the body metabolism and ultimately increases the life expectancy. Dieting should be done from early age accompanied with a regular exercise routine.


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I am looking for one of each of the following snails: Red Lipped Nerite, Gold or Orange Rabbit, Japanese Trapdoor and Turtle Faced Nerite.
If anyone can get all or any of these for me, preferably, without having to pay for shipping with my youngest kid, I would appreciate it if you could contact me.
I do realize that shipping live creatures is not cheap but I have seen some charge extraordinarily high fees.
Thank you for any help.


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NBA trade deadline: Lakers send Steve Blake to Warriors
The LA Lakers' top brass met Wednesday night to discuss strategy ahead of the NBA trade deadline. The first move to come out of that meeting: trading guard Steve Blake to the Golden State Warriors for guards MarShon Brooks and Kent Bazemore.
The trade is pending NBA approval, The Associated Press reported.
The Los Angeles Times first reported Blake had been traded. Yahoo! Sports reported that Brooks and Bazemore were in the deal.
Golden State wasted no time welcoming Blake to the organization, complete with this digitally altered image:
#DubNation, let's welcome @SteveBlake5 to the Bay & make sure to give him a follow. pic.twitter.com/KRYdfut2kW
- Golden St. Warriors (@warriors) February 20, 2014
MORE: Nets' owner gives OK to acquire Hill | Nets add Kings' Thornton | Knicks, Clips talking
Word of the Blake trade started to spread just before the Warriors played in Sacramento and the Lakers hosted Houston in Los Angeles.
The trade gives Golden State a savvy veteran off the bench without sacrificing any of its core players or moving into the league's luxury tax.
"We think this just bolsters the bench and gives us some more options, some more weapons and a player when you give him the ball you know you can trust him," Warriors general manager Bob Myers said during intermission in Sacramento. "We just think it was a chance to improve our roster and that was our justification."
Blake, who is making $4 million in the final year of his contract, averaged 9.5 points and 7.6 assists while starting all 27 games he played for the injury-depleted Lakers this season. The Warriors are counting on the 33-year-old veteran to bolster a bench that has been searching for a proven ball-handler since Jarrett Jack left for Cleveland in free agency last summer.
The Warriors acquired Jordan Crawford and Brooks from Boston in a three-team trade on Jan. 15. Golden State sent struggling backup Toney Douglas to Miami in that deal.
Crawford has been, at times, a prolific scorer but is still learning how to be a better distributor and playmaker on a Warriors team that has plenty of shooters. He entered Wednesday averaging 6.3 points and 2.2 assists in his first 13 games with the Warriors after starting for the Celtics while Rajon Rondo was injured.
Brooks appeared in just seven games with the Warriors and never caught on in Mark Jackson's rotation. Bazemore, best known for his animated cheering on Golden State's bench, also struggled in limited action the past two seasons.
Both had split time with the team's NBA Development League affiliate, the Santa Cruz Warriors, but should get more of an opportunity with the rebuilding Lakers.
LA might not be done dealing before Thursday's 3 p.m. ET deadline. Forward/center Pau Gasol is in play, as are forward Jordan Hill and center Chris Kaman.
The Associated Press contributed to this report.


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An online game to learn 6 times table while having fun. Children will learn their multiplication table
without even realizing it. Playing math is always easier and become a breeze!
In this game the cards are placed face down in five columns and four rows, so a total of 20 cards at the beginning of the game.
On each card, there is a multiplication of the 6 times table and its result. For each game play, positioning of the cards is random, which allows the child to replay indefinitely with the 6 times tables until he succeeded in memorize it.
Find the 10 pairs of cards turning them face up 2 by 2, in the least moves and in the shortest time.


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Lecker: Common Core fails to meet constitutional standards
The Common Core State Standards, national standards adopted by Connecticut in 2010, promise to reflect "the knowledge and skills that our young people need for success in college and careers."
This promise alone raises questions: Which colleges: Community? Non-selective? Selective? And which careers: Plumber? Beautician? Hedge fund manager? Physicist? Can one set of standards really encompass this wide spectrum of education and work?
There is an even more fundamental and pressing question, though: Is "college-and-career-ready" an adequate standard, as measured by Connecticut's constitution? The answer is a resounding "no." In the pending school funding case, CCJEF v. Rell, Connecticut's Supreme Court ruled that our constitution "guarantees Connecticut's public school students educational standards and resources suitable to participate in democratic institutions, and to prepare them to attain productive employment and otherwise to contribute to the state's economy, or to progress on to higher education."
The drafters of the Common Core ignored Connecticut's primary goal for public education: capable participation in democratic institutions. Sources involved in the Common Core's development process confirm that citizenship was never the focus. In fact, the Common Core's foundational document mentions "economy" more than 100 times, while the word "citizen" appears only once -- in a footnote.
Ironically, although the sole focus of the Common Core was the ability to compete in the global marketplace, the most serious threat to our national and global economy is our government's current dysfunction. The recent government shutdown cost the nation $24 billion and 120,000 jobs. The International Monetary Fund warns that if Congress cannot agree to raise the debt ceiling, the world might plunge into another recession.
Given the failure of our democratic institutions, our most urgent goal should be to ensure that our children learn the lessons of democracy. Yet the architects of the Common Core disregarded this fundamental purpose of public education.
Perhaps if the Common Core standards were developed in a democratic fashion in our state, Connecticut's goals would have been considered.
From their inception, the drafting and adoption of Connecticut academic standards was an inclusive, public process. The State Department of Education invited teachers from across the state to collectively draft standards in their areas of expertise. SDE would then solicit public comment from all sectors, including parents, teachers, school administrators, superintendents and school boards. There could be as many as 50 iterations, and the process could take as long as three years.
Since this process was directed by a state agency, it was subject to open meeting and Freedom of Information laws. The product was an educational framework that was created by Connecticut educators with input from everyone connected to our public schools.
The Common Core State Standards, by contrast, were developed behind closed doors by two private, non-governmental organizations: the National Governor's Association and the Council of Chief State School Officers. There was no public comment. The organizations even refused to release the drafters' names until there was public outcry. The entire development process remains shrouded in secrecy. NGA and CCSSO are not subject to any sunshine laws that governmental bodies must obey.
The members of Common Core validation committee were required to sign confidentiality agreements. This committee was ostensibly charged with ensuring that these standards that were about to be used in schools across America were valid. It is shocking that the public would be prevented from knowing what this committee discussed.
When the standards finally reached Connecticut in 2010, they were presented as a fait accompli to state officials, who were given two months to adopt them -- under threat of being disqualified from federal Race to the Top money if they failed to do so. Rather than question the inadequacy of these standards as measured against Connecticut's constitutional requirements, the State Board of Education, here in "the Constitution State," acquiesced to federal pressure and adopted these substandard standards; just months after the Connecticut Supreme Court decision in CCJEF v. Rell.
The Common Core State Standards were developed in a rushed and undemocratic process, far from Connecticut's students, parents, educators, and officials. It is no wonder, then, that the standards themselves do not reflect Connecticut's values or constitutional mandates.
At a time when the biggest threat to our economy and society is the glaring lack of governing skills by our leaders, our duty is to ensure that our children are able to function in a democratic society. Sadly, we cannot count on the Common Core State Standards, which fail to fulfill Connecticut's basic constitutional requirements, to help us meet this challenge.
Wendy Lecker is a columnist for Hearst Connecticut Media Group and is senior attorney for the Campaign for Fiscal Equity project at the Education Law Center.


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CDPH Offers Food Safety Tips for the Holidays
With the holiday season approaching, the California Department of Public Health (CDPH) reminds consumers to use safe food preparation and storage measures to prevent foodborne illness. Bacteria that can be found in foods such as meat and poultry may cause illness if they are insufficiently cooked, inadequately cooled or improperly handled.
"We can help ensure that foodborne illnesses don't ruin our holidays by properly preparing and handling meat, poultry and other foods," said CDPH Director and State Public Health Officer Dr. Karen Smith.
About 48 million illnesses, 128,000 hospitalizations and 3,000 deaths in the U.S. each year are related to foodborne diseases, according to the Centers for Disease Control and Prevention (CDC)
Foodborne diseases can be prevented by: washing hands with soap and warm water before and after food preparation, and especially after handling raw foods; cleaning all work surfaces, utensils and dishes with hot soapy water and rinsing them with hot water after each use; cooking food thoroughly and refrigerating adequately between meals.
Symptoms of foodborne disease can include diarrhea, which may be bloody, vomiting, abdominal cramps and fever. Most infected people recover from foodborne illnesses within a week. Some, however, may develop complications that require hospitalization. Young children, the elderly, pregnant women and people with weakened immune systems are at highest risk for potentially life-threatening complications.
Additional information about food safety is available on the U.S. Department of Agriculture Meat and Poultry hotline at 1-888-MPHotline (1-888-674-6854). Consumers can also access the national Partnership for Food Safety Education's Fight BAC! Website www.cdph.ca.gov


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Have you ever gone to a session that blew your mind so completely, touched you so deeply, that you had a hard time moving on to the next session and just wanted to sit and wallow in the experience for a while?
I had one of those experiences at this year's Alliance for Continuing Education in the Health Professions meeting which, while always thought-provoking (it usually takes about a month for me to unpack my head afterward), never engaged me quite like this. Margaret Edson, who wrote the play "Wit" about a woman's journey through cancer, was, well, I still can't stop thinking about what she had to say, and how she managed to have an intense and personal-feeling dialogue with a big ballroom full of people. I literally had a hard time even speaking for an hour or so after the session, I was so deep inside the very simple, yet very profound, things she shared.
And she's not an inspirational speaker, or at least I wouldn't label her as such, though I was thoroughly, hmm, not so much inspired as deeply moved to try to find those moments she spoke about when we can drop our pretenses and vanities and defenses and just be our most true selves with each other. (I managed to work a little discussion of the experience into this editorial for the March issue of Medical Meetings, but it's hard to capture.)
She didn't so much teach us anything—I have very few notes from that session, which hardly ever happens. But then again, I don't think I have forgotten a single word or concept she spoke about because she somehow got me, and I strongly suspect most of the rest of the audience, emotionally involved with what she was saying. It was all about being there in the moment, feeling our way toward a new way of being with each other not as professionals and peers, as we tend to do at these things, but simply as people. And she somehow made it specific to that audience of healthcare educators.
This makes me think that the big-ballroom keynote isn't necessarily dying, that there is still something transformative in a group of people all experiencing the same thing simultaneously, being brought to a place emotionally and intellectually that, at least for that moment in time, makes us a true community. I don't think it's a coincidence that it took a playwright to get us there—what else do plays do but exactly what she did? Or that she's a school teacher—this quote from an article about her in The New York Times kind of sums it up: "The difference between teaching and play-writing is not incomprehensible to me, they're not so different. They both create a public event that leads to understanding."
That's what we need to shoot for in our plenaries. Less providing venues for knowledge-disseminating, more creating welcoming space where understanding can take root and grow.


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Data papers highlight openly archived data with high reuse potential, and provide recognition for the producers of the data.
Research reports provide concise summaries of key developments in a field that the community do not otherwise have access to.
Software papers help you to locate openly archived, reusable code relevant to your research, and provide a mechanism for citing its use.


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About Hopper Topper Power Lift
The Hopper Topper Power Lift transfer pump will help keep your production flowing smooth. With its gentle pumping technology, your product will be quickly transferred without sacrificing quality. No matter if you process smooth cremes or doughs, chunky fruit- or nut fillings, soups, salads or sauces, the Unifiller transfer pump perfectly transports all kinds of products without affecting its properties.
Machine Features:
Performance Specifications
Model: Hopper Topper Power Lift
Air: 4 CFM at 100 PSI, 226.5 litres/min at 6.9 bar
Electric: 230 V, 1 Amp
Volume: 11 - 49 litres
Particle size: Up to 25 mm cubic soft particles
Click for more information


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Re: NEW FEATURE - Image Galleries
Image Gallery - Upload Instructions
1. Login to the message boards.
3. Click "Upload File" from the left navigation.
4. Review the directions, select "Browse..." to find the image on your computer and press "Continue" at the bottom.
5. If so far so good, you will see a "Successful Upload" message. Press "Continue."
6. Fill out the following required fields and press "Continue" to finish your contribution:
6A. Required: select the best "Album" from the drop-down menu. (Moderators will help out at this point, just like moving topics to the right forum on the message boards.)
6B. Required: give it a quality title. "Boba Fett" is not good. "Boba Fett painting by Dave Dorman" is good.
6C. Optional: add a description, such as the year, artist, original source, etc.
6D. Optional: consider adding keywords to make the image easier to find by search.


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Some conservative commentators, including John, have criticized the statement of Jill Carroll, the reporter held hostage by terrorists in Iraq, that she was well-treated by her captors. As John explained, far from treating Carroll well the terrorists threatened to cut off her head and kept her in fear of her life for nearly three months. John and others suggested that Carroll's willingness to view her captors in an absurdly favorable light stemmed from her understandable gratitude for being set free.
Think Progress, a project of Democratic operative John Podesta and his leftist think tank takes exception: "It is totally inappropriate to assume that [Carroll's] description of how she was treated is motivated by anything other than a desire to tell the truth." At one level, this statement reflects confusion. The claim isn't that Carroll intended to lie about how specific facts with respect to her treatment. The claim isn't even that Carroll misstated facts — e.g., that the terrorists didn't hit her, that they let her go the bathroom, etc. The claim is that Carroll grossly (but understandably) mischaracterized her treatment by suggesting that it was good, instead of merely not barbarous in all respects.
By rejecting criticism of Carroll's comments, and attacking those who place them in their proper perspective, the Think Progress author joins Carroll in casting the terrorists in a far better light than they deserve. Carroll did so after nearly three months of intense emotional distress. What is Think Progress's excuse?


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Red Shirt
Not Even Dental Records Can Help You Now
If you find yourself on the surface of a planet amongst Kirk, Spock, and McCoy, you probably don't need to worry about whether or not you left the iron on.
After sitting through four years of dull interspecies protocol seminars and tactical maneuvers groundwork, you successfully graduated from Starfleet Academy. As a newly commissioned Federation security officer, your first assignment is on board a Constitution-class heavy cruiser. You straighten out the collar on your crisp red shirt as you walk down the corridor toward the transporter. You've been summoned to provide defensive support for a landing party consisting of the top officers on board. This is your chance to shine.
Shine like a phaser set to "frag."
Perhaps you should have gone into science.
In the Star Trek universe, the Red Shirt is the phase-cannon fodder obliterated on screen to alert the audience to the danger of the situation. It's Roddenberry proclaiming, "We could have just killed one of the characters you cared about!" The Red Shirt is a sci-fi idiom for the anonymous, the expendable, the smoking boots behind a boulder. We've printed that word, "Expendable," in a Trekish font on a red 50% polyester/50% cotton jersey ringer with black rib-knit collar and cuffs.
Just don't stand next to us when you wear that thing.


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It wasn't something I really used to consider, but nowadays, it's becoming more of a thought in my mind. Why should I bother wasting gas/time to find figures for $6.50 (with tax) at Target, when I can order a case of 12 for $7.50 each (with shipping) from EE.Sure, it's $12 over retail, but that's only like 4-5 gallons of gas or about 80-100 miles of toy shopping (which is probably about my average in a week).The only wrinkle to on-line ordering though is you still have to go to the stores to hunt the damn exclusives (exclusives = the bitching target of the day I guess ).
It has affected me, i only stop when i am going in that direction already. Damn SUVs!
You also have to think of what it's all relative to. 50 years ago, a gallon of regular gas was about 30 cents. Now it's around $2.50. But are today's gas prices high compared to 1950? To answer that, you have to take into account inflation that has occurred over the last 50 or so years. By calculating inflation, what cost 30 cents in 1950 costs $2.33 today. With just a bit of analysis, that means gas prices today are only about 8% higher than they were in 1950.
I've seen a lot of folks complaining that the government do something about the prices... bad idea folks! Why do some people always want the government to run EVERYTHING?
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Email a friend about this page:
The AMCP Managed Care & Specialty Pharmacy Annual Meeting is held each April. It is the largest assembly of pharmacy and health care professionals dedicated solely to the issues of managed care pharmacy; this meeting highlights a myriad of activities that are shaping the future of managed care pharmacy. Approximately 4,000 individuals attend each year.
Exhibiting companies feature the latest drug therapies, technologies, and a wealth of products and services affecting professionals working in managed care pharmacy.
Information on Exhibits, Sponsorship, and Science & Innovation Theaters for the AMCP 2020 Managed Care & Specialty Pharmacy Annual Meeting will be available soon. Information from 2019 is included below for basic cost and other information.
Health care in the United States – with the intense pressure to improve outcomes, access and affordability – is at the intersection of technological and scientific innovation and increasingly sophisticated and effective managed care tools. Each October the Academy of Managed Care Pharmacy showcases new and emerging developments at AMCP Nexus. AMCP Nexus 2019 will be held October 29-November 1 at the Gaylord National Hotel & Convention Center outside Washington, DC.
Information on Exhibits, Sponsorship, and Science & Innovation Theaters for AMCP Nexus 2019 can be found on our Nexus 2019 Web Site.
For more information, contact email@example.com.
© 2018 Academy of Managed Care Pharmacy675 North Washington Street, Suite 220 | Alexandria, VA 22314703-684-2600


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Holaira, Formerly Innovative Pulmonary Solutions, Closes $10 Million Series C Financing
New Headquarters and New Name Accompany Financing Milestone
Minneapolis, MN, February 11, 2013 – Holaira, Inc., formerly Innovative Pulmonary Solutions, Inc. (IPS), a developer of medical devices to treat obstructive lung diseases, today announced the completion of its Series C private equity financing, totaling $10 million. All of Holaira's existing venture investors, Advanced Technology Ventures, Morgenthaler Ventures, Split Rock Partners, and Versant Ventures participated in this round. Proceeds from this financing will be used to support the continued development of Holaira's minimally invasive products.
Holaira is working on a novel catheter-based system for a procedure called Targeted Lung Denervation, that has the potential to make breathing easier for patients with chronic obstructive pulmonary disease (COPD). Chronic Obstructive Pulmonary Disease (COPD) is one of the leading, yet under-recognized causes of morbidity and mortality worldwide. It is characterized by a persistent airflow limitation that is progressive and interferes with normal breathing. Worldwide, more than 64 million people have COPD[1] with more than 13 million adults diagnosed in the US.[2]
"The completion of this financing signals continued confidence in the direction of our program to develop a system to enable a minimally invasive bronchoscopic treatment for COPD," said Dennis Wahr, M.D., president and chief executive officer of Holaira. "Our board of directors remains unchanged and I'm pleased that Mike Carusi of Advanced Technology Ventures, Mark Deem of The Foundry, Kirk Nielsen of Versant Ventures, Hank Plain of Morgenthaler Ventures, and Dave Stassen of Split Rock Partners will serve alongside me."
Concurrent with the financing milestone, Dr. Wahr announced the opening of the new corporate headquarters in Minneapolis, MN, under the new corporate name, Holaira.
"The relocation of the company, along with our new corporate identity sets the stage for the next level of product development and our future clinical trials," continued Dr. Wahr.
About Holaira – Holaira, Inc. (formerly Innovative Pulmonary Solutions, Inc.) is a privately held lung denervation company developing minimally invasive products to make breathing easier for patients suffering from obstructive lung diseases. Founded in 2008, Holaira is currently working on a novel catheter-based system that has the potential to improve lung function, exercise capacity and quality of life for patients with chronic obstructive pulmonary disease.
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[1] World Health Organization Fact Sheet No 315, November 2011
[2] American Lung Association, COPD Fact Sheet, February 2011