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Randy Seaver of Genea-Musings has posed the following challenge:
1) Think of any number of genealogy events or moments that make you have a genealogy happy dance, an ah-ha moment, or a genea-gasm.
2) Tell us about them in a blog post, in a comment to this blog post, or in a comment on Facebook.
Some of my Happy Dance moments were:
Finding a death certificate on line for my great-grandfather Harlston Perrin Moore that listed both of his parents; until that time I knew only that my maternal grandfather's name was something like Perrin Moore.
Finding genealogy forum posts on Harlston Perrin Moore's parents Spencer and Emily Moore that included where they had lived and the names of their other children.
Finding a message in an archived mailing list that mentioned that Bud Mathis Moore of Greenville County, SC had a brother named Spencer who "lived over in Anderson County and had a son named Commie" – that would have been Spencer's son Commodore Worth Moore – so that I knew I had to search for Spencer's family in Greenville.
Finding an index entry for the will of a Samuel Moore of Greenville, SC that listed his children Spencer (misspelled "Spencar"), Susannah, and Elizabeth. This listing of my great-great-grandfather Spencer Moores and his two sisters indicated to me that this Samuel Moore was my great-great-great grandfather.
Finding a Lewis family with a daughter Martha of the right age to be my great-grandmother Martha Lewis that met the following requirements: the parents were born in SC but lived in GA around the time that Martha was born (1848 – they were there on the 1850 census) but were back in Anderson Co., SC by the 1860 census so that she could meet and marry Harlston Perrin Moore. In Texas censuses from 1880 on Martha Lewis Moore's state of birth was given as Georgia and that of her parents was given as South Carolina, therefore ….
An "Ah-Ha!" moment occurred when I finally had a trail for descendants of my great-great uncle David Floyd. My evidence indicated that David's granddaughter Sada Crum had married a man named Robertson (one of their sons, Clyde, was shown living with her father Mason Crum on the 1920 census), but tracing the history of this family was difficult due to its disintegration and scattering. I found a "Josphes" and "Saddie" Robertson on the 1910 census as the parents of this Clyde Robertson, but in 1920 I could not find them … until I realized that the guy listed as "Seab" Robertson, when I looked at the census, was actually "Seaf" Robertson: Josephus > Seaf. Ah ha!
In a similar case, I realized that an MDL Lee on one census and a Fate Lee on the other census were the same guy: MDL = Marquis de Lafayette > Lafayette > Fayette > Fate. Ah ha!
Sunday, February 21, 2010
Saturday Night Genealogy Fun: My Ah-Ha! Moments
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Staff writer
PBHS Volleyball will have a new look and feel this season with the departure of longtime head coach Darren Schroeder.
Isaac Burnett will coach and Sheena Gann will assist. Both first-year coaches are PBHS graduates.
The team will have a core group of four returning starters. All are upperclassmen with experience.
Seniors Christa Elliott, Brianna Larsen, and Rylie McDowell as well as junior Katy Benson lead the squad. Elliott had 33 kills, 16 blocks, and 26 digs last season. Larsen collected 62 kills, 27 blocks and 38 digs. McDowell had 27 aces and 46 digs. Benson earned 33 aces, 83 kills, 33 blocks and 110 digs.
"Coach Gann and I are both experiencing our first year as coaches with high school volleyball," Burnett said. "We are both excited about the season and working hard to make sure we do our part to make it successful. We will be looking to the upperclassmen to be an encouragement and positive leaders to the younger athletes. Team unity is very important and will be one of the main themes of our volleyball season."
"I worked with the girls all summer in the weight room. What I can tell you based on that, we have athletes and we have talent on our volleyball team."
The Lady Warriors open with a preseason home tournament on Aug. 30. Regular season competition opens Sept. 9 at Little River.


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Parker Rain
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I am a spicy, sexy, Italian woman who is petite with slight curves in all the right places. I take pride in my body so I work out on a regular basis. I am super fun and also love to be spontaneous. I love to dance and strip, and I am very good at it! I am unique because I have dark, long brown hair and I know how to work my body. I love to tease, but will follow up with immense pleasure that not all can handle. I love to work my body in a sensual way that drives up the desire for me to be wrapped in your embrace. Anything it takes to take you over the top I am willing to do.
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Pumpkin Pie Protein Smoothie Recipe
This past January, I made resolutions to get into better shape and to eat healthier. It was slow going at first, but I have been doing a pretty good job sticking to my resolutions this year. I have spent the last nine months running a few days a week and just trying to substitute some unhealthier food for healthier foods. I have learned a lot about eating healthier, and what and when to eat after a workout.
This recipe is great to drink after a workout, or first thing in the morning to help you get a little extra protein in your diet. It is one of my favorite fall flavored protein shakes. I get to enjoy a little pumpkin, and get the protein my muscles need after a run.
I find that I can't even taste the protein powder. This smoothie just tastes like pumpkin pie in a glass. The only thing that's missing is a dollop of whipped cream on top. I guess if I went on an extra long run I might splurge and have that whipped cream.
Pumpkin Pie Protein Smoothie
1/2 cup pumpkin puree
1/2 cup shredded ice
1/2 banana
3/4 cup coconut milk
1/2 scoop vanilla protein powder
1 tsp cinnamon
1/2 teaspoon pumpkin pie spice
Throw all your ingredients into a blender and blend until well combined. Pour into a glass and drink.
Joy Larson is a mother of four boys, graduate of the University of Montana, animal lover and writer.
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A. An incorrect bank routing or account number may have been used when filling out the bank account information for making an e-check payment. Another common reason would be insufficient funds in the account being used.
A. There is a delay between the file date and actual payment confirmation. Also, in some cases a taxpayer will file several days prior to the due date and give the payment date as the future due date, in both cases our records will not show the payment confirm date until the transaction has already been presented and confirmed or denied by the bank.
Last Updated: Wednesday, 08/20/14


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A documentary that chronicled the efforts of The Joplin Globe newsroom to cover the deadly May 2011 tornado that claimed 162 lives -- including a member of the paper's staff -- won a regional Emmy award Saturday in St. Louis.
"Deadline in Disaster," which was screened in Joplin last year and has been shown on Public Broadcasting Service stations across Missouri, won in the Documentary-Cultural category during the 37th Mid-America Emmy Gala. It follows several Globe staffers as they worked to cover the aftermath of the deadly storm, which killed newspaper page designer Bruce Baillie and destroyed many employees' homes.
Beth Pike, who directed and edited the film along with Stephen Hudnell, was among the production crew present on Saturday when the awards were announced.
"I was nervous about it because we had worked really hard, and my heart was racing," said Pike. "When I heard them announce the word 'Deadline,' I let out a gasp because I had been holding my breath."
The documentary crew arrived in Joplin in the days after the tornado and spent six months in production, followed by several more months of post-production before the film debuted in 2012.
Pike said that the time spent in Joplin is something that she'll carry with her always.
"We saw the word 'hope' so often (in Joplin)," she said. "There was hope in humankind and hope in getting through whatever obstacle was faced.
"Getting to know the people of Joplin and what an incredible newspaper you have, and the sense of community and hope that you have in Joplin, I'll carry that with me for the rest of my life. I think we all carried away a bit of that Joplin spirit. That was the best part of the whole experience."
Details for this story were reported by The Joplin (Mo.) Globe.


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Sido Program
The San Francisco SPCA Sido Program offers an innovative way to plan now for your pets' future, so they will be cared for should they outlive their owners.
Many people don't have a trusted, willing friend or relative to appoint as guardian for their pet. They worry about what will happen to their pet when they pass away. Enrolling your pet in the Sido Program provides peace of mind about the fate of your pet.
When their owner dies, dogs and cats enrolled in the Sido Program are taken into the SF SPCA's Adoption Program where they receive loving care and attention while we work to place them in the best possible home.
For Sido Program enrollment, please contact Jessica Sananes, Planned Giving Officer at 415.554.3027 or firstname.lastname@example.com.
Make a secure online donation to our Sido Program.
California Pet Trusts
On January 1st, 2009 a law went into effect aimed at protecting animals after the deaths of their owners. Senate Bill 685, initiated by the San Francisco SPCA, is expected to reduce the burden on animal shelters, conserve public services and funds, protect defenseless pets, and guarantee that people's wills are carried out as intended.
Pet trusts in California had previously only been honorary, not enforceable by law. This new law makes pet trust law consistent with other trust law by requiring trustees to carry out trust instructions regarding pets, and by incorporating oversight to guarantee performance.
If you would like a copy of the San Francisco SPCA's sample Pet Trust, please contact Jessica Sananes, Planned Giving Officer at 415.554.3027 or firstname.lastname@example.com.


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I've driven the much less mean streets of "Breaking Bad," strolled the grassy glens of "Game of Thrones," spent a day in a different version of Atlantic City than the one you'll see in "Boardwalk Empire" and ice-skated in the shadow of "30 Rock."
Tonight, they are among the competitors in the prime-time awards of the Academy of Television Arts & Sciences, better known as the Emmys. Most of the millions of viewers are satisfied just watching the shows. But for a cadre of specialty travelers, finding the locations – real and imagined – is a quest befitting "Game of Thrones." Armed with throwaway lines, fan websites and an array of Internet and map-tracking devices, they head out to find the worlds of what was once called "the little screen." That was long before iPads and smartphones.
For generations, sound stages in Los Angeles and New York were the locations familiar and exotic for TV shows. When Lucy goes to Europe, she's just on a different soundstage. The rare times that shows actually shot outdoors were limited. You could visit the "Bonanza" ranch near Lake Tahoe. But when a set-bound series like "I Dream of Jeannie" actually shot in Hawaii, it created a kind of agoraphobia – where did all that sky come from?
With this year's class of Emmy nominees, travelers are more likely to see places they can actually visit. The British tourism folks are more than happy to tell you how to get to Castle Highclere, just west of London. Most TV viewers would know it as Downton Abbey, and more than 50,000 visitors walked around the real-life home of the eighth Earl of Carnarvon, who was forced to institute timed reservations because of the influx. Groups can't get a reservation until 2013, though individuals have a better chance of dropping by.
It's the same for "Game of Thrones," which films in Belfast, in the British-controlled part of Ireland. When the battling nobles need to head out for exterior shots, it's a short drive to the green, steep glens of County Antrim. But the "Game of Thrones" location list reads more like a major motion picture's. The warmer-climate kingdoms have been set in Morocco, Malta and now Dubrovnik, in Croatia. They've also filmed in Iceland.
Expensive location shooting is still primarily the province of the big-budget pay shows from the likes of HBO, Showtime and other cable networks. Even there, the mix of studios and that favorite toy of location cost-cutting – computer generated imagery – often leaves little for fans to see. "Boardwalk Empire," set in the 1920s heyday of the New Jersey resort, built an elaborate set in the Greenpoint section of Brooklyn, then filled in the high-rise hotels and piers using CGI. If you go to the real Atlantic City, not much is the same as in the show except the Atlantic Ocean.
"30 Rock" is set in one of the iconic skyscrapers of Manhattan, 30 Rockefeller Plaza, the home of NBC. There are tours of the TV facilities. A highlight of a trip to "30 Rock" was an evening in the Rainbow Room, the bar and grill on the 65th floor. Though the Rainbow Room opened during the Depression in 1934, it did not survive the financial meltdown of recent years. It closed in 2009 amid promises of reopening, but it remains shuttered and a new operator has not been found.
For location realism, few series can beat "Breaking Bad." It's filmed in and around Albuquerque, N.M., though only locals know the area well enough to know the difference. That hasn't stopped "bleak chic" tourists from heading to New Mexico's biggest city to check out the nondescript tract homes, dicey bars and banal office fronts that make up the bulk of the sun-dried scenery in the show. The ABQ Trolley Co. decided to offer a "Breaking Bad" tour – and promptly sold out for 2012. It plans to be back for 2013. For those who want to go it alone, a la Walt, the web once again has stepped up with a number of sites, including marcvaldez.blog spot.com. A site called kungfujackknife.com offers one couple's "super geek" video tour of sites, including a stop at Twisters, a restaurant used as the chicken shack drug front on the show, Los Pollos Hermanos.
Among Emmy-nominated series, "Mad Men" is a strange case. Its title means the advertising men who worked on Madison (aka "Mad") Avenue. The show throws out names of New York City places past and present, from the Pen & Pencil bar to Keen's Chophouse to the Slipper Room on the Lower East Side. The real-life Roosevelt Hotel has played up its "Mad Men" ties as the place where Don lived for a while after Betty kicked him out of the house. The Waldorf-Astoria is where Conrad Hilton lived while in the city and meeting with Don. WNYC.org has a map of "Mad Men"-connected sites. During the corporate coup d'etat engineered by the character Lane Pryce, the agency worked out of a suite at the Pierre Hotel before moving to a classic mid-1960s address at the Time-Life Building, a revolutionary move in that it was a full two city blocks from Madison Avenue.
The problem is that the New York locales are actually rarely used. With the exception of the pilot and some establishing shots in other seasons, "Mad Men" has substituted sound stages or look-alike spots around Los Angeles. When Don is drinking – his longtime hobby and weak spot – he's more than likely being filmed at the Redwood Room or the Broadway Bar in Los Angeles. For hard-core fans, that's not a problem – they can visit either the referenced spots in New York or the real locations in Southern California. I count myself among that last group – since the show started I've stayed at the Waldorf and the Cavalieri Hilton in Rome because of "Mad Men," even though neither was the actual shooting location of the scenes that drew me there.
Hard core is what you need to be to seek out sites related to some other series. "The Big Bang Theory" is about a socially inept group of scientists at Cal Tech, but their world of Pasadena, the Jet Propulsion Laboratory and the Cheesecake Factory are pretty much soundstage imaginings. That doesn't stop fans at the-big-bang- theory.com from taking off on an endless string of notes debating which rooftop of which apartment is used in a scene (the final consensus: a composite of spots). The debates come complete with annotated Google Earth shots and global positioning satellite coordinates on a minute level that would make even the show's hyper-obsessive character Sheldon seem laid-back.
"American Horror Story" tied "Mad Men" for the most Emmy nominations at 17, but it took some fan sleuthing to track down the spooky mansion that hosted the unlucky Boston family moving to Los Angeles. It's at 1120 Westchester Place in Los Angeles and is evidently well known to location managers of film companies, having been used as an evil fraternity house in "Buffy the Vampire Slayer." The second season of the series is set somewhere on the East Coast at an insane asylum run by a character played by Jessica Lange. In keeping with TV tradition, E! reports that at least part of the "East Coast" was filmed at Hidden Valley in Ventura County.
Websites like moviemaps .org make it easy to find more esoteric locations of Emmy-nominated shows. The homes featured on the credits of "Modern Family" have been tracked down by TV hounds like the website iamnotastalker.com, so fans can make the drive to 134 S. Cliffwood Ave. in Los Angeles to see Jay and Gloria's home, or to 2211 Fox Hills Drive in Los Angeles to see where Mitchell and Cameron live. The show traveled to the Lost Creek Ranch and Spa in Jackson Hole, Wyo., for the opening episode of Season 3. The show also featured a stop at Disneyland.
Unlike fans of "Mad Men," fans of "Modern Family" have a lot of driving to do between imaginary destinations. That's typical of series set in Los Angeles. But for the truly committed, distance and time are no hurdle. After all, just as "Mad" is short for "Madison," "fan" is short for "fanatic."
Contact the writer: email@example.com


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Off of Old National Highway between I-285 and Flat Shoals Rd., turn West on Burdett Rd.
BURDETT TENNIS CENTER5975 Old Carriage Ln., S.E.College Park, Georgia 30349(770) 996-3502
CEDAR GROVE PARK7375 Rivertown Rd.Fairburn, Georgia 30213(404) 730-6200
Located at the intersection of Rivertown and Cedar Grove Roads 2 miles West of Clarence Duncan Park.
CLIFTONDALE PARK4645 Butner RoadCollege Park, Georgia 30349(770) 306-3061
Take Camp Creek Pkwy. West of I-285 to Butner Rd., South on Butner past Stonewall Tell Rd. Park is on right.
COCHRAN MILL NATURE PRESERVE6875 Cochran Mill RoadPalmetto, Georgia 30268(770) 306-0914
Located on the East side of Cochran Mill Rd. between Rivertown & Wilkerson Mill Roads.
COCHRAN MILL PARK6875 Cochran Mill RoadPalmetto, Georgia 30268(404) 730-6200
Located on the West side of Cochran Mill Rd. between Rivertown & Wilkerson Mill Roads.
CREEL PARK2775 Creel RoadCollege Park, Georgia(770) 996-4189
Located on the East side of Creel Road off Old National Hwy. between Bethsaida and Flat Shoals Rd.
DELANO PARK4730 Bailey StreetCollege Park, Georgia 30349(404) 730-6200
North on Ben Hill Rd. from Roosevelt Hwy.(14/29) to Church Street. West on Church to Bailey St.
MASON ROAD PARK5650 Mason RoadCollege Park, Georgia 30349(404) 730-6200
Adjacent to the South Fulton Tennis Center off Roosevelt Hwy. at Mason Rd.
OLD NATIONAL PARK2400 Pleasant Hill RoadCollege Park, Georgia 30349(404) 730-6200
Located on the East side of Old National Hwy. between Flat Shoals Rd. and the Perimeter Hwy.
RICO PARK6505 Rico RoadPalmetto, Georgia 30268(770) 463-6303
Located on the West side of Rico Rd. South of the intersection with Campbellton-Redwine Rd.
SANDTOWN PARK5320 Campbellton Rd., SWAtlanta, Georgia 30331(404) 346-8360
West on Campbellton Rd. (Hwy. 166) from I-285, located next to "A Philip Randolph Elementary School"
SOUTH FULTON TENNIS CENTER5645 Mason RoadCollege Park, Georgia 30349(770) 306-3059
South from I-285 on Roosevelt Rd (Hwy. 14/29) to Mason Rd. Right on Mason Rd. to site.
TOM LOWE SHOOTING GROUNDS3070 Merk Rd., S.W.Atlanta, Georgia 30349(404) 346-8382
Located between Enon and Butner Rds. off Camp Creek Pkwy West of I-285.
TRAMMELL CROW PARK4980 Cascade RoadAtlanta, Georgia(404) 730-6200
From 285 South, take Cascade Rd. exit, go West. Park is between New Hope Road and Cascade Hill Road, directly South of Carlo Woods Dr.
WELCOME ALL PARK4255 Will Lee RoadCollege Park, Georgia 30349(404) 762-4058
From I-285 take Roosevelt Hwy. (14/29) South to Welcome All Rd., go North on Welcome All then East on Will Lee Rd.
WILKERSON MILL - FARRIS PARK8095 Wilkerson Mill RoadPalmetto, Georgia 30268(770) 463-6300
South on Roosevelt Hwy. (14/29) towards Palmetto, turn North on Wilkerson Mill Rd.
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Cipha: Nina B, Joe Budden, Hell Rell w& More (This Is What Started The Saigon Beef w/ Joe!)[Old Footage]
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How to Use
the Readings
Inquiry Question
Reading 2: The Coming of the Spaniards
In 1598, a Spanish expedition led by Don Juan de Oñate entered New Mexico to establish a permanent colony. Three major battles between the Spanish and Pueblo Indians occurred between 1599 and 1601. When the Spanish soldiers finally established control they declared their intention to Christianize the Indians and demanded supplies and other support for their missionaries. Oñate collected tribute from the villagers of Gran Quivira and demanded their allegiance to the Spanish King. In the early 1600s, another Spanish expedition entered the region, this time from the south. These Spaniards named the Gran Quivira community "Pueblo de Las Humanas," and called the people who lived there "Rayados," meaning "Indians with striped faces." Many pictographs (rock paintings) in this region depict faces with stripes over the nose, a practice characteristic of Plains Indians.
The Spanish did not inhabit the village until 1627, when a Franciscan priest named Fray Alonso de Benavides arrived to introduce the Christian religion. Soon thereafter Fray Francisco Letrado became the first resident priest at Las Humanas. With Indians as laborers, Fray Letrado quickly began constructing the first permanent church. But within two years he requested a transfer to serve in a more remote area. The next resident priest, Fray Diego de Santander, did not arrive until 1659. In the interim, Las Humanas became a visita or preaching station serviced by Abo, located 25 miles to the north. Frequently, the Abó priest and choir traveled seven hours to Las Humanas to lead mass and tend to the religious needs of the converted Christians.
At first, contact with Spanish priests did not dramatically alter the daily lives of the people of Gran Quivira. For the most part, residents continued their farming, hunting, and trading. The Puebloans accepted the Christian God as one of the many gods they worshiped. In return for religious instruction and military protection, the Spanish expected the Indians to help build and maintain the missions and work in the fields. Paying this tribute did not seem too difficult for the Puebloans as long as times remained good, but deepening cultural conflicts and environmental hardships were soon to change this. In the early 1660s, Spanish priests, intent on forcing the Puebloans to worship only one God, tried to suppress Puebloan religious rituals by destroying ceremonial objects and burning the sacred kivas. In response, the Puebloans, who considered their rituals essential to bring rain and plentiful harvests, moved their ceremonies to an above ground location out of the priests' view. By the mid-1660s, Gran Quivira's population had dropped from 3,000 to 1,000. Many inhabitants died of smallpox and other diseases carried by Europeans to the New World. Many more villagers perished during a severe, four-year drought that destroyed crops. Stored foods vanished quickly. The Apache, also starving, began to raid the village to find food.
During the drought, Fray Santander organized the Pueblo Indians and began to construct a large missionary complex similar in plan to most other New Mexican missions of the period. He apparently succeeded at having the Indian laborers complete the convento (the rooms used for housing the priests), but he and his successor could not finish the church before the village became deserted. In 1669 Fray Juan Bernal described the situation:
One of these calamities is that the whole land is at war with the widespread nation of the Apache Indians, who kill all the Christian Indians they can find. No road is safe; everyone travels at the risk of his life; for the heathen traverse them all; being courageous and brave. They hurl themselves at danger like people who know no God nor that there is any hell.
Hunger finally drove both the Pueblo Indians and the Spaniards from the area. Las Humanas was one of the first villages to be abandoned. Early archaeologists found the mass burial of the 450 victims of starvation described by Juan Bernal. The surviving Indians had gone to live with cultural relatives in other pueblos. In 1680, the Puebloans north of the Salinas Province, in an uncharacteristic show of unity, revolted and expelled the Spaniards from New Mexico. In the general exodus of Indians and Spaniards, the survivors of Las Humanas and other pueblos moved south to the area of El Paso, Texas. Absorbed by Indian communities there, they became the only linguistic group among the Pueblo Indians during the historic period to lose their language and their homeland. Today we know of them mainly from written reports of the Spaniards, from what archaeologists can piece together from evidence uncovered from the ancient village, and from the remembered stories of their scattered kin.
The pueblo of Las Humanas did not receive its current name until after it had been abandoned. In 1540, explorer Coronado had unsuccessfully sought the fabled land of "Quivira" on the Great Plains. The name "Gran Quivira" became fixed in New Mexican folklore as the place where a fortune could be found. No one knows why the ruins of Las Humanas began to be called Gran Quivira, however, because no treasure existed there.
Reading 2 was compiled from "Gran Quivira," a trail guide prepared by the Southwest Parks and Monuments Association, 2nd edition, 1994; Dan Murphy, Salinas Pueblo Missions (Tucson, Ariz.: Southwest Parks and Monuments Association, 1993): and the text of an exhibit at the Gran Quivira Museum, Salinas Pueblo Missions National Monument, prepared on September 25, 1985.
¹As cited in Charles Wilson Hackett, ed., "Historical Documents Relating to New Mexico, Nuevo Vizcaya and Approaches Thereto, to 1773," Carnegie Institution of Washington Publication No. 330, Vol. 3 (Washington, DC: 1937).


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Disney/Pixar Toy Story 3
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Marion Cotillard is to star in the new film from the Dardenne brothers, while Britain's Got Talent star Susan Boyle has landed a role in an upcoming Christmas drama.
This summer, principal photography will commence on Deux Jours, Une Nuit, a new film directed by Luc and Jean-Pierre Dardenne. Marion Cotillard will headline the cast as a young woman who has to convince her colleagues to renounce their annual bonuses so she can keep her job. Fabrizio Rongione has also been cast.
The script was written by the Dardenne, who will also produce throught their company Les Films Du Fleuve alongside Denis Freyd for Archipel 35. Wild Bunch has taken on international sales.
Samantha Barks, Susan Boyle, James Cosmo, John Hannah, Sylvester McCoy and Barbara Flynn will star in John Stephenson's The Christmas Candle, about a sleepy village's legendary Christmas Candle, which goes missing, prompting the miraculous and the human to collide.
The drama, which has just started shooting, is jointly produced by Big Book Media and Impact Productions with Huw Penallt Jones, Steve Christian, Ivan Dunleavy and Brian Lockhart executive producing. Pinewood Pictures has acquired UK distribution rights.


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Here are my statistics for the second day:
Added 7 new source citations (Challenge 1)
Created Memorial Page on Footnote for my great-great Uncle Preston E. Moore (This was fun. I am definitely setting up more pages like this on Footnote!) (Task C for Challenge 4)
Created a surname visualization using Image Chef (Task E for Challenge 4)
Created a Surnames I Am Researching page for this blog (Task E for Challenge 5)
Filled out and mailed membership application for Collin County Genealogical Society (Task F for Challenge 6)
Sunday, February 14, 2010
Day 2 of the Geneabloggers Games
2 comments:
I did want to thank you for alerting me to the ability to add pages to the blog. I did add one last week and plan to do more. You are really moving along with the Olympics. It is a good thing we have two weeks as I am working alot this week and have been pretty slow to get started.ReplyDelete
Hi Linda - That page feature is really neat; I am so glad Blogger added it. I tried to get a lot done for the GB Games this weekend since I won't be able to do much during the week. Day 3 was a killer, though; it took me all morning to figure out Google Maps. Good luck with the games!ReplyDelete
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Tuesday, November 16, 2010
I said I would let you know when the dvd of my class was released and it appears that Covenant Communications and Seagull Books now have it. (I'm not sure when Deseret Books will have it.) But, as I've said before, all the information from the class can be found in the booklets, which are free if you email me at email@example.com.
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One of our retailers recently asked an important question: Are different certifications issued within the Global Organic Latex Standard (GOLS) and the Global Organic Textile Standard (GOTS)?
The answer is YES.DID YOU KNOW… that the above seals, one from each of these USDA-approved third-party organic content certifiers, can have different meanings and levels of certification?
BE AWARE – Consumers need to be aware that GOLS and GOTS seals by themselves do not distinguish between FINISHED PRODUCT CERTIFICATIONS and INDIVIDUAL COMPONENT CERTIFICATION FOR A RAW MATERIAL (unless you read Page 2)!
DON'T BE FOOLED – One manufacturer of a complex textile, such as a mattress, may show either of the seals next to a finished product when only one of many components and sub-assemblies has actually been certified organic.
So what are the differences, and how can you distinguish between them?
GOLS and GOTS offer two different organic certifications:
1. A finished-product organic certification, and
2. An organic certification for individual components of a product, which is usually issued to growers or yarn producers, not to the manufacturer.
KNOW WHAT QUESTIONS TO ASK – First, ask to see a copy of a certification, and make certain that it is in the manufacturer's name and that the date is current. Usually you will find that certifications from growers merely show that a crop or component went through a third-party audit for organic certification, and that the grower's certificates are NOT TRANSFERABLE.
Certificates must be in the name of the producer. Each retailer claiming the GOLS or GOTS seal must be audited in order to assure consumers that they have purchased the claimed organic component and that is has been used in their actual product.
MISLEADING – Placing the seal next to an image of a finished product such as a mattress gives the impression that the final or finished product has been audited and has met the stringent requirements of a total CERTIFIED ORGANIC PRODUCT.
For example, the GOLS certification offers two different label-grading designations:
- A manufacturer can label their finished product "Certified Organic" if the product contains 95% or more certified organic latex and other certified organic material. In addition, the manufacturer must submit to a third-party audit to prove their claims.
- A manufacturer can label a product "Made with X% of Organic." They are claiming that if their product contains a minimum of 70% certified organic latex and they have submitted their product to an independent third-party audit to prove their claims, they are entitled to claim a "Made With" designation. (Without the audit, how can a consumer verify what they "claim"?)
Many everyday consumers do not know to look for this labeling or to ask for Page 2, and they do not understand what it means. Unfortunately, GOLS and GOTS do not have different logos to distinguish between finished-product certification and other certifications.
GOLS and GOTS use the same logo for all of their certifications.
This creates confusion in the marketplace, with consumers thinking they are purchasing something that may not be what they think they are purchasing.
Here are a few examples of how this could confuse the average consumer:
1. If a MATTRESS is marketed as GOLS-certified it should hold the finished-product certification, rather than just component/process certifications in their company name.
2. For instance, a mattress that is composed of both certified organic latex and memory foam would not hold the finished-product certification, because the memory foam does not meet the standards for nontoxic materials.
3. A mattress composed of a 100% "natural" (as opposed to certified organic) latex core with a GOTS-certified organic cotton cover may hold a GOTS component certification in the manufacturer's name for the fabric only, but it would be highly unlikely. The mattress as a whole would not be certified organic. Simply showing the fabric manufacturer's GOTS certification on a website does not prove to consumers that they actually purchased the material or that it has been used in the product. Third-party audits mean everything!
All of these scenarios represent a time when each of these manufacturers could slap identical certification seals on their websites and the everyday consumer would have a hard time recognizing the differences between them.


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Updated: 06/02/11
Hard Core FAQ
Written by: Daniel Bradburry
Email: email@example.com
About this document
This is perhaps the second real 'achievement' I have obtained in my 360
history. Given that at present there was no FAQ posted for this online, I felt
compelled to write one up. Please note that I will not hesitate to spoil
anything here, so if you happen to be reading this before you have even
finished the game once, be forewarned.
I finally added some reader advice that I have been sitting on. I've been
working around the clock getting my business going, so sorry people!
About me
I've been playing games now for 33 years, the first of which I 'beat' was
Pitfall II for the Atari 2600. My god that was a long time ago. By now, I
have completed hundreds, if not thousands of titles on dozens of systems.
I own an onsite IT support company here in McKinney, TX where I live with my
Back in 1997, I would run through the original Resident Evil, and even Resident
Evil 2 without saving in under 3 hours. I was pretty consistent with my pace,
as long as I managed the inventory well enough it was pretty easy to do. This
challenge is basically the same concept, done three times in a row.
Table of Contents
What is Hard Core? ............[01]
About the Guide ...............[02]
General Advice ................[03]
Weapon Advice .................[04]
Enemy Advice ..................[05]
Chapter Advice ................[06]
Chapter 1 ....................[C01]
Chapter 2 ....................[C02]
Chapter 3 ....................[C03]
Chapter 4 ....................[C04]
Chapter 5 ....................[C05]
Chapter 6 ....................[C06]
Chapter 7 ....................[C07]
Chapter 8 ....................[C08]
Chapter 9 ....................[C09]
Chapter 10 ...................[C10]
Chapter 11 ...................[C11]
Chapter 12 ...................[C12]
Chapter 13 ...................[C13]
Chapter 14 ...................[C14]
Chapter 15 ...................[C15]
Final Thought - A Theory........[07]
Credits .......................[08]
[01] What is Hard Core?
The buzz about this mode is out there. No kidding, you have limited
ammunition, decently tough enemies and only 3 saves during what is known as a
6 hour campaign. Hard Core mode is not physically tough to complete; rather,
it is the constant stress and panic that can be overwhelming. I highly
recommend that you finish the campaign on a basic level, and then again on
Zealot mode before starting the craziness.
You can expect Zealot-level quantity of ammo per pickup, and about Hard-level
weapon-damage-to-enemy and enemy-damage-to-you. This is not Zealot as you will
come to experience it, but on the whole it can be much, much tougher due to the
necessary precision under intense pressure.
[02] What this guide will and will not do
I am not going to tell you how to fight, as you should know before starting.
I am not going to tell you where all of the enemies or items are, as everything
is where it is in other modes. I won't be breaking down damage specs from the
weapons to pinpoint which is best. What I will do is offer you advice on how I
ran the campaign, including where and when I saved, the weapons I brought to
the table, and how to tackle each enemy type reliably. You will find that I
advocate heavily for carrying both the Plasma Cutter and the Ripper, and I will
break down the reasons why (and why I didn't go with the others).
I will not be spelling out every step of the campaign; rather, only sections
that can be particularly troubling and suggested tactics for 'mini-bosses' and
certain enemy types.
[03] General Advice
There are certain things to know immediately.
If you die, quit playing and come back later, unless you are 5 minutes
from your save point. Let the wasted time slip from your mind and get
back at it. If you start over again immediately, you will be
frustrated and cavalier, neither of which you want.
Target your first save at the end of level 5 (I saved at the beginning
of 6) in case you fail the do-or-die dragging section. He takes a good
number of shots, and you don't want to start over from the beginning.
I was literally one second from failing before I blew him away. If you
want to risk it, the Tormentor section after is terribly easy.
Target your second at the end of 9 for the same reason, with the nest
of Tripods. I will give you advice for blowing through this later, but
its best to save just before it.
Target the final save at the end of 13, before the eye poke machine.
You will need to buy your ammo from the start - the drops just won't
cut it. They will keep you alive in the interim until you find a
store, but I tended to carry 50-60 extra plasma rounds at all times.
Once I started using the Ripper, I carried about 20-30 blades at once.
Reliance on the Ripper cut the plasma usage down hard, as one blade
would tear through multiple enemies, as opposed to 15-20 plasma rounds
for the same encounter.
Buy the rigs as they come available. You will certainly need the space
and armor. Money isn't so much of an issue as long as you become a
packrat and pick everything up that drops.
Stomp your enemies after they die. Make sure that they drop their
items before moving on, or you will regret it quickly.
Be liberal with healing. In the regular campaign I would happily run
around with 60% health, but here I was concerned if I only had 90%
filled. Don't overuse and waste it, just don't leave it in your pack
as the unknown incoming swipe can erase a couple hours of work.
Don't blow out the windows unless you have to. There is a spot in
Chapter 7 and Chapter 9 where you can safely detonate them and get away
with it.
Abuse the respec-healing trick. From Chapter 7 on, when you use the
bench you have the option of respeccing your nodes for 5,000 credits.
If you are in need of a full health kit, pay the respec fee for your
rig and leave the bench. Go back into it and reset all of your nodes,
and BAM! Full health. Total cost for that is half of the price of a
full health kit, so use this trick when you need it. Make sure to
walk away and reengage the bench, or the trick will not work.
[04] Weapon Advice:
You should know how to handle all of the weapons and enemies proficiently
before you even start, that much is given. I chose my weapons for their
overall reliability and applicability to any given situation. It's also about
your placement for certain encounters, so that you can get a drop on the enemy
before he kills you.
I am getting a lot of responses from people advocating for their favorite
weapons, which I can respect. In fact, every weapon in the game has been
represented to me as a viable option. If it works for you, then by all means
go for it. I wrote this guide, and this section in particular, from the
perspective of what works best for me. So ask yourself this - you are an hour
and a half since your last save, and a brute has broken out of stasis and is
now bearing down on you. What weapon would you rather have in your hands?
Plasma Cutter-
This is the only weapon I ever used in DS1, because of the range,
immediate impact, rapid fire and decent damage. At max damage here
(plus the added flame effect), you can take down most enemies with 4-5
precise shots. This should be a powerful mainstay in your arsenal.
The Ripper needs to be number two because of the constant damage
potential, and its ability to tear through multiple enemies at the
same time. Your ability to miss a primary fire, and then retrain the
weapon on the enemy and chew it apart without taking damage cannot
be overemphasized. The definitive close quarters beast in terms of
DPS, throw in the long distance range attack (for times of crisis),
and the Ripper is a must have.
Line Gun-
Great, but you can't bring back a missed shot and there are too few
rounds in the chamber. And the secondary file can kill you. It comes
a decent third on my list.
Pulse Rifle-
Decent, but chews up the ammo and doesn't do anything for reliably
holding back a tough crowd.
Great in theory, but you better hope they walk over it. And that you
Force Gun-
This was something I played with in DS1, but for this mode I recommend
that you shelve it. It is competitive with the Ripper, but the damage
isn't very dramatic, as the elites take 4-5 shots and several seconds
to kill. Kill time is my problem here, as I can kill an elite slasher
in under a second with the Ripper. When under pressure from multiple
enemies and multiple directions, you want your enemies dead
Contact Beam-
The Contact Beam was great for Brutes in DS1. The alt-fire gives great
crowd control, but you don't even get it until Chapter 7. No defense
against Spitters, Pukers or Lurkers. It just feels like a one-trick
pony to me.
Seeker Rifle-
Decent at range, but if you have it equipped when they invade your
personal space, get ready to turn off the machine.
Throw it in the first trash can you find.
Javelin Gun-
For this mode, throw the Javelin Gun in there with it.
Node Application Advice-
Spread your nodes evenly across your rig, stasis, Ripper and Plasma
Cutter. You have no need of air, so only apply one extra node for it.
Ignore the TK damage increase. Stasis needs duration and energy
quite evenly, so spread them around here. The Plasma Cutter needs
damage, speed and some capacity and some reload. Damage (and the
special) is the easy priority. The Ripper needs both duration and
damage quickly, as both apply to DPS. Everything else is secondary
on this weapon. By the end of the game you will be maxing out all
nodes on all four pieces of hardware.
[05] Enemy Advice:
Plasma Cutter- Put two rounds into the same leg with the Plasma Cutter,
and the two more into the same arm. That should do it.
Ripper- Aim for the legs to drop it immediately, then drag the blade
over its arms and face to kill it for good.
Plasma Cutter- Same as the Slasher.
Ripper- Hide out of line of sight to get it to charge into your range.
The approach is then the same as for the Slasher. The Puker will still
try to spit at you while on the ground, so work fast.
Plasma Cutter- One shot anywhere.
Ripper- Hold down the primary attack and saw through the whole group.
It's actually best to use this weapon, as you destroy the bodies
immediately this way causing them to drop their items on the spot.
When the Pack corpses start piling up, they will disappear when 5 or so
are already on the ground and you lose the items they would have
dropped otherwise.
Stalker (raptors that hunt in packs)-
Plasma Cutter- Blast the legs as he runs at you, then the arms.
Dangerous, as if you miss it will knock you down and he will still be
in your face when you get up. Very easy to die this way, as two hits
will finish you.
Ripper- Aim at the feet mid-run with primary fire (make sure you are
pretty low), which will drop him where he is. Move the blade up across
the body and arms, and he's done. Once practiced, it's the safest and
easiest method to kill them.
*note: In all cases, back up to a wall with an open pathway in front of
you and wait for them to charge you. Only one will come at a time, and
you will know it by sound when they do.
Crawler (babies that explode)-
Plasma Cutter- Hit the yellow spot to make them detonate and take out
other enemies.
Ripper- DON'T!
Plasma Cutter- One or two shots per tentacle, 2 or 3 tentacles to kill.
Ripper- In some hallways where they can't get out of range this makes
sense, otherwise use the Plasma Cutter only. Don't use secondary fire
on them.
Plasma Cutter- One shot to the pus sac, and BAM. In one area in
Chapter 9, go for his legs instead.
Ripper- If he is bearing down on you, secondary shot the sac, but don't
miss as reloading isn't as quick as the Plasma Cutter is.
*note: If he manages to detonate on or near you, it will wipe out 60%
or so of your health. This is great compared to Zealot mode where it
would one-shot you no matter what. Still, don't let it happen.
Plasma Cutter- Put two rounds into the same leg, and then two more into
the same arm. Same as the Slasher. Don't hit the belly or you will
regret it.
Ripper- Charge into him with the primary fire, cutting his legs apart
and then his torso. Chances are he will be dead before the babies pop
out, but if they do they will be instantly destroyed. This is the best
weapon to use on him - no panic, no tactics.
Leaper (scorpion)-
Plasma Cutter- Open fire rapidly if you have this equipped. Hope you
hit the arms and head, because you won't really get his tail. He will
tear you apart in a matter of seconds, and he is rarely alone.
Ripper- Hide out of his line of sight, and make him come to you. Hide
right behind the corner, and charge into him with primary fire and tear
him to pieces. It's the safest way to go.
*note: In my opinion, this guy is easily your biggest threat in the
Swarmer (babies in Pregnant's belly)-
Plasma Cutter- One shot per, but expensive.
Ripper- One blade will tear them all apart.
Plasma Cutter- One to two rounds per.
Ripper- Don't use, but secondary fire only if you have to.
*note: TK bodies or objects at them to cause them to self destruct.
Plasma Cutter- Multiple shots to drop it, 5-6 or so.
Ripper- Chew it up with a single blade. Ignore secondary fire.
*note: Destroy any available dead bodies before the infector appears,
and it will walk up to you to be slaughtered instead.
Plasma Cutter- The only weapon to use on him, as you need to keep your
distance. Stasis him, and then blast off his arms.
Ripper- For this mode, don't use it or you risk dying and reverting
back to an earlier save.
There are four of them in the game, and I will deal with each encounter
as it comes up, as tactics differ.
Guardian (the guy stuck in the wall)-
In every case, do one of two things:
1. If there is an available explosive canister, grab it before he can
see you, stay out of sight and then pop out and throw it in his face
for an easy kill.
2. If not, stay out of sight, pop out and stasis him. Blast away at
his tentacles as they are all centered in his midsection and slowly
move out as he awakens. He will be dead before he can do anything.
Do not use the Ripper, as he will tear your head off before you get a
Nest (stationary enemy in zero-G with three yellow pods, throws projectiles)-
Plasma Cutter- 2-3 shots per sac will kill it. Dodge the projectiles
at range. This method is dangerous and unnecessary.
Ripper- Dash straight at him (immediately!) while he is waking up, and
saw the sacs apart at close range with primary fire. He will drop as
soon as your blade touches all three. I have done this several times
and have never been hit.
Divider (tall lanky necro with smaller necros attached)-
Plasma Cutter- Shoot it at range until it falls apart, then shoot each
smaller piece until they stop moving. Uses a lot of ammo this way.
Ripper- Charge up the main and cut out his legs, and then sweep over
the body until they are all dead.
Squiggly Necros (as I call em)-
Um... really?
[06] Chapter Advice
The first five chapters are fairly easy, so I just have a few notes regarding.
Real details start to come at Chapter 6.
[C01] Chapter 1:
The only concern here is the Tripod. This is something you should be
practiced with.
[C02] Chapter 2:
When you start up the train, some enemies will rush through the
opposite door. After they are dead, run to the door and turn around to
ambush the two that bust in right where you were standing.
When you are hanging upside down, I avoid using kinesis and just blast
them, as I can find it difficult to aim accurately with TK items.
[C03] Chapter 3:
You can generally blast out the window here safely. Overall, this
chapter is not hard.
[C04] Chapter 4:
Coming to the rounded staircase just before the elevator, an infector
is in front of you making a new slasher. Kill it and his new friend
right there, and then hesitate to charge down into the fray below you.
Let the infectors do their work, and kill everything as they funnel up
the stairs. It's not worth charging into the group to get surrounded.
Ammo is fairly cheap, as long as you are prepared to buy it.
I avoid blasting out the window in this level, and make the slashers
funnel into the door. It's not worth risking it this far into it
before your first save.
In your first encounter with stalkers, stand at the door they break,
and take out their legs as they charge you. Kinesis is a good idea
here, as they bee line for you, running straight at the screen.
[C05] Chapter 5:
Nothing too critical in this chapter.
Make sure you grab the Ripper schematic here, but don't start using it
until you have a few nodes in it.
Save before the do-or-die dragging sequence in the chapel. The save
point is in the room where you have to TK the three objects to crawl
through the vent.
[C06] Chapter 6 (where things are starting to get tough):
The first fight here can be a decent challenge if you are unprepared.
It's a giant open area with a huge statue of a marker to one side. Run
into the middle of the room to spawn a pregnant, and then run back into
the hallway you came from. Kill it here, a two leapers will spawn and
rush you. Force them to come to you, and nail them when they round the
corner into the hallway. Once they are on you, hope for the best.
Step out of the hallway, and as soon as you cross the threshold into
the big room a second pregnant will spawn right behind you. Kill it,
and then run back to where you fought the leapers. Four more will show
up, two at a time. After all that, run across the big room towards the
store. Turn around and face back into the big room as a third pregnant
shows up. Blast it, and finally you can move on.
The cysts here are no problem.
After the fire sequence and two lurkers, remember that there is a puker
waiting for you in the elevator!
The stalker sequence should be your first real test with the Ripper.
Cause them to activate, and then stand in a corner where you have a
path in front of you and a path to the side. You should see several of
their heads poking out looking at you. They will mostly be coming at
you from the center of the room, so face in that direction. If you
hear a scream and don't see one running at you, whip 90 degrees and
take out the one coming from your side. It's rare, but happens.
Advance to the meeting point with Ellie, and take the elevator.
In the hallway before the school, 3 groups will charge you. Take out
the cysts as you proceed, and watch for a the first two groups coming
from the front, and the third from behind. They are all ranged
attackers, so keep the Plasma Cutter out until you get inside the
The only concern in the school is the gymnasium. Make sure to stomp on
all of the bodies before hacking the panel, as an infector will bring
them to life. Keep the Plasma Cutter out until all of the crawlers are
dead (4, I think) and then focus on using the Ripper to cut through
everything else. Hold your ground on the stage and force them to come
to you.
Exit the school and head to the transit station. The fight with the
brute can go badly, or seriously quick if you are prepared for it.
Immediately grab all loose ammo around the room, pick up the statis
canister by the door, and run over to the side of where he drops in.
When he lands, I am facing his right shoulder. Once he hits the
ground, fire the canister, close the distance and begin sawing into
his shoulder with the Ripper. As the stasis wears off, reapply it
from your reserves and continue sawing into him. After about three
stasis charges, he will collapse on the floor, never having been able
to move an inch. Don't get smart and try to have him run into a
support beam, as he will simply slide around it and happily kill
Advance towards the elevator to Chapter 7, but stasis and kill the
Guardian before doing so.
[C07] Chapter 7:
Use the Ripper to chop up the advancing enemies. Repair the elevator,
and rip up the leaper that approaches you before you board.
The elevator ride is crazy, so bring a lot of health, a lot of Plasma
Rounds and one or two stasis packs. Once the first tripod bursts in,
he will do so in the window to the left of the switch that activates
it. My technique is to run to the other side, stasis them and then
blast away. Always keep moving, as they appear to spawn in different
places at different times around you. Just hold on and survive, that's
all I can say. Don't worry about what you've used - there is a store
coming right up.
Remember that there is a cyst right above the door when you exit the
room after the elevator, and another next to the store. Don't get
blown up.
In the next major encounter, proceeding across the floor will trap you
between lasers that detonate the opposite window. This has the
potential of killing you if you miss the target, so before advancing
into the room, stand in the preceeding hallway and aim the glass with
the Plasma Cutter. As the door starts to close between you and the
room, blast the glass. You will hear the air being sucked out as the
room is locked down, and it will be safe to enter a few seconds later.
This way you can control the encounter on your own terms.
There is nothing more to really speak of until the section where life
support is shut down, just keep the Ripper out for advancing enemies.
When the life support is shut down in the hallway, stay put and let the
two stalkers advance on you from the door. Hack the panel and move on
to the mainframe.
Remember to get the Peng treasure - everything in there is valued at
55,000 and trust me you will need it. Keep the Ripper out and mow down
the enemies as they funnel towards the mainframe hatch. Blast the
mainframe circuits and move on.
Blast the squiggly necros in the next room with the Plasma Cutter.
Use the Ripper on the slasher and leaper that charge you, and switch to
the Plasma Cutter to shoot down the three lurkers. Move to the node
door and turn around to rip up the ambushing leaper. He jumps onto the
platform right in front of the hackable door.
Upon stepping out to fix the solar array, immediately launch and
dash/fly down to the left. Engage the nest immediately with the Ripper
before doing anything else. There is a ton of air on the array, so
take your time and make sure to open every crate. When ready, repair
it, use the ejector to fly back down to the transit station and start
a really insane fight.
Your air is running out, and the enemies are infinite. You just have
to hold out until Ellie unlocks the door, so make sure to keep moving
in a circle around the room. The Ripper is best for this, because
everyone will be running up to you to say hello. The only problem with
this idea are the pukers that nail you from out of nowhere, so just do
the best you can. It's best to bring as much health as you can manage
before starting, as there is a store just before and after. As Ellie
is wrapping up things up, get moving to the door and back into it when
she tells you its ready, but don't go early because they will surround
and kill you if you are not careful.
*Daniel Guzman wrote in about this encounter, which I felt I certainly
should include:
"All I did was start running clockwise around the perimeter of the
room, not hugging the wall mind you for fear of getting stuck on
the wall until Ellie unlocked the door for me. I never had to take one
shot, and I never got hurt! The small necros aren't fast enough to
catch up to you, and the puker isn't able to hit you with its vomit
because you are constantly moving! After about 5 laps the door is
unlocked and you can make a dash for it and never waste a single shot
or be hurt at all. Don't even bother to aim, since Isaac moves slower
while aiming. Don't worry about what's behind you, just keep on jogging
around the room."
[C08] Chapter 8:
In the beginning you will see an infector through the window doing his
busy work - open the node-locked door and make the enemies funnel into
it, and rip them up from there. Don't chase them down hoping to make
things easier.
After dashing through the rings of fire, charge right up to the nest
and saw it to pieces with the Ripper.
[C09] Chapter 9:
The immediate beginning of this chapter has several leapers and a
slasher pounce on you. Move far enough towards the opposite elevator
to activate them, then run back and turn the corner on the platform.
Unless they have a direct path to you on the walkway, they will treat
you as if their line of sight is broken, so use this to your advantage
and rip them up when they round the corner.
A slasher busts out of the wall after you ride the elevator up.
Use the Plasma Cutter to blow away the Crawlers in front of you and on
the wall. Ride up the next elevator.
Open the door and move in far enough to cause the puker to begin
walking toward you. When he gets in your line of sight, take him out
with the Plasma Cutter, and then step further in the room to activate
the two lurkers. Doing it this way splits up the fight.
The room with the breakable window initially caused me some serious
panic due to the presence of the exploder. There is a simple way to
deal with this room, however. Stand in the elevator, and do not enter
the room. Ready the Ripper, and scoot as far to the left as you can
while still being able to draw a bead on the window. Use secondary
fire and blast it out while standing in the elevator. Use the Ripper
as the secondary fire has a bit of a delay before impact, whereas the
Plasma Cutter is an instant hit. This is just to be safe. Just as you
fire, dash as far left as you can in the elevator. The window will
shatter, the air will be sucked out and you will be perfectly safe in
there. Once it seals up, take out the elite slasher up close with the
Ripper, and then blast the exploder from a distance.
Make sure to use the explosive canister on the Guardian.
While riding the final elevator up before the tram, it will get stuck
a few feet below the walkway. Back up against the wall, and nail the
advancing slasher and exploder with the Plasma Cutter. Do not let the
exploder get too close, as the blast will catch you from a surprising
distance. You have very little time to take him out without injury,
maybe a second. Its a fairly cheap encounter.
When you get to the place to repair the tram, remember that there is a
squiggly head under the big cog. It will choke the heck out of you at
this difficulty.
As soon as you summon the tram, hightail it back to the elevator and
stand in it. Two elite slashers will spawn, and ordinarily would run
through both entrances at the same time and murder you, but this way
you ambush the ambushers. One of them will drop right in front of you,
only to be torn apart while his buddy will arrive too late to help.
Ride the tram until you get off.
The next section is decently hard, and your last challenge before save
#2. Several stalkers and 2 exploders are hiding in here, and must be
systematically hunted down. There are basically three waves. The
first is two running stalkers and then a crawling stalker. After
killing those three, an exploder will jump out of the left wall, with
a couple more stalkers coming after you. If you start running, chances
are the stalkers will catch you, so its best if you pick a spot and
defend it. Once you make it to the far right corner, another exploder
will appear out of the wall in front of you (as you are facing towards
the exit), and the final wave of stalkers (2-3) will appear to try to
chase you again. Once cleared, prepare to stasis and kill another
guardian. Head down the elevator and use save point #2 before the
final challenge of Chapter 9.
Like the brute, this fight can go easy or really, really bad, so that's
why I say save before. The tank can take 6 shots at this level, and
you have no need to kill a single tripod. There are two canisters
sitting on the balcony with you before you ride the elevator down -
bring them with you. Once you descend to the floor, pull both
available canisters out of the machines and drop them, as the battle
will not start until the first one is fired. If you brought the two
down with you and pulled out the other two from the machines
downstairs, then you should have four before starting. Once a can
explodes, the timer to replace it starts ticking. When ready, quickly
launch two of them, and prepare to deal with the first tripod. My
sincere advice is to stasis it and rapidly blow off a single arm, which
will impede its movement and threat level. Don't fire all four until
you have the tripod under control - it will kill you fast if you
ignore it. Keep it under stasis in this condition while racing around
to fire the last 4 shots. Once successful, get to the tram before you
[C10] Chapter 10:
Ah, the Ishimura. I love this level. No threats at all until the
first brute, in the tram pit.
Handle the brute basically in the same fashion as before - stasis it
quick and then move to his rear and saw up the arms to drop it quickly.
You will need to have enough stasis in reserve to handle the second
that will charge you shortly. Once you move forward enough to spawn
him, back up considerably, taking several shots at his shoulders with
the Plasma Cutter at distance. This will soften him up for the
statis/Ripper combo soon to come, but it also moves you out of the trap
that springs right after he dies. In the dark, several enemies spawn
in what would have been in front and behind you, but this way you keep
them all in front, only to run them all down with the Ripper. Ride the
elevator up and head to engineering.
After decontamination, the hallway has enemies that come from both
sides, and they will not follow you back in the decon room. My advice
is to pick off those in your immediate vicinity, and then run all the
way left with your Ripper leading the way. Once there, turn around and
head all the way to the exit. You may encounter a few popping up
behind you, so be forewarned.
Fix the centrifuge, and then head back to decon. Several pack will
bust in from opposite sides, and 4 pukers/slashers will drop from the
ceiling. Rip everything, and leave.
On your way out, an elite slasher will be playing dead on the floor.
Cut off his legs before he can even stand.
Once you get back to the tram loading station, there will be two elite
slashers and swarmers in the area, and another enemy that climbs up
onto the platform. Use the Plasma Cutter to keep everything at bay
After the ride to medical, keep the Plasma Cutter out killing
everything in the hall in front of you at range, as there is a lurker
in the mix.
Once you enter the cryo chamber, move to the far side as two elite
slashers and two exploders will come at you, one at a time. Use the
Plasma Cutter to kill everything, as the exploders need to be detonated
Switch to the Ripper and hack the panel. Before opening the door, you
will be rushed by four enemies that can be taken down at close range.
Wipe them out, and move on.
Proceed until the section with the lightning pouring out of the
machine. A lurker will crawl up the rail, which is not a problem, but
two leapers will attack when you ride the elevator down. Use the
Ripper to tear the first one apart, but the second will spawn right
above you and has a nasty habit of staying out of sight and picking you
apart. For that purpose, I recommend either running into the room
downstairs next to the elevator, or riding the elevator back up.
Either way forces him to chase you and puts the fight on your terms.
Pull out the battery, and walk backwards through where the electricity
was. Enemies will spawn in front and behind, so cut the legs off of
the one that you are now facing and run back to the door by the
elevator. Take them down from here, but know that they will not follow
you inside the room. Once cleared, you are safe to move to the tram
loading area.
Fly past all of the lurkers, not stopping for ammo and run to the door
leading to the bridge section.
You will be facing a short section of stalkers and pukers, so force the
pukers to come to you by staying out of their line of sight, and
waiting for stalkers to charge. Finish what you came for here, and
abandon ship to Chapter 11.
[C11] Chapter 11:
The first threat is a short stalker section, which actually happens in
stages. Kill the first two facing down slope, and then run all the way
to the door to initiate stage two. Once you are at the door, turn
around and take them out facing up slope. The second group contains
stalkers and crawlers, so swap back and forth between the Ripper and
Plasma Cutter as necessary.
In the next major area, while preparing to change out the battery, you
will be assaulted from several directions. For the most part the
safest option is the Plasma Cutter, so stick with that unless it makes
sense otherwise.
After moving to the next room, you will be dragged out into space.
Advance on the nest and rip it to pieces quickly. Move on through the
small passageway in zero-G with cysts.
Take the upper walkway section in stages. The Plasma Cutter is good
to have for the initial part, but once the two lurkers are dead swap
back to the Ripper. The latter half of the walkway has an elite
slasher quietly drop behind you.
Stomp Stross's body for an audio log of him talking to his wife.
The elevator up seems daunting, but its not bad if position yourself
well and apply a simple strategy. If you position yourself across from
the switch that activates it, and on the right hand side, then the
enemies will consistently drop in the corner on your left and the
corner on your right. Keep the Ripper ready to go, and quickly sweep
the legs out from under one and then chew up and kill the other. Once
they are dead, return to your position. Do this consistently and you
will come out of this with very little damage. Stasis is an option,
but don't rely on it.
[C12] Chapter 12:
When you move across on the machine to get the new junction, keep the
Ripper out to saw up the two slashers that climb over the railing.
Once you grab the card and ride back, have the Plasma Cutter out to
take out the puker at range, as you are a sitting duck for several
You will have to quickly change weapons on this crazy ride, and I
highly advise blowing through your stash of plasma rounds hard, as a
store is available at the beginning of 13. While riding the machine,
stand in front of Ellie the whole time. Only a couple enemies ever
spawn on the left side, as most will climb up right next to you. For
anything that climbs up, kill it fast and keep a solid watch for
lurkers. It is these that will do the most damage to you here. If
you think you see one in the distance, unload with the Plasma Cutter.
I say ignore the red canisters, as it takes too long to be really
accurate and if you hit with it you will kill one maybe two. I tend
to get shot up while trying to aim with it here, so just blow em away.
One less tentacle means one less projectile coming your way.
[C13] Chapter 13:
Make sure that you have what you need from the store before attacking
the necros that are advancing on the door. The Plasma Cutter is the
best option for the entire event here. Hack the panel and continue on
until you have let the swarm into the facility.
After the slaughter, poke your head out the door and have the enemies
funnel up in the doorway, ripping them up.
In the round room just before the lab, open the door and watch an
infector run off to do its work. Let it, because if you chase it an
exploder will drop in behind you and trap you against several elite
enemies. This will no doubt kill you, so wait at the door and take
them down from here one at a time with the Ripper.
If you open the node-locked door, a Divider will attack you when you
are outside. If you don't mind the risk, take whats inside.
Another section just like the end of the Ishimura, except that you
can't run. Force the pukers to come to you, and wait out the stalkers
like always.
Don't screw up the section with the spinning lasers. Use whatever
weapon you feel you need, but expect slashers and the explosive
crawlers to give you a hard time.
This is the last real challenge before your final save. In the three
floor room, a veritable army will be coming after you, and you can't
get them to follow you back through the door. I have watched my Ripper
tear apart four of these guys at the same time here, which is nuts.
It makes no sense to just run for it, so stand your ground when
necessary and charge them when its a good idea. Just remember that
they have to run or jump along the walkway and won't leap over it, so
use that to your advantage.
Eventually the endless tide will cease, and you can advance to the
bottom floor.
The final obstacle is another brute, with the same style of entrance
as the first one in the transit station. He will spawn when you near
the door, so charge him and stasis/Ripper him to pieces. This time
you will be so overpowered that he goes down fast. There is a
stasis canister by the door if you want to lead with that.
Resupply and use your third save. The challenge of this mode is now
over, as the final leg will take 20-30 minutes to complete.
[C14] Chapter 14:
Go slow and patient on the eye poke. If Isaac is scared you will
screw up.
As soon as the regenerator appears, saw off his legs and arms,
'killing' him and then place him into stasis. This gives you plenty
of time to hack the panel. If he is still 'alive', he will attack you
while you are trying to hack it.
In this entire chapter, your goal is to simply run, and ignore all
drops and enemies that aren't in your way. Rip up those that are, and
keep moving. TK the body that opens the door and throw it in front of
it. I knocked the regenerator over when I did it.
Activate the zero-G section and rush through it. Ignore the nest and
keep moving.
The chapter is over before you know it.
[C15] Chapter 15:
Now... slow down and be patient. The regenerator, while deadly and
unceasing, cannot stand against your Ripper and stasis unit. It's
impatience that kills people here.
Buy everything you think you need from the store, and be liberal about
weapon fire. There's no harm in buying everything you can carry.
While outside, if you have an open path in front of you, keep running.
If anything is in front of you, kill it. If you are waiting for a
door to open, turn around and guard your rear, backing through the
door when it opens for you. When you enter the indoor sections, use
the Ripper on everything that spawns before proceeding outside. While
outside, make it a point to keep moving.
Once you reach the elevator you are home free.
Unload everything you have on the final boss's forms. You should be
pretty familiar with this part by now. Hope your healing holds up,
and push through it.
The final flying section is unchanged.
MAKE SURE TO SAVE! Your in-game rewards are well worth the time
spent, although it is a complete game breaker.
[07] Final Thought - A Theory
Watching Nicole's message in the medical wing of the Ishimura got me thinking.
The background in her message leads me to believe that it was filmed in the
room where it is playing in DS2, and that this is her station. DS1 veterans
will recall what was found in that room, and her voice asking what happened
to her body, well I think this might be the answer. True, it was burned up by
the ships engines, but then again it reappears in the final chapters of DS2.
In fact, you can see it leading the charge upon GovSec when the power goes out
and the soldiers are slaughtered. Of course, it is all speculation and can
only be confirmed by the writers of DS3, but that's my suspicion. I definitely
would propose that there is some sort of connection.
[08] Credits
Feel free to repost anywhere, just please give me credit when doing so.
Any additional advice, suggestions or comments email them to me at:
Copyright 2011 Daniel Bradburry
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text:
Computer Science ColloquiumIm Rahmen des Informatik-Kolloquiums, das von den Instituten des Fachbereichs Informatik, der Österreichischen Gesellschaft für Informatik (ÖGI), der Arbeitsgemeinschaft für Datenverarbeitung (ADV) sowie der Österreichischen Computergesellschaft (OCG) abgehalten wird, spricht
Dr. Niranjan Suri
Florida Institute of Human and Machine Cognition, USAüber das Thema:
An Overview of Agile Computing and Process Integrated MechanismsZeit: Thu 26.5.2011, 16:15, 75 Minuten
Ort: HS 14
ZusammenfassungAgile computing is an innovative metaphor for distributed computing systems and prescribes a new approach to their design and implementation. Agile computing may be defined as opportunistically discovering, manipulating, and exploiting available computing and communication resources. The term agile is used to highlight the desire to both quickly react to changes in the environment as well as to take advantage of transient resources only available for short periods of time. This talk will discuss the agile computing metaphor, as well as a concrete middleware implementation that supports communication, discovery, information dissemination capabilities, and dynamic service-oriented architectures.

 In addition, the talk will introduce the notion of Process Integrated Mechanisms (PIMs) ? a novel approach to coordination of distributed systems. PIMs use state capture and migration to create a logical virtual machine that spans multiple physical nodes, thereby supporting a single process, designated as the Coordinating Process (CP), which can control all of the nodes as though they were part of a single, integrated mechanism. PIMs combine the simplicity of programming offered by centralized approaches with the robustness of distributed approaches. PIMs can also reduce bandwidth utilization in certain distributed applications by moving the processing to the data as opposed to moving large quantities of data to other nodes for processing.
VortragenderNiranjan Suri is a Research Scientist at the Florida Institute of Human and Machine Cognition (IHMC). He received his Ph.D. in Computer Science from Lancaster University, England, and his M.Sc. and B.Sc. in Computer Science from the University of West Florida, Pensacola, FL. Niranjan's current research activity is focused on the notion of Agile Computing - which supports the opportunistic discovery and exploitation of resources in highly dynamic networked environments. He also works on Process Integrated Mechanisms - a novel approach to coordinating the behavior of multiple robotic, satellite, and human platforms. Niranjan's other research interests include distributed systems, networking, communications protocols, virtual machines, energy-aware computing, and software agents.
Einladender: o. Univ.-Prof. Dr. Dr. h.c. Hanspeter Mössenböck, Institut für Systemsoftware
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Download of the Day: IsoBuster 2.8 Beta
Our Download of the Day today is IsoBuster 2.8 Beta.
IsoBuster is an award winning , highly specialized and easy to use CD, DVD and blu-ray (BD, HD DVD) data recovery tool.
It supports all CD / DVD / BD / HD DVD formats and all common file-systems ... Rescue lost files from a bad or trashed CD or DVD disc, save important documents, precious pictures, video from the family, your only system backup, ... IsoBuster can do it all.
No accumulated cost if you need more than one type media supported. IsoBuster is a highly specialized yet easy to use optical media data recovery tool. It supports all optical disc formats and all common optical disc file-systems. Start up IsoBuster, Insert a disc, select the drive (if not selected already) and let IsoBuster mount the media. IsoBuster immediately shows you all the tracks and sessions located on the media, combined with all file-systems that are present.
This way you get easy access, just like Windows Explorer, to all the files and folders per file-system. Instead of being limited to one file-system that the OS picks for you, you have access to "the complete picture". Access data from older sessions, access data that your OS (e.g. Windows) does not see or hides from you etc.
The latest version includes the following changes:
Changes in Version 2.8 Beta
# Changes:
* Plugin support for IsoBuster: Opening image files
* Plugin support for IsoBuster: Creating image files
* Installing and/or loading plugins via the GUI and command line parameters
* Support for multi-file CUE sheets & PREGAP directive
* Wave file support when loading multi-file CUE sheets
* Support for *.RMG Image files
# Improvements:
* Escape sequence in HFS support to deal with HFS bug so that certain HFS file-systems can still be found
* Add file-extensions only when no file extension is present yet for files in the HFS(+) file system
* Updated the HFS extensions database
* Workarounds for buggy ISO9660 file systems created by professional DVD mastering software (affecting commercial DVDs)
* Improved IFO/VOB file system finding in case of badly mastered Video DVDs
* Show layer break address
* Various other GUI improvements
# Fixes:
* Fix so that CD-Text is shown again when present in a CDT file (associated to a CUE file)
* Fix so that the associated CDT file is also MD5'ed when the entire image file is MD5'ed
* HFS(+) Fix to find additional file extents (>8) that are referenced from the Overflow file.
* Fixed possibly incorrectly reported size of VIDEO_TS.VOB in the IFO/VOB file system


text:
It's the rare SportsNation poll with a nearly perfect geographical split, somewhere around the Central and Mountain time zones. A question we had never pondered before—Which day would you prefer to watch the Super Bowl?—tears a nation asunder.
In the East, the game begins after it's already dark; the Super Bowl is a Sunday night event. By the time you say your goodbyes, head home, and sober up a little, it's already time to go to bed on a work night. Wouldn't it be nice if we could have a day to recover? But out West, the night is still young, and there's plenty of afterparty or wind-down time to be had. Football belongs on Sundays!
There'd be no need for the bi-coastal debate if the Monday after the Super Bowl were a national holiday. And if they don't want to be too obvious about it, I'm sure they can dig up some minor saint or president to pin it on.


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Sale stays sharp after break in win over Royals
CHICAGO -- Chris Sale's resume doesn't really need any padding where his American League Cy Young Award-caliber 2014 performance is concerned.
So let's place the left-hander's seven-inning shutdown effort during the White Sox's 3-1 victory over the Royals on Monday night at U.S. Cellular Field in the category entitled 'Business as usual for one of the game's best pitchers.'View Full Game Coverage
CHICAGO -- Chris Sale's resume doesn't really need any padding where his American League Cy Young Award-caliber 2014 performance is concerned.
So let's place the left-hander's seven-inning shutdown effort during the White Sox's 3-1 victory over the Royals on Monday night at U.S. Cellular Field in the category entitled 'Business as usual for one of the game's best pitchers.'View Full Game Coverage
Just don't try to convince Sale that he's one of the best, or get the 25-year-old to comment on the matter.
"It is what it is," said Sale, who threw 68 of his 106 pitches for strikes in earning his ninth win. "I don't really pay too much attention to any of that.
"I have a job to do and I have to focus on doing that. We're right in the hunt right now. These are the dog days and you've got to bear down now. Now is not the time to be thinking about yourself."
If Sale won't extol his own virtues, then allow the statistics to do the talking.
• Sale has made 15 starts this season. He has issued exactly 17 walks.
• Factoring in his seven-hit effort over seven innings against the Royals, Sale has allowed 71 hits over 102 innings.
• The eight strikeouts that Sale rang up on Monday gives him 110, putting him second on the team behind Jose Quintana, despite missing six starts due to a flexor muscle strain in his left arm.
• Sale has made seven consecutive quality starts and is 4-0 with three no-decisions pitching after a White Sox loss.
• And Sale's leadership skills always remain on display, even in the manner of hitting Danny Valencia in the left hand with a two-out pitch in the second, after Royals starter Jeremy Guthrie (5-9) hit Alexei Ramirez and Conor Gillaspie in the first. Even Guthrie praised Sale postgame for how he handled the situation.
"All the good teams have a legitimate ace," said White Sox designated hitter Adam Dunn, who singled home two runs in the first inning and scored the third run in the sixth on Gordon Beckham's sacrifice fly. "Not only are they good, but once every five days, you have a really good chance to win, and that's the kind of pitcher he is."
Eleven days off since his last regular-season start on July 9 at Fenway Park seemed to help Sale (9-1), who touched 97 mph with seven fastballs in the first inning and was still hitting 95 in the sixth, and 94 in the seventh. He stood at 98 pitches after a tough sixth inning, but he breezed through the seventh in just eight pitches.
In that sixth, Salvador Perez opened with a single and moved to second on a wild pitch. Sale used a sweeping slider to strike out Alex Gordon, although Gordon joined Gregor Blanco and Josh Hamilton as the only left-handed hitters to post a multi-hit game off of Sale this year. He then walked Billy Butler, but Sale struck out Valencia on a 3-2 elevated fastball out of the zone and fanned Alcides Escobar looking on a 3-2 pitch down the middle of the plate.
"Any time you fall behind, you've got to throw more strikes and catch more of the plate," Sale said of the sixth inning.
"You don't want to swing on a ball at your shoulder," Royals manager Ned Yost said of Valencia's strikeout. "Especially a 3-2 pitch that's going to load the bases, especially with the go-ahead run at second base."
Guthrie (5-9) yielded three runs on five hits over six innings. Kansas City's only run came in the fourth on Valencia's run-scoring single, but Valencia was thrown out at the plate to end the inning on Escobar's double, as Alejandro De Aza relayed to Ramirez, who fired a strike to catcher Tyler Flowers at the plate.
"That's huge. That's a game-changer. Game-saver," Sale said. "That just gives us momentum."
"If Danny's a half-step faster, he's safe," Yost said. "It was a good send."
Jake Petricka pitched a scoreless ninth for his fourth save, following up Ronald Belisario's perfect eighth. With three wins in four games, including snapping a four-game home losing streak to the Royals, the White Sox (48-52) feel as if they have hit a reset button to begin the post All-Star break portion of this season.
They have plenty of work to do to get into contention for the second AL Wild Card spot, let alone the AL Central race. But anchored by a pitcher who everyone considers an AL Cy Young Award candidate aside from the pitcher himself, that hill to climb looks ever-so-slightly less steep.
"There is no reason why he shouldn't be in the discussion," manager Robin Ventura said. "I don't care if you miss a month or not. I mean, he's good. That part, I don't care."
"Every time he goes out there, he shows he should be in contention for it," Petricka said. "And I think this might be his year."
Scott Merkin is a reporter for MLB.com. Read his blog, Merk's Works, and follow him on Twitter @scottmerkin.


text:
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text:
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