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The Lost Princess of Oz : Dover Children's Classics - L. F. Baum
The Lost Princess of Oz
Dover Children's Classics
Published: 15th January 2009
For Ages: 8 - 14 years old
Ships: 7 to 10 business days
7 to 10 business days
RRP $21.95
Ozma, the beloved ruler of Oz, has disappeared, so Dorothy, the Wizard, the Cowardly Lion, and a band of loyal chums must search the vast and amazing fairyland of Oz. A suspenseful story of adventure, humor, and magic, this fanciful tale will enthrall young readers. 94 original black-and-white illustrations.
L. Frank Baum
Lyman Frank Baum, born May 15 1856, was an American author of children's books, best known for writing The Wonderful Wizard of Oz. He wrote thirteen novel sequels, nine other fantasy novels, and a host of other works (55 novels in total, plus four "lost" novels, 83 short stories, over 200 poems, an unknown number of scripts, and many miscellaneous writings), and made numerous attempts to bring his works to the stage and screen.
His works anticipated such century-later commonplaces as television, augmented reality, laptop computers (The Master Key), wireless telephones (Tik-Tok of Oz), women in high risk, action-heavy occupations (Mary Louise in the Country), and the ubiquity of advertising on clothing (Aunt Jane's Nieces at Work).
On May 5, 1919, Baum suffered from a stroke. He died quietly the next day, nine days short of his 63rd birthday.His final Oz book, Glinda of Oz, was published on July 10, 1920, a year after his death. The Oz series was continued long after his death by other authors, notably Ruth Plumly Thompson, who wrote an additional nineteen Oz books.
Visit L. Frank Baum's Booktopia Author Page
ISBN: 9780486472607
ISBN-10: 0486472604
Series: Dover Children's Classics
Audience: Children
For Ages: 8 - 14 years old
For Grades: 3 - 9
Format: Paperback
Language: English
Number Of Pages: 320
Published: 15th January 2009
Country of Publication: US
Dimensions (cm): 20.3 x 13.7 x 1.8
Weight (kg): 0.32
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St. Bernard's 59, Northbridge 43
Saturday, Dec. 29, 2012, at Whitinsville
Senior John Crawley had 19 points for the visiting Bernardians (5-1), who used a 10-point second-half run to put away the Rams (3-2). Northbridge sophomore Antonio Becerril had 12 points and 21 rebounds, including 16 in the first half. John Conry added 11 points for St. Bernard's. Jason Ganley led the Rams with 15 points.
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Best forced marriage Videos RSS
forced marriage Videos and Articles
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Michael Landon
American actor, director, and producer
Michael LandonAmerican actor, director, and producer
Also known as
• Eugene Maurice Orowitz
October 31, 1936
Forest Hills, New York
July 1, 1991
Malibu, California
Michael Landon, original name Eugene Maurice Orowitz (born October 31, 1936, Forest Hills, New York, U.S.—died July 1, 1991, Malibu, California), American television actor, director, and producer who was best known for his work on the series Bonanza and Little House on the Prairie.
Landon won a track-and-field scholarship (for javelin throwing) to the University of Southern California, but a torn ligament cut short his athletic career. In 1956 he began appearing in television dramas, and the following year he made his motion-picture debut in the cult classic I Was a Teenage Werewolf.
In 1959 Landon began appearing as Little Joe Cartwright in the hit television western series Bonanza, and he eventually wrote and directed a number of episodes. After Bonanza ended in 1973, Landon created and starred in the popular series Little House on the Prairie (1974–82), which was adapted from American author Laura Ingalls Wilder’s Little House books. In addition to acting in the show, he also wrote and directed many episodes. From 1984 to 1989 he played an angel sent to earth to help mortals in the series Highway to Heaven.
Landon later acted in several television movies, many of which he also produced and directed, and he wrote two autobiographical television films: The Loneliest Runner (1976) and Sam’s Son (1984). In 1991 Landon died shortly after being diagnosed with pancreatic cancer.
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Thank you for helping us expand this topic!
This topic is discussed in the following articles:
• conservation and extinction issues
conservation (ecology): Overharvesting
Overharvesting, or overfishing in the case of fish and marine invertebrates, depletes some species to very low numbers and drives others to extinction. In practical terms, it reduces valuable living resources to such low levels that their exploitation is no longer sustainable. Whereas the most-familiar cases involve whales and fisheries, species of trees and other plants, especially those...
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Alternate titles: Republic of Costa Rica; República de Costa Rica
Costa Rica from 1974 to 2000
In 1974 Daniel Oduber succeeded Figueres as president. Although both belonged to the PLN, Oduber and his predecessor soon fell out over Figueres’s ties to the U.S. financier Robert Vesco, who had found refuge in Costa Rica from an indictment on conspiracy charges in New York City. Vesco left Costa Rica in 1978, but the splintering of the PLN made possible the presidential victory of Rodrigo Carazo Odio of the Social Christian Unity Party (Partido Unidad Social Cristiana; PUSC) in that year. Carazo faced serious diplomatic and economic problems. When the Sandinista insurgency broke out against the Somoza regime in Nicaragua, strong anti-Somoza feeling in Costa Rica resulted in Costa Rican government support of the Sandinista cause. After the Sandinistas were successful and began to drift closer to the Soviet bloc and to support drastic change in Central America, public opinion in Costa Rica shifted against the new Nicaraguan regime. Diplomatic relations deteriorated. Thousands of Nicaraguans and other Central American refugees escaping civil war or civil rights abuses fled to Costa Rica and strained the country’s capacity to absorb them. Many refugees were deported for using Costa Rica as a military base.
Even more enduring were the country’s economic troubles. Although Costa Rica remained politically stable, Central America’s conflicts discouraged tourism. Economic growth slowed to very near zero when the price of oil became so high that almost all of the country’s coffee crop income was needed to pay for foreign oil. Inflation rates fluctuated sharply, and unemployment rose. Hospital, dock, banana, and railroad workers received small pay raises after staging disruptive strikes. Many years of easy credit, excessive government spending, and unfavourable trade balances brought the country to the brink of economic ruin. Carazo and the bankers failed to reach an agreement and left the problem for the new president, Luis Alberto Monge Álvarez of the PLN, who took office in 1982. In return for extending Costa Rica’s debts, the International Monetary Fund and the World Bank insisted that Monge impose severe austerity measures, including devaluation of the colón, budget and tax cuts, and suspension of some subsidies.
In addition to his economic woes, Monge had to face pressure from the United States to cooperate with the anti-Sandinista counterrevolution based in Honduras, while public opinion pressed for neutrality. Monge opted to declare his country’s official neutrality but secretly cooperated with the United States.
In 1986 Monge was succeeded by another member of the PLN, Óscar Arias Sánchez, who faced many of the same economic problems. Costa Rica continued to be beset by nearly $5 billion in foreign debt, too-rapid urbanization, inadequate housing, unemployment, and adjustments necessitated by privatization of state monopolies. More than one-third of the country’s income was derived from international loans. Civil wars elsewhere in Central America continued bringing thousands of fugitives into Costa Rican exile, and illicit drug traffic imposed new forms of corruption on the land.
Aside from some easing of the debt structure, Arias could accomplish little with these matters, but he created for himself a powerful role in international affairs. A wealthy coffee grower and political scientist educated in England, Arias spent most of his term leading a regional peace movement designed to end the bitter Contra war in Nicaragua and guerrilla conflicts in El Salvador and Guatemala. Because he refused to aid the Contras, he expected and received little support from the United States, but he achieved considerable success in rallying forces in Central America in favour of ending conflict. He did more than any other person to reduce tensions and create machinery to end the bloody Central American struggles. In 1987 President Arias received the Nobel Prize for Peace for his efforts.
Arias, constitutionally ineligible to run in 1990, was succeeded by Rafael Angel Calderón Fournier of the PUSC. Calderón Fournier, son of the reform president of the 1940–44 period, Rafael Angel Calderón Guardia, had lost two previous presidential campaigns. Calderón Fournier had campaigned to expand social welfare programs and to reduce income inequalities, but, faced with a large budget deficit, he instead enacted austerity measures, costing him and his party popularity. As president, he inaugurated the Plaza of Social Guarantees in honour of his father’s establishment of social security. But the 1990s dictated different measures, and Calderón Fournier presided over neoliberal policies, including eliminating protectionist legislation and favouring privatization of banks and other state agencies. These steps and lower petroleum prices helped to improve the country’s economic condition. Peace in Central America helped tourism, but world markets for Costa Rica’s traditional agricultural products slowed the flow of foreign exchange.
In 1994 PLN candidate José María Figueres Olsen (the son of three-time president José Figueres Ferrer) won the presidency, defeating the PUSC’s Miguel Angel Rodríguez Echeverría, though the PLN failed to win an outright majority in the Legislative Assembly. Figueres’s policy prescriptions for Costa Rica’s ailing economy—spending cuts and tax increases—alienated large segments of the public. His government was also hurt by the World Bank’s refusal to grant Costa Rica money to finance its structural adjustment program. The fiscal crisis led to an accord between the PLN and PUSC that enabled the enactment of reforms. In 1996 Costa Rica’s economic difficulties were compounded by Hurricane Cesar, which caused widespread damage, particularly in the southern part of the country.
While Figueres’s presidential campaign indicated that he shared some of his father’s faith and the PLN’s traditional support of statist policies, he spent much of his time courting private enterprise. Although gross national product (GNP) in the 1996–98 period was still low, Figueres could claim credit for reducing inflation by nearly half. By reforming the public pension system and improving tax collection, the Figueres government significantly reduced the deficit as a percentage of the GNP. The Costa Rican government, long considered an example of a bloated bureaucracy, was coming down to size, whether controlled by the PUSC or the PLN.
In 1998 the PUSC’s Miguel Angel Rodríguez, promising to reduce poverty and improve the lives of women and young people, was elected president. With tourism booming and Costa Rica able to attract foreign investment, particularly from high-technology firms, the economy rebounded.
Costa Rica Flag
Official nameRepública de Costa Rica (Republic of Costa Rica)
Form of governmentunitary multiparty republic with one legislative house (Legislative Assembly [57])
Head of state and governmentPresident: Luis Guillermo Solís
CapitalSan José
Official languageSpanish
Official religionRoman Catholicism
Monetary unitCosta Rican colón (₡)
Population(2014 est.) 4,452,000
Total area (sq mi)19,730
Total area (sq km)51,100
Urban-rural populationUrban: (2009) 63.9%
Rural: (2009) 36.1%
Life expectancy at birth Male: (2011) 76.9 years
Female: (2011) 81.8 years
Literacy: percentage of population age 15 and over literateMale: (2008) 95.7%
Female: (2008) 96.2%
GNI per capita (U.S.$)(2013) 9,550
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William Gibson
American playwright
William Gibson, (born Nov. 13, 1914, Bronx, N.Y.—died Nov. 25, 2008, Stockbridge, Mass.), American playwright who won instant acclaim for his play The Miracle Worker (1959), which was based on the life of Helen Keller, a deaf and blind child whose determined teacher, Annie Sullivan, taught her to communicate by using sign language. Though Gibson occasionally penned narrative fiction, he focused much of his 70-year career on writing plays. After creating such modest theatrical hits as A Cry of Players (1948) and Two for the Seesaw (1958), Gibson scored with The Miracle Worker. The original playscript, created as a teleplay, was significantly ... (100 of 167 words)
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Valaisan Alps
Mountains, Switzerland
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mountain peak, Valais canton, southern Switzerland. Part of the heavily glaciated Pennine Alps, called the Valaisan Alps in Switzerland, it rises to 14,911 feet (4,545 metres). The Dom is the third highest peak of the Alps, after Mont Blanc and Monte Rosa, and is the highest entirely in Switzerland. It was first climbed in 1858, by the British alpinist J.L. Davies.
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Austausch coefficient
Alternate titles: eddy coefficient; eddy diffusivity; exchange coefficient
austausch coefficient, also called exchange coefficient, eddy coefficient, or eddy diffusivity, in fluid mechanics, particularly in its applications to meteorology and oceanography, the proportionality between the rate of transport of a component of a turbulent fluid and the rate of change of density of the component. In this context, the term component signifies not only material constituents of the fluid, such as dissolved or suspended substances, but also constituents of its energy, such as heat and momentum.
In a fluid reacting to mechanical stress by undergoing laminar flow (i.e., nonturbulent viscous flow), the shearing motion of adjacent layers past one another is impeded by friction arising from the migration of individual molecules between the different layers. That is, a fast-moving layer is slowed down by the arrival of molecules from a slower layer, and vice versa. The magnitude of this internal molecular friction, called the viscosity, can be identified as the proportionality between the magnitude of the shearing stress and the rate at which momentum is transported between adjacent layers (i.e., in directions perpendicular to that of the stress and the flow). The flow becomes turbulent if the stress exceeds a certain limit, and the layers become disrupted by the formation of eddies, in which erratic motions of large, multimolecular aggregates of the fluid are superimposed on the bulk flow. In this condition, the rate of transport of momentum and other components greatly exceeds that calculated from the value of the viscosity, and its proportionality to the shear stress is represented by the austausch.
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Publick Occurrences, Both Foreign and Domestick
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Benjamin Harris
...exposing the Popish Plot. In 1686, to escape fines and further imprisonment, he fled to Boston, where he established a successful bookstore and coffeehouse with his son Vavasour. His newspaper, Publick Occurrences, Both Foreign and Domestick (Sept. 25, 1690), the first newspaper printed in the colonies, was suppressed by Boston authorities after one issue. Sometime before 1690 Harris...
history of publishing: North America’s least restrictive sets of laws on publication. A first attempt at publishing, albeit abortive, was made in Boston by a radical from London, Benjamin Harris, in 1690. His Publick Occurrences, Both Foreign and Domestick, intended as a monthly series, was immediately stopped by the governor of Massachusetts. It was clear that free speech and a nonofficial press...
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Unitarianism and Universalism
English Unitarianism
John Biddle (1615–62), an English Socinian, whose knowledge of the Greek text of the New Testament convinced him that the doctrine of the Trinity was not of scriptural origin, published his Unitarian convictions in Twelve Arguments Drawn out of Scripture . . . (1647) and other works; English readers, moreover, were exposed to Unitarian views through Socinian books published in the Netherlands. Although the Toleration Act of 1689 excluded Unitarians, advocates of an Arian Christology (belief in Christ’s preexistence as a subordinate, divine, created being) soon appeared within the Church of England and among Dissenters. This led some Anglicans to seek, without success, the rescinding of the requirement of subscription to the Anglican Thirty-nine Articles. Dissenting ministers, meeting in the Salters’ Hall in London in 1719, separated into two groups, one insisting on adherence to confessional documents, the other requiring only agreement with Scripture. Of those in the second group, Presbyterians, General Baptists, and a few independents gradually moved during the 18th century with their congregations toward Unitarian views.
The first English Unitarian congregation, Essex Street Chapel, was founded in London in 1774 by Theophilus Lindsey, who previously had been an Anglican clergyman. The scientist and dissenting minister Joseph Priestley (1733–1804) influenced Unitarian ministers by his scriptural rationalism, materialist determinism, and emphasis on a humanitarian Christology. The scholar and theologian Thomas Belsham supported Priestley’s emphasis on a humanitarian Christology and opposition to Arian views. The British and Foreign Unitarian Association was founded in 1825.
In the 19th century Parliament was persuaded to repeal some of the laws against nonconformity, which freed the Unitarians for a more active church life. English Unitarians, moreover, were greatly influenced by James Martineau (1805–1900), who, after studies in Germany, was led to a religious epistemology emphasizing intuition. In 1928 a union of the British and Foreign Unitarian Association with the National Conference (which included other Free Christian Churches) resulted in the founding of the General Assembly of Unitarian and Free Christian Churches. Unitarianism is also present in Wales, Scotland, and the Non-Subscribing Presbyterian Church of Ireland.
American Unitarianism
In the American colonies Congregationalist ministers influenced by Arian Christology and by Arminian theology, gradually moved in the 18th century toward Unitarian views. Conflicts with supporters of Jonathan Edwards’ theological heritage resulted in the election at Harvard College of a liberal, Henry Ware, as Hollis Professor of Divinity in 1805. When the liberal Congregationalists were accused of agreeing with Belsham’s strictly humanitarian Christology, the Unitarian clergyman William Ellery Channing defended them as Arians. Channing’s 1819 sermon “Unitarian Christianity,” a manifesto, presented both a recognition that the liberals would have to separate from the Congregational Church and a coherent theology. In 1825 the American Unitarian Association (AUA), an association of individuals, was organized.
Channing’s Arian Christology as well as his affirmations of the divine unity, the authority of Scripture rationally interpreted, and an optimistic view of human nature were dominant among early American Unitarians. His Lockean epistemology (modified by views of Scottish commonsense philosophers and the English Unitarian Richard Price), however, was challenged by such Transcendentalists as Ralph Waldo Emerson, in his “Divinity School Address” (1838), and Theodore Parker, in his sermon “The Transient and Permanent in Christianity” (1841), both of whom emphasized intuition and moral idealism. Parker’s leadership in addressing issues of social reform, such as issues relating to the anti-slavery movement, made a lasting impact on Unitarians.
Although Transcendentalism divided the Unitarians, Henry Whitney Bellows, a prominent figure in Unitarianism after the Civil War, succeeded in organizing the National Conference of Unitarian Churches in 1865. A separatist Free Religious Association (FRA) was organized in 1867 by persons who, although holding a variety of views, were agreed in their opposition to the preamble of the National Conference’s constitution, which was virtually a Christian creed. A Western Unitarian Conference, organized in 1852, also experienced a controversy over whether Unitarianism was to include persons whose views were not theistic and Christian. In 1894 a revision in the constitution of the National Conference enabled members of the FRA to rejoin the Conference. Later renamed the General Conference, it merged with the AUA in 1925.
In the 20th century religious humanism, the endeavour to reformulate liberal theology on strictly non-theistic grounds, emerged within Unitarianism, leading to a theist-humanist controversy. After such Unitarian ministers as John Dietrich and Curtis Reese signed the Humanist Manifesto (1933), religious humanism became the view of many Unitarians. A Commission of Appraisal (1934–36) recommended modifications in the structure and program of the AUA. Frederick May Eliot, chairman of the commission, was persuaded to become president of the AUA, and while in office he prepared the denomination for future growth. In the 1930s a critical movement emerged, largely in response to a general crisis of faith in liberal thought; its leader was James Luther Adams, whose writings contributed significantly to Unitarian theology and social thought. Of particular importance for Unitarianism today are his studies of voluntary associations and their implications (On Being Human—Religiously, 1976).
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Raoul Wallenberg
Swedish diplomat
Raoul Wallenberg, (born August 4, 1912, Stockholm, Sweden—died July 17, 1947?, Moscow, Russia, U.S.S.R.), Swedish businessman and diplomat who became legendary through his efforts to rescue Hungarian Jews during World War II and through his disappearance while a prisoner in the Soviet Union.
A descendant of a wealthy and prestigious family of bankers, industrialists, and diplomats, Wallenberg studied architecture in the United States and in 1936 became the foreign representative for a central European trading company, whose president was a Hungarian Jew. After the Germans sent troops and SS (Nazi paramilitary corps) units into Hungary in March 1944 to round up “subversives” and Jews, Wallenberg, with the help of Jewish and refugee organizations from Sweden and the United States, persuaded the Swedish Foreign Ministry to send him to Budapest on July 9 with a diplomatic passport. There, several thousand Jews (estimates vary from 4,000 to 35,000) were enlisted and sheltered by Wallenberg in “protected houses” flying the flags of Sweden and other neutral countries. By this time, some 438,000 Hungarian Jews had already been deported to the Nazi extermination camps—Wallenberg arrived just after the deportations came to a halt. He also dogged the Germans at deportation trains and on “death marches,” distributing food and clothing to the Jewish prisoners and trying to rescue some of them with papers and money for their passage out of the country. In the process, he was threatened more than once by Adolf Eichmann.
Soon after Soviet troops reached Budapest, Wallenberg reported to the occupying authority on January 17, 1945, but was immediately arrested for espionage—his money, radio, and dubious diplomatic status making him suspect. According to Swedish authorities, the Soviets later privately admitted that his arrest had been a mistake, during a confused period at war’s end, but that their only information was that Wallenberg had died of a heart attack in a Moscow prison cell in 1947. There were unconfirmed reports from freed Soviet prisoners, however, that he had been seen alive in prison, notably in 1951, 1959, and 1975.
On September 22, 1981, the U.S. Congress, under the leadership of Representative Tom Lantos—who had himself been rescued by Wallenberg—granted honorary citizenship to the missing Wallenberg. Such honorary citizenship had been granted only once before, to Sir Winston Churchill.
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The Twilight Zone
American television program
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Rod Serling
Tired of battling censors, Serling abandoned writing realistic scripts in order to produce and narrate a science-fiction anthology series The Twilight Zone (1959–64); for this he won a third writing Emmy, in 1959. He also wrote screenplays, often based on his television scripts, such as Patterns (1956) and The Rack (1956). He was also coauthor of The Planet of the...
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Spade-leaf philodendron
Plant, Philodendron hastatum
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...with fiddle-shaped, large, glossy green leaves up to 15–25 cm (6–10 inches) wide and 45 cm (18 inches) long. Larger types include the spade-leaf philodendron (P. domesticum or P. hastatum), with triangular leaves up to 60 cm (24 inches) long, and the selloum philodendron (P. selloum), with deeply cut leaves up to 1 metre (3 feet) long, both of which are striking...
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chart, household credit card debt, median household income
UPDATE II: We have corrected the chart, to show credit card debt on a per-household basis, rather than on an aggregate basis as we originally had. As you can see, the growth in credit card debt still dwarves median household income growth since 1980.
*UPDATE: As several readers have noted, this chart compares an aggregate national figure with a per-household figure. This is an apples-and-oranges comparison. We apologize for the illogic and thank to our readers for catching it. We'll fix the chart on Monday.
EARLIER: Americans built up a lot of spending power over the last three decades, but it wasn't because they started earning more money. As today's chart starkly illustrates, credit card debt has exploded, making up for more modest gains in median household income. As you can see, for the very first time in history, credit card debt is creeping down, though it has a long way to go. And of course, this doesn't even include home all the home equity loans Americans used in place of the ATM. (Both lines are based on non-adjusted numbers)
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Ashton Kutcher has dabbled in a lot of things. While he says his first love is still acting, he's been passionate about technology since he studied chemical engineering at Iowa.
He told Charlie Rose this morning that investing isn't so different than acting.
"Acting is a business in and of itself. We make two things very well in America: technology and entertainment. [The two aren't so] dissimilar," he says.
"When you go to make a film, you raise some money to fund the project. You might raise $9 million dollars, and you have no idea what your profits are going to be.
"You have potential revenue sources, television sales, DVDs, and Netflix, but in some ways [the unpredictability and risk] make [movies and tech investing] very similar businesses."
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Intel Thunderbolt logoIntel
Three new patent applications from Apple hint that we may be seeing Thunderbolt connectivity in future iOS devices, reports Patently Apple.
There's still some dispute over who actually owns the technology -- Apple or Intel -- and these new patents may be a play on Apple's end to help secure the Thunderbolt intellectual property.
If and when Thunderbolt arrives in a new generation of iPods, iPhones, and iPads, it will allow for faster data transfers and recharging.
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It's A Whole Lot Easier To Get An 'A' In College Now Than It Was 50 Years Ago en-us Wed, 31 Dec 1969 19:00:00 -0500 Tue, 02 Jun 2015 17:58:31 -0400 Meredith Galante RealityCheckPlease Wed, 05 Sep 2012 20:50:48 -0400 Why I had to walk 5 miles to school, uphill both ways, in two feet of snow, with wolves nipping at my heels... Dadgummit! Seriously: education today is about being good at memorizing facts for tests, filling out forms, and working within a complex system of rules. In short: creating Sheeple... Bodine Web Wed, 05 Sep 2012 18:43:09 -0400 50 years ago the word "Education" wasn't often followed by the words "Industrial Complex". I paid good money for my kid to get a degree, that's all!
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snow 3AP images
Snow from a powerful Nor'easter started to coat parts of the Northeast Friday morning. Some places got rain, others sleet and snow. As the day grows colder, though, most places north of New York City will switch over to snow. It's already happened in New York City.
The heaviest accumulations are expected overnight; the storm could drop two to four inches per hour at its peak.
Here are some pictures from the storm so far.
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Suspected Chinese hackers have systematically targeted diplomats working within foreign ministries in European countries, reports Nicole Perlroth of The New York Times.
The hackers were hoping to find out how those ministers viewed the U.S. ahead of a key 2011 G20 finance meeting in Paris, according to a FireEye report Perlroth read.
What's interesting, though, is yet again the hackers used target-specific spear phishing attacks to breach the diplomats' computers:
The attackers sent their targets emails with a link that claimed to contain naked photos of Carla Bruni-Sarkozy, wife of former President Nicolas Sarkozy of France. Once clicked, attackers were able to gain a foothold into their targets’ computer networks, though investigators said they were unable to see which files the attackers had taken.
As a former super model, Carla Bruni has several revealing images floating around the cyber ether, and made headlines when prints of those images sold at auction for big bucks.
Needless to say, the diplomats took the bait.
Whether they made good on their promise or not, the hackers were able surreptitiously to steal information from infected computers.
Spear phishing attacks usually come in the form of an official-looking email that contains a link. The link directs the user to a website containing malware, or the link itself contains an auto-exec file which deploys malware the moment the user clicks.
They are the most commonly used and researched form of security breach companies and governments have to mitigate. Spearphishing is user activated and so requires no expensive or risky use of software backdoors or brute force attacks.
Often, upon closer inspection of the email address, users can usually identify that the sender is an imposter.
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No wonder Rick Santorum said he didn't want everyone to go to college
More college means fewer Republicans.
Justin Wolfers tweeted this little chart showing the correlation between having a bachelor's degree and willingness to identify yourself as a Democrat.
Education and Party Affiliation
Progressive Policy doesn't come out and say that education turns people into Democrats–the chart doesn't show the effect of higher education over time on individuals, just the state by state differences. But for every one percentage point increase in college graduates in a state, the percentage of people who identify themselves as Democrats increases by 0.75 percent.
The folks at Progressive Policy do say this:
The more college graduates, the more Democratic (and especially more liberal) the state. The fewer college graduates, the more Republican and (and especially more conservative) the state.
Anyway, take that for what it is worth. The charts essentially tell you what you already knew: liberal states like New York and Massachusetts invest more in educating their kids. Conservative states like Kansas and Texas spend less on it, and consequently have fewer people with bachelor's degrees.
Check out the rest of the charts showing the correlation between education investment and liberalism over at Progressive Policy
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Noahpinion asks: “[W]hy did Asian-Americans break so strongly for Obama? I provide my (slightly different) answer.
As Noahpinion observes, given Asian Americans' higher-than-average income, the Romney-esque argument that the group is one of the “takers” not “makers” cannot be correct (of course, there is little empirical content to this particular thesis, anyway). 2012 was not an isolated event, by the way.
I am not a political scientist, and so am not particularly well-qualified to provide a proper quantitative analysis. But I can at least relay some thoughts based upon my own experiences on why some Chinese-Americans of a certain background might not feel comfortable with the Republican party. First, consider the composition of the party leadership, as represented by the new House Committee Chairmen:
Source: DailyKos.
Of course, it’s the policies that matter more. And here, I think the key factor of importance to Chinese-Americans is pragmatism (the generation of my parents -- who came from China -- saw enough rigid, dogmatic ideology run amok, thank you very much), and a belief in progress by way of science and technology. In this vein, Richard Posner speculates that Asian-Americans lean toward the Democratic party, despite the low-tax rate stance of the Republican party, because:
... being well educated as a group, Asian Americans may be disturbed by the hostility to science, particularly evolutionary biology, which Republican supporters and politicians have exhibited of late.
Charles Murray tries to explain Asian-American voting as pure mis-apprehension, to wit:
I'll let readers decide if that characterization is so ludicrous. In any case, data on comparative education and income in shown below.
Source: Pew Research Center
In other words, for the Republican party to make inroads into the Asian-American voting bloc (which split 73-26 in favor of Obama), they will need to do more than make some vague noises about greater ethnic inclusion. They will need to think more deeply about whether the age of the earth is closer to 4000 or 4 billion years, whether females can negate unwanted pregnancies merely by willing it, and whether statistical theory and/or the central limit theorem is bunk.
On a personal note, I would add that ads like this [broken link updated 7:40, thanks to bearish -- mdc] do not endear the Republicans to Chinese-Americans (and I suspect to other Asian-Americans). I am uncertain, however, that an ever more ethnically and geographically concentrated Republican party will be able to resist resorting to such appeals in the future.
Update, 2:26PM Pacific: The political scientists at Monkey Cage have weighed in, roughly contemporaneously with my post.
Read the original article on Econbrowser. Copyright 2012.
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Margaret Purdy
c. March 26, 2001 - Present Associate Deputy Minister, Defence
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Robert Roach Jr.
c. January 1, 2000 - Present General Vice President, Transportation
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« Prev Chapter XII. General Review of the Question:… Next »
This discussion narrowed to a single issue (p. 244).—That S. Mark’s Gospel was imperfect from the very first, a thing altogether incredible (p. 246):—But that at some very remote period Copies have suffered mutilation, a supposition probable in the highest degree (p. 248).—Consequences of this admission (p. 252).—Parting words (p. 254.)
THIS Inquiry has at last reached its close. The problem was fully explained at the outset460460 Chap. I. and II.. All the known evidence has since been produced461461 Chap. IV, VI—X., every Witness examined462462 Chap. III, V, and VIII.. Counsel has been heard on both sides. A just Sentence will assuredly follow. But it may not be improper that I should in conclusion ask leave to direct attention to the single issue which has to be decided, and which has been strangely thrust into the background and practically kept out of sight, by those who have preceded me in this Investigation. The case stands simply thus:—
It being freely admitted that, in the beginning of the ivth century, there must have existed Copies of the Gospels in which the last chapter of S. Mark extended no further than ver. 8, the Question arises,—How is this phenomenon to be accounted for? . . . The problem is not only highly interesting and strictly legitimate, but it is even inevitable. In the immediately preceding chapter, I have endeavoured to solve it, and I believe in a wholly unsuspected way.
But the most recent Editors of the text of the New Testament, declining to entertain so much as the possibility that certain copies of the second Gospel had experienced mutilation in very early times in respect of these Twelve concluding 244Verses, have chosen to occupy themselves rather with conjectures as to how it may have happened that S. Mark’s Gospel was without a conclusion from the very first. Persuaded that no more probable account is to be given of the phenomenon than that the Evangelist himself put forth a Gospel which (for some unexplained reason) terminated abruptly at the words ἐφοβοῦντο γάρ (chap. xvi. 8),—they have unhappily seen fit to illustrate the liveliness of this conviction of theirs, by presenting the world with his Gospel mutilated in this particular way. Practically, therefore, the question has been reduced to the following single issue:—Whether of the two suppositions which follow is the more reasonable:
First,—That the Gospel according to S. Mark, as it left the hands of its inspired Author, was in this impeded or unfinished state; ending abruptly at (what we call now) the 8th verse of the last chapter:—of which solemn circumstance, at the end of eighteen centuries, Cod. B and Cod. א are the alone surviving Manuscript witnesses? . . . or,
Secondly,—That certain copies of S. Mark’s Gospel having suffered mutilation in respect of their Twelve concluding Verses in the post-Apostolic age, Cod. B and Cod. א are the only examples of MSS. so mutilated which are known to exist at the present day?
I. Editors who adopt the former hypothesis, are observed (a) to sever the Verses in question from their context463463 Tischendorf, Tregelles, Alford.:—(b) to introduce after ver. 8, the subscription “ΚΑΤΑ ΜΑΡΚΟΝ464464 Tregelles, Alford.”—(c) to shut up verses 9-20 within brackets465465 Alford.. Regarding them as “no integral part of the Gospel466466 “Haec non a Marco scripta esse argumentis probatur idoneis.”—See the rest of Tischendorf’s verdict, suprà, p. 10; and opposite, p. 245.,”—“as an authentic anonymous addition to what Mark himself wrote down467467 Tregelles’ Account of the Printed Text, p. 259.,”—a “remarkable Fragment,” “placed as a completion of the Gospel in very early times468468 Alford’s New Test. vol. i. Proleg. [p. 38] and p. 437.;”—they consider themselves at liberty to go on to suggest that “the Evangelist may have been interrupted in his work:” at any rate, 245that “something may have occurred, (as the death of S. Peter,) to cause him to leave it unfinished469469 So Norton, Tregelles, and others..” But “the most probable supposition” (we are assured) “is, that the last leaf of the original Gospel was torn away470470 This suggestion, which was originally Griesbach’s, is found in Alford’s New Test. vol. i. p. 433, (ed. 1868.)—See above, p. 12. The italics are not mine..”
We listen with astonishment; contenting ourselves with modestly suggesting that surely it will be time to conjecture why S. Mark’s Gospel was left by its Divinely inspired Author in an unfinished state, when the fact has been established that it probably was so left. In the meantime, we request to be furnished with some evidence of that fact.
But not a particle of Evidence is forthcoming. It is not even pretended that any such evidence exists. Instead, we are magisterially informed by “the first Biblical Critic in Europe,”—(I desire to speak of him with gratitude and respect, but S. Mark’s Gospel is a vast deal more precious to me than Dr. Tischendorf’s reputation,)—that “a healthy piety reclaims against the endeavours of those who are for palming off as Mark’s what the Evangelist is so plainly shewn [where?] to have known nothing at all about471471 Vide suprà, p. 10..” In the meanwhile, it is assumed to be a more reasonable supposition,—(α) That S. Mark published an imperfect Gospel; and that the Twelve Verses with which his Gospel concludes were the fabrication of a subsequent age; than,—(β) That some ancient Scribe having with design or by accident left out these Twelve concluding Verses, copies of the second Gospel so mutilated become multiplied, and in the beginning of the ivth century existed in considerable numbers.
And yet it is notorious that very soon after the Apostolic age, liberties precisely of this kind were freely taken with the text of the New Testament. Origen (A.D. 185-254) complains of the licentious tampering with the Scriptures which prevailed in his day. “Men add to them,” (he says) “or leave out,—as seems good to themselves472472 Opp. vol. iii. p. 671..” Dionysius of Corinth, yet earlier, (A.D. 168-176) remarks that it was no wonder his own writings were added to and taken from, seeing that men presumed to deprave the Word of God 246in the same manner473473 Eusebius Eccl. Hist. iv. 23. Consider Rev. xxii. 18, 19.. Irenaeus, his contemporary, (living within seventy years of S. John’s death,) complains of a corrupted Text474474 Note the remarkable adjuration of Irenaeus, Opp. i. 821, preserved by Eusebius, lib. v. 20.—See Scrivener’s Introduction, p. 383-4. Consider the attestations at the end of the account of Polycarp’s martyrdom, PP. App. ii. 614-6.. We are able to go back yet half a century, and the depravations of Holy Writ become avowed and flagrant475475 Allusion is made to the Gnostics Basilides and Valentinus; especially to the work of Marcion.. A competent authority has declared it “no less true to fact than paradoxical in sound, that the worst corruptions to which the New Testament has been ever subjected originated within a hundred years after it was composed476476 Scrivener’s Introduction, pp.381-391..” Above all, it is demonstrable that Cod. B and Cod. א abound in unwarrantable omissions very like the present477477 See Chap. VI.; omissions which only do not provoke the same amount of attention because they are of less moment. One such extraordinary depravation of the Text, in which they also stand alone among MSS. and to which their patrons are observed to appeal with triumphant complacency, has been already made the subject of distinct investigation. I am much mistaken if it has not been shewn in my VIIIth chapter, that the omission of the words ἐν Ἐφέσῳ from Ephes. i. 1, is just as unauthorized,—quite as serious a blemish,—as the suppression of S. Mark xvi. 9-20.
Now, in the face of facts like these, and in the absence of any Evidence whatever to prove that S. Mark’s Gospel was imperfect from the first,—I submit that an hypothesis so violent and improbable, as well as so wholly uncalled for, is simply undeserving of serious attention. For,
(1st.) It is plain from internal considerations that the improbability of the hypothesis is excessive; “the contents of these Verses being such as to preclude the supposition that they were the work of a post-Apostolic period. The very difficulties which they present afford the strongest presumption of their genuineness.” No fabricator of a supplement to S. Mark’s Gospel would have ventured on introducing so many minute seeming discrepancies: and certainly 247“his contemporaries would not have accepted and transmitted such an addition,” if he had. It has also been shewn at great length that the Internal Evidence for the genuineness of these Verses is overwhelmingly strong478478 Chap. IX.. But,
(2nd.) Even external Evidence is not wanting. It has been acutely pointed out long since, that the absence of a vast assemblage of various Readings in this place, is, in itself, a convincing argument that we have here to do with no spurious appendage to the Gospel479479 “Ad defendendum hunc locum in primis etiam valet mirus Codicum consensus in vocabulis et loquendi formulis singulis. Nam in locis παρεγγράπτοις, etiam multo brevioribus, quo plures sunt Codices, eo plures quoque sunt varietates. Comparetur mode Act. xi,. 18, Matth. viii. 13, et loca similia.”—C. F. Matthaei’s Nov. Test. (1788) vol. ii. p. 271.. Were this a deservedly suspected passage, it must have shared the fate of all other deservedly (or undeservedly) suspected passages. It never could have come to pass that the various Readings which these Twelve Verses exhibit would be considerably fewer than those which attach to the last twelve verses of any of the other three Gospels.
(3rd.) And then surely, if the original Gospel of S. Mark had been such an incomplete work as is feigned, the fact would have been notorious from the first, and. must needs have become the subject of general comment480480 Speaking of the abrupt termination of the second Gospel at ver. 8, Dr. Tregelles asks,—“Would this have been transmitted as a fact by good witnesses, if there had not been real grounds for regarding it to be true?”—(Printed Text, p. 257.) Certainly not, we answer. But where are the “good witnesses” of the “transmitted fact?” There is not to much as one.. It may be regarded as certain that so extraordinary a circumstance would have been largely remarked upon by the Ancients, and that evidence of the fact would have survived in a hundred quarters. It is, I repeat, simply incredible that Tradition would have proved so utterly neglectful of her office as to remain quite silent on such a subject, if the facts had been such as are imagined. Either Papias, or else John the Presbyter,—Justin Martyr, or Hegesippus, or one of the “Seniores apud Irenaeum,”—Clemens Alexandrinus, or Tertullian, or Hippolytus,—if not Origen, yet at least Eusebius,—if not 248Eusebius, yet certainly Jerome,—some early Writer, I say, must certainly have recorded the tradition that S. Mark’s Gospel, as it came from the hands of its inspired author, was an incomplete or unfinished work. The silence of the Ancients, joined to the inherent improbability of the conjecture,—(that silence so profound, this improbability so gross!)—is enough, I submit, in the entire absence of Evidence on the other side, to establish the very contradictory of the alternative which recent Critics are so strenuous in recommending to our acceptance.
(4th.) But on the contrary. We have indirect yet convincing testimony that the oldest copies of all did contain the Verses in question481481 See above, pp. 86-90.: while so far are any of the Writers just now enumerated from recording that these verses were absent from the early copies, that five out of those ten Fathers actually quote, or else refer to the verses in question in a way which shews that in their day they were the recognised termination of S. Mark’s Gospel482482 See Chap. III..
We consider ourselves at liberty, therefore, to turn our attention to the rival alternative. Our astonishment is even excessive that it should have been seriously expected of us that we could accept without Proof of any sort,—without a particle of Evidence, external, internal, or even traditional,—the extravagant hypothesis that S. Mark put forth an unfinished Gospel; when the obvious and easy alternative solicits us, of supposing,
II. That, at some period subsequent to the time of the Evangelist, certain copies of S. Mark’s Gospel suffered that mutilation in respect of their last Twelve Verses of which we meet with no trace whatever, no record of any sort, until the beginning of the fourth century.
(i.) And the facts which now meet us on the very threshold, are in a manner conclusive: for if Papias and Justin Martyr [A.D. 150] do not refer to, yet certainly Irenaeus [A.D. 185] and Hippolytus [A.D. 190-227] distinctly quote Six out of the Twelve suspected Verses,—which are also met with in the two oldest Syriac Versions, as well as in the old Latin Translation. Now the latest of these authorities is 249earlier by full a hundred years than the earliest record that the verses in question were ever absent from ancient MSS. At the eighth Council of Carthage, (as Cyprian relates,) [A.D. 256] Vincentius a Thiberi, one of the eighty-seven African Bishops there assembled, quoted the 17th verse in the presence of the Council.
(ii.) Nor is this all483483 See above, Chap. III. and IV.. Besides the Gothic and Egyptian versions in the ivth century; besides Ambrose, Cyril of Alexandria, Jerome, and Augustine in the vth, to say nothing of Codices A and C;—the Lectionary of the Church universal, probably from the second century of our æra, is found to bestow its solemn and emphatic sanction on every one of these Twelve Verses. They are met with in every MS. of the Gospels existence, uncial and cursive,—except two484484 “Habent periocham hanc Codices Graeci, si unum B excipias, omnes.” (Scholz, adopting the statement of Griesbach.)—See above, p. 70.; they are found in every Version; and are contained besides in every known Lectionary, where they are appointed to be read at Easter and on Ascension Day485485 See above, Chap. X..
(iii.) Early in the ivth century, however, we are encountered by a famous place in the writings of Eusebius [A.D. 300-340], who, (as I have elsewhere explained486486 See above, pp. 66-68.) is the only Father who delivers any independent testimony on this subject at all. What he says has been strangely misrepresented. It is simply as follows:—
(a) One, “Marinus,” is introduced quoting this part of S. Mark’s Gospel without suspicion, and enquiring, How its opening statement is to be reconciled with S. Matth. xxviii. 1? Eusebius, in reply, points out that a man whose only object was to get rid of the difficulty, might adopt the expedient of saying that this last section of S. Mark’s Gospel “is not found in all the copies:” (μὴ ἐν ἁπᾶσι φέρεσθαι.) Declining, however, to act thus presumptuously in respect of anything claiming to be a part of Evangelical Scripture, (οὐδ᾽ ὁτιοῦν τολμῶν ἀθετεῖν τῶν ὁπωσοῦν ἐν τῇ τῶν εὐαγγελίων γραφῇ φερομένων,)—he adopts the hypothesis that the text is genuine. Καὶ δὴ τοῦδε τοῦ μέρους συγχωρουμένου εἶναι ἀληθοῦς, he begins: and he enters at once without hesitation on an elaborate 250discussion to shew how the two places may be reconciled487487 See above, pp. 41 to 51: also Appendix (B).. What there is in this to countenance the notion that in the opinion of Eusebius “the Gospel according to S. Mark originally terminated at the 8th verse of the last chapter,”—I profess myself unable to discover. I draw from his words the precisely opposite inference. It is not even clear to me that the Verses in dispute were absent from the copy which Eusebius habitually employed. He certainly quotes one of those verses once and again488488 The reader is referred to Mai’s Nov. PP. Bibl. vol. iv. p. 262, line 12: p. 264 line 28: p. 301, line 3-4,, and 6-8.. On the other hand, the express statement of Victor of Antioch [A. D. 450?] that he knew of the mutilation, but had ascertained by Critical research the genuineness of this Section of Scripture, and had adopted the Text of the authenticPalestinianCopy489489 See above, p. 64-5: also Appendix (E).,—is more than enough to outweigh the faint presumption created (as some might think) by the words of Eusebius, that his own copy was without it. And yet, as already stated, there is nothing whatever to shew that Eusebius himself deliberately rejected the last Twelve Verses of S. Mark’s Gospel. Still less does that Father anywhere say, or even hint, that in his judgment the original Text of S. Mark was without them. If he may be judged by his words, he accepted them as genuine: for (what is at least certain) he argues upon their contents at great length, and apparently without misgiving.
(b) It is high time however to point out that, after all, the question to be decided is, not what Eusebius thought on this subject, but what is historically probable. As a plain matter of fact, the sum of the Patristic Evidence against these Verses is the hypothetical suggestion of Eusebius already quoted; which, (after a fashion well understood by those who have given any attention to these studies), is observed to have rapidly propagated itself in the congenial soil of the vth century. And even if it could be shewn that Eusebius deliberately rejected this portion of Scripture, (which has never been done,)—yet, inasmuch as it may be regarded as certain that those famous codices in the library of his friend 251Pamphilus at Caesarea, to which the ancients habitually referred, recognised it as genuine490490 P. 68 and note (d); p. 119 and note (m).,—the only sufferer from such a conflict of evidence would surely be Eusebius himself: (not S. Mark, I say, but Eusebius:) who is observed to employ an incorrect text of Scripture on many other occasions; and must (in such case) be held to have been unduly partial to copies of S. Mark in the mutilated condition of Cod. B or Cod. א. His words were translated by Jerome491491 P. 51-7.; adopted by Hesychius492492 P. 57-9.; referred to by Victor493493 P. 59-66.; reproduced “with a difference” in more than one ancient scholion494494 P. 114-125.. But they are found to have died away into a very faint echo when Euthymius Zigabenus495495 P. 68-9. rehearsed them for the last time in his Commentary on the Gospels, A.D. 1116. Exaggerated and misunderstood, behold them resuscitated after an interval of seven centuries by Griesbach, and Tischendorf, and Tregelles and the rest: again destined to fall into a congenial, though very differently prepared soil; and again destined (I venture to predict) to die out and soon to be forgotten for ever.
(iv.) After all that has gone before, our two oldest Codices (Cod. B and Cod. א) which alone witness to the truth of Eusebius’ testimony as to the state of certain copies of the Gospels in his own day, need not detain us long. They are thought to be as old as the ivth century: they are certainly without the concluding section of S. Mark’s Gospel. But it may not be forgotten that both Codices alike are disfigured throughout by errors, interpolations and omissions without number; that their testimony is continually divergent; and that it often happens that where they both agree they are both demonstrably in error496496 Chap. VI.. Moreover, it is a highly significant circumstance that the Vatican Codex (B), which is the more ancient of the two, exhibits a vacant column at the end of S. Mark’s Gospel,—the only vacant column in the whole codex: whereby it is shewn that the Copyist was aware of the existence of the Twelve concluding Verses of S. Mark’s Gospel, even though he left them out497497 See above, pp. 86 to 88.: while the 252original Scribe of the Codex Sinaiticus (א) is declared by Tischendorf to have actually omitted the concluding verse of S. John’s Gospel,—in which unenviable peculiarity it stands alone among MSS.498498 Will it be believed that Tischendorf accordingly rejects that verse also as spurious; and brings the fourth Gospel to au end at ver. 24, as he brings the second Gospel to an end at ver. 8? For my own part—having (through the kindness and liberality of the Keeper of the Imperial MSS. at S. Petersburg, aided by the good offices of my friend, the Rev. A. S. Thompson, Chaplain at S. Petersburg,) obtained a photograph of the last page of S. John’s Gospel,—I must be allowed altogether to call in question the accuracy of Dr. Tischendorf’s judgment in this particular. The utmost which can be allowed is that the Scribe may have possibly changed his pen, or been called away from his task, just before bringing the fourth Gospel to a close.
(I.) And thus we are brought back to the point from which we started. We are reminded that the one thing to be accounted for is the mutilated condition of certain copies of S. Mark’s Gospel in the beginning of the fourth century; of which, Cod. B and Cod. א are the two solitary surviving specimens,—Eusebius, the one historical witness. We have to decide, I mean, between the evidence for this fact,—(namely, that within the first two centuries and a-half of our æra, the Gospel according to S. Mark suffered mutilation;)—and the reasonableness of the other opinion, namely, that S. Mark’s original autograph extended no farther than ch. xvi. 8. All is reduced to this one issue; and unless any are prepared to prove that the Twelve familiar Verses (ver. 9 to ver. 20) with which S. Mark ends his Gospel cannot be his,—(I have proved on the contrary that he must needs be thought to have written them499499 See Chap. IX.,)—I submit that it is simply irrational to persist in asseverating that the reason why those verses are not found in our two Codexes of the ivth century must be because they did not exist in the original autograph of the Evangelist. What else is this but to set unsupported opinion, or rather unreasoning prejudice, before the historical evidence of a fact? The assumption is not only gratuitous, arbitrary, groundless; but it is discountenanced by the evidence of MSS., of Versions, of Fathers, (Versions and Fathers much older than the ivth century:) is rendered in the highest degree improbable by every internal, every 253external consideration: is condemned by the deliberate judgment of the universal Church,—which, in its corporate capacity, for eighteen hundred years, in all places, has not only solemnly accepted the last Twelve Verses of S. Mark’s Gospel as genuine, but has even singled them out for special honour500500 Chapter X..
(II.) Let it be asked in conclusion,—(for this prolonged discussion is now happily at an end,)—Are any inconveniences likely to result from a frank and loyal admission, (in the absence of any Evidence whatever to the contrary,) that doubtless the last Twelve Verses of S. Mark’s Gospel are just as worthy of acceptation as the rest? It might reasonably be supposed, from the strenuous earnestness with which the rejection of these Verses is generally advocated, that some considerations must surely be assignable why the opinion of their genuineness ought on no account to be entertained. Do any such reasons exist? Are any inconveniences whatever likely to supervene?
No reasons whatever are assignable, I reply; neither are there any inconvenient consequences of any sort to be anticipated,—except indeed to the Critics: to whom, it must be confessed, the result proves damaging enough.
It will only follow,
(1st) That Cod. B and Cod. א must be henceforth allowed to be in one more serious particular untrustworthy and erring witnesses. They have been convicted, in fact, of bearing false witness in respect of S. Mark xvi. 9-20, where their evidence had been hitherto reckoned upon with the most undoubting confidence.
(2ndly) That the critical statements of recent Editors, and indeed the remarks of Critics generally, in respect of S. Mark xvi. 9-20, will have to undergo serious revision: in every important particular, will have to be unconditionally withdrawn.
(3rdly) That, in all future critical editions of the New Testament, these “Twelve Verses” will have to be restored to their rightful honours: never more appearing disfigured with brackets, encumbered with doubts, banished from their 254context, or molested with notes of suspicion. On the contrary. A few words of caution against the resuscitation of what has been proved to be a “vulgar error,” will have henceforth to be introduced in memoriam rei.
(4thly) Lastly, men must be no longer taught to look with distrust on this precious part of the Deposit; and encouraged to dispute the Divine sayings which it contains on the plea that perhaps they may not be Divine, after all; for that probably the entire section is not genuine. They must be assured, on the contrary, that these Twelve Verses are wholly undistinguishable in respect of genuineness from the rest of the Gospel of S. Mark; and it may not be amiss to remind them the Creed called the “Athanasian” speaks no other language than that employed by the Divine Author of our Religion and Object of our Faith. The Church warns her children against the peril incurred by as many as wilfully reject the Truth, in no other language but that of the Great Head of the Church. No person may presume to speak disparagingly of S. Mark xvi. 16, any more.
(III.) Whether,—after the foregoing exposure of a very prevalent and highly popular, but at the same time most calamitous misapprehension,—it will not become necessary for Editors of the Text of the New Testament to reconsider their conclusions in countless other places:—whether they must not be required to review their method, and to remodel their text throughout, now that they have been shewn the insecurity of the foundation on which they have so confidently builded, and been forced to reverse their verdict in respect of a place of Scripture where at least they supposed themselves impregnable;—I forbear at this time to inquire.
Enough to have demonstrated, as I claim to have now
done, that not a particle of doubt, that not an
atom of suspicion,
attaches to “the
last Twelve Verses of the
Gospel according to
S. Mark
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uploaded imageA common amusement park ride is a Ferris wheel (not drawn to scale). Riders sit in chairs that are on pivots so they remain level as the wheel turns at a constant rate.
A particular Ferris wheel has a radius of 24 meters, and it makes one complete revolution around its axle (at location A) in 20 seconds. In all of the following questions, consider location A (at the center of the axle) as the location around which we will calculate the angular momentum. At the instant shown in the diagram, a child of mass 37 kg, sitting at location H, is traveling with velocity < 0, 7.5, 0> m/s. What is the z-component of the angular momentum of the child, about location A?
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Design a MOSFET based amplifier (single or multi-stage) that willsatisfy specs below:
1)provide a voltage gain of at least 200 (Normal or inverted outputis okay)
2)have a small signal input resistance greater than 1MΩ
3)have a small signal output resistance less than 200MΩ
4)allow an output signal of 8 volts peak-to-peak into a loadresistor of 1000Ω
5)use no more than 5 active (transistor) devices
6)use standard 5% valued resistors of no more than 100K invalue.
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I am evaluating Basic Engineering and Circuit Analysis 9th ed, chapter 3, question 3P. Between steps one and two I have the following equation.
Which reduces to
So we ultimately get equation on left 5K and 3K = 36. However in the text all the K's have been removed. I've done this problem 5 times now, it just seems wrong. I understand in the book you can strip the K's the second step, but what am "I" doing wrong? They don't match up. Help!
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global_05_local_5_shard_00000035_processed.jsonl/24817
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The problem states:
Find Vout for all possible values of Vin. In this problem,the variable Vr is the reverse voltage drop across the diode. (Hint: You will need to break the problem into 3 ranges.)
I'm sorry that the diagram is so poorly drawn, but it's essentiallya zener diode in parallel with a resistor, and that in series withanother resistor, which then goes to common (ground).
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Ancient Egyptian Literature 2nd edition
The Old and Middle Kingdoms
Ancient Egyptian Literature 2nd edition 9780520248427 0520248422
Details about Ancient Egyptian Literature:
First published in 1973 - and followed by Volume II in 1976 and Volume III in 1980 - this anthology has assumed classic status in the field of Egyptology and portrays the remarkable evolution of the literary forms of one of the world’s earliest civilizations.
Volume I outlines the early and gradual evolution of Egyptian literary genres, including biographical and historical inscriptions carved on stone, the various classes of literary works written with pen on papyrus, and the mortuary literature that focuses on life after death. Introduced with a new foreword by Antonio Loprieno.
Volume II shows the culmination of these literary genres within the single period known as the New Kingdom (1550-1080 B.C.). With a new foreword by Hans-W. Fischer-Elfert.
Volume III spans the last millennium of Pharaonic civilization, from the tenth century B.C. to the beginning of the Christian era. With a new foreword by Joseph G. Manning.
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The Son of Laughter 1st edition
The Son of Laughter 0 9780062501172 0062501178
Details about The Son of Laughter:
Rich in family drama, passion, and human affinity, critically acclaimed author Frederick Buechner's contemporary retelling of this captivating and timeless biblical saga revitalizes the ancient story of Jacob, delighted our senses and modern sensibilities and gracing us with his exceptional eloquence and wit.
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Rent The Son of Laughter 1st edition today, or search our site for Frederick textbooks. Every textbook comes with a 21-day "Any Reason" guarantee. Published by HarperOne.
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Some people put cream in their joe
At a restaurant or on the go.
But now there's a trend
For a buttery blend.
What will they use next? Oleo?
Filed under: Food and Drink
Leave a comment
• March of 2013 I cut 80% of my carb intake, increased my fat and vegetables. Every morning I put either a tablespoon of grass fed butter or virgin coconut oil in my coffee, in time for our September vacation I lost 20 pounds with no significant cardio. The diet is now a life style.
Aquinas, in the late 80's the food pyramid changed carb intake from 3-4 servings to 6-11 and the rest was history, America became fat. Just compare grass fed beef to grain fed. When they want to fatten a farm animal they feed them grain.
The coffee is pretty amazing stuff, supposedly butter and coconut oil are medium chain fats that easily breakdown to energy, kind of feels like a sugar rush that doesn't crash.
• In reply to 4zen:
You can't argue with success. But just the same, 4zen, I think I'll eat healthy in other ways.
• In reply to Aquinas wired:
Just another way to 'skin the cat.'
• In reply to 4zen:
Which reminds me, when riding a bus past a Chinese restaurant, someone mentioned, "did you notice that there aren't any cats in this neighborhood?"
• Lard. Unless Rachael Ray pushes her EVOO.
BTW, her recipe for rapini was pretty good.
• In reply to jack:
Good Lard! ...I mean 'Lord'.
• In reply to jack:
EVOO? Was that Olive Oyl before she met Popeye?
• In reply to Aquinas wired:
You'll have to ask Popeye about that one, but I couldn't figure out why Popeye was attracted to someone who lacked assets and other female parts. On the other hand, there may have been more to his spinach than spinach, but there wasn't a Balco probe then.
At least we know what Wimpy ate. I thought Wimpy actually owned the hamburger stand in the Loop with that name.
Getting back to butter, I like oatmeal with cocoa powder on top, and then melt some butter on top of that.
• Jack, that last comment reads more like an oatmeal cookie recipe than cereal... not that I mean this in a bad way at all!
As for butter in coffee, it reminds me of all the reviews of (bad) diners that talk about oily looks on the top of the coffee. Oleo-y instead of oily? Now I wonder!
• In reply to MargaretSerious:
I don't bake it. I don't really mix it either, but like the combination of the butter melting into the cocoa, and then the whole thing oozing into the cooked oatmeal.
Sort of similar to putting the syrup on the sausages, as well as the pancakes; actually better on the sausages.
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Get 6 months of complimentary access to
Virginia Commonwealth University
Skillshare: Redesigning education for the masses
Skillshare: Redesigning education for the masses
If Skillshare's mission is to turn the global education system on its head, it might seem strange that the company's CEO and co-founder, Michael Karnjanaprakorn, has both an undergraduate and graduate degree. But that's not the way he sees it. Karnjanaprakorn, 31, received an undergraduate degree from the University of Virginia in economics and a master's degree from VCU Brandcenter, Virginia Commonwealth University’s branding and advertising-focused graduate program. Though he ultimately found both degrees helpful, he also noted the flaws. Spanning his time at the two schools, Karnjanaprakorn saw a variety of...
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You are reading an older version of this FlexBook® textbook: Commonsense Composition Go to the latest version.
2.1: Narrative Essay
Difficulty Level: At Grade Created by: CK-12
Learning Objectives
• Identify the differences in form between descriptive and narrative essays.
• Know the major differences between autobiographical and biographical narratives.
• Recognize the structure of autobiographical and biographical narratives.
• Identify the importance of personal growth in a narrative essay.
• Stress the importance of personal growth within your own narrative essay.
Unlike the descriptive essays that strive to explain why a person, a place, an object, or an event is important, a narrative essay demonstrates the development of a person through the chronological retelling of an important event. In addition, a narrative essay should indicate how a person has changed or learned from this experience. The experience should unfold much like the plot of a novel or short story, beginning with the individual facing a problem and ending in the resolution of the problem and subsequent growth of the individual. Thus, the action of the problem should unfold as the telling of the event unfolds, much like the action of a short story builds as the plot progresses.
However, just as in descriptive essays, you must describe the event that is progressing, effectively drawing your readers into the development of the individual. Think of how invested, or perhaps uninvested, you become in the stories you read. Why do you connect with certain characters and not with others? Often, you connect with characters you feel you can relate to in some way or with events that you can imagine experiencing. Thus, it is essential to clearly and concisely indicate the action of the event being described. Your readers must be able to imagine being at and participating in the event. However, you must keep in mind that you can provide too much information to the reader. Make sure all the details you provide are relevant to the narration. For instance, when narrating an event, you do not need to include details that do not add to the feeling of an event. Otherwise, the readers will feel unconnected and disinterested in the development of the individual.
While describing the event is crucial to the reader's understanding and interest, the person's feelings, thoughts, desires, or insights are integral to creating the sense of personal growth. Without these components, the reader will be unable to track the person's development and change. Essentially, in order for the reader to see that the individual has transformed, you must present the inner thoughts, desires, and feelings of the person before and after the alleged transformation. This way the reader can compare the thoughts and feelings from before the change with those after and ultimately evaluate the personal growth of the individual on their own.
Since the personal growth in the narrative is the most essential component, choosing the individual and experiences is an important decision. As a writer hoping to engage the reader, you must carefully consider both the events and the individual that you choose. Not only must you choose events that share a common theme, or that point toward the same idea, eventual personal growth, but you must also choose an individual who is compelling. Generally, a narrative essay can either be autobiographical or biographical in nature. That is, the narrative can be written by you and about you or the narrative can be written by you and about someone else. Moreover, in choosing to write about yourself or about someone else, you decide the organization of your paper.
Autobiographical Narrative
An autobiographical narrative is one of the most personal types of essays. Not only are you writing a paper that expresses your own views and thoughts, but autobiographical narratives are based upon your own life experiences. Thus, it follows that the organization of the paper will also be more personal in nature. Unlike a narrative essay based on another individual, an autobiographical narrative will always contain your personal thoughts, desires, and motivations. While it is hard to know the motives of other individuals when writing a biographical narrative, unless you know the individual well, you always have access to the motivations for your own personal development. Hence, when you organize your autobiographical narrative you must format your essay around the events that promote your personal growth and the feeling you experienced before, during, and after these events.
There are several ways to incorporate your thoughts, feelings, and motivations into the organization of your paper. First, you can consider integrating your description of certain events with your motives and thoughts for the events. This way, you present the events and your motivations both in chronological order and simultaneously. This means that you are describing the events and your feelings as they occurred, or at the same time. Second, you can consider blocking your description of your events and your feelings, providing a paragraph describing the event followed by a paragraph describing your motivations. Also, you could also reverse this blocking format to first provide your motivations and then the description of the event.
Below is a table containing examples of both table types.
Integrated description and motivations Blocked descriptive and motivations
My sixteenth birthday was when it all began. It was the first girl-boy party I had ever had. I had had to beg my parents for month to have that party. Once they said yes, I had worried for weeks about what I was going to wear. When the day came, I was so excited that my crush Brandon was coming. As I sat next to him during the movie, I could feel my heart race. We were sitting side by side, close enough to touch. I slowly moved my hand towards his, wondering if he wanted to hold my hand like I wanted to hold his and fearing that he didn’t.
My sixteenth birthday was at my house on a Saturday during the summer, and it would be a boy-girl party. I had planned the whole day. First, we would swim in the pool in my backyard while my dad and mom prepared hamburgers. After we ate, we would watch a movie in my living room. At the end of the night, we would have cake, and I would open my presents.
Since it took me weeks to convince my parents to have the party, I was very excited when it finally rolled around. My crush Brandon was going to come, and I hoped that he would finally make a move. I thought that the movie would be a perfect chance to show him that I wanted to be his girlfriend.
How do these two examples compare? Although they both narrate the same event, is one more effective than the other? Generally, the first organizational scheme (when you integrate description and motivations together) is the most seamless. By incorporating the two together, you provide the reader with a more complete picture of the event – as if the reader is experiencing the event as it unfolds in your narration. However, sometimes this formatting does not work, specifically with complicated events. If you feel that the event you are narrating is too difficult to explain or clarify, then you should consider breaking your description and thoughts into two separate paragraphs. Although, you need to be aware of how this effects the story you are telling. Do you want the importance of the event to be at the end? In doing so, you make the event seem more suspenseful, and you can make the reader more compelled to finish your narrative. Nevertheless, organizing your paper in this way places more of a burden on you as a writer because you must clearly connect the separate ideas in the paragraphs.
Regardless of the organizational scheme you choose, you must properly describe your personal growth. In order to do so, you must organize your essay around one significant event or a collection of interrelated specific events. Generally, the number of events you include defines the amount of detail you put into describing your events. If your paper centers around one main event that helped shape your personal growth, the majority of the body would describe the one event while the introduction and conclusion would include your thoughts and feelings from before and after the event to help clarify how the occurrence helped shape you. However, if your paper details a succession of events that culminate in your personal growth, the description of each event, including the insights and feelings associated with it, would be limited to a single body paragraph. In this case, the introduction and conclusion would still indicate how you felt and thought both before and after the transformation.
Biographical Narrative
Unlike the much more personal autobiographical narrative, biographical narratives tend to be more formal and less personal. While you can easily include how you felt or what you thought during events in your own life, it is harder to indicate how others thought or felt during action in their own lives. Sometimes, if you are writing a biographical narrative about a close friend or relative, or if you have interviewed the individual you are writing about, you can include specific insights and motivations. If you do have access to the person's thoughts and feelings, you can easily organize your biographical narrative as you would an autobiographical one. However, usually, you will have to infer how a person felt or what they thought from their actions in certain events.
If you must write a biographical narrative about someone you do not know or someone you cannot interview, you must suggest his or her motivations through analyzing his or her actions. For instance, if someone apologizes for past behavior, then you can infer that he or she feels regret about the incident. You could then analyze the events following this apology to see if the individual's apology was genuine. In other words, you could see if the individual's behavior changed after the apology or if the individual changed his or her actions in significant ways. In order to vocalize the analysis in your paper, you must suggest to your reader that the individual started acting and behaving differently because he or she was responding to a past experience. For example, you would need to stipulate that the good behavior following the apology means that the individual regrets his or her past actions. On the other hand, if an individual’s actions after an apology do not change (if the person continues to make the same mistake for instance), you can infer that he or she does not regret or feel sorry for his or her past actions.
Review Questions
1. What is the purpose of a narrative essay?
2. How does a narrative essay differ from a descriptive essay?
3. What are the two ways you can organize an autobiographical narrative?
4. How do you show the feelings and thoughts of other individuals when writing a biographical narrative?
5. Write an autobiographical narrative about your experience as a writer. Be sure to stress how you have grown as a writer by including both descriptions of past situations and your feelings and thoughts about these situations.
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Writing Your First Domain Specific Language, Part 1 of 2
, 26 Apr 2009 CPOL 143.7K 1.2K 209
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This two-part article is aimed at experienced C# .NET programmers who wish to write their own little computer languages (see part two here). Historically, this has been reasonably difficult due to requiring in-depth knowledge of compilation theory and/or the use of one or more tools, each of which had its own learning curves. Recently though, there has been somewhat of a revolution in this area, with tools being developed which greatly simplify the writing of compilers. The Irony Compiler Construction Toolkit for .NET is used in this tutorial due to the fact that it requires no configuration files etc. (Just drop the Irony DLL into your project) and it simplifies many aspects of compiler construction.
The Sample Problem
Imagine you are writing a content-management system for websites where your users can upload their own images. Now, imagine you have a client who wants to upload a large image, and then display only part of the image, but have the image scrolling around, like so:
And oh, here's the next thing: they want to be able to set up the way the "camera" scrolls across the image, and change it themselves. So, it is decided that the users will type instructions into a textbox to control the scrolling of the images. The language will look something like this:
Set camera size: 400 by 300 pixels.
Set camera position: 100, 100.
Move 200 pixels right.
Move 100 pixels up.
Move 250 pixels left.
Move 50 pixels down.
It's a far cry from C#, but having a language which basically reads like English will (hopefully) be appreciated by the users. This language is so simple that you could easily write your own parser that extracts the data from the string; however, as soon as the language gets a little more complicated (for example, if you introduce "if" statements and variables, as in part II of this article), then writing a bona-fide compiler will pay dividends.
So, how do we write a compiler for this language? Well, the first step is to formally describe the language.
Defining the Grammar
Looking at the language example above, we can say that a program starts with a line to set the camera size, then a line to set the initial position, and then one or more lines to move the camera. Each line ends with a '.' character. Most of the text is just fixed keywords (such as "Move" and "camera"), with the exception of numbers and directions ("up", "down", "left", "right"). The language can be written in upper-case or lower-case (or a combination).
The paragraph above explains the grammar; however, it is always a good idea to write this description in a more formal manner. A very common way to describe a grammar is using Backus–Naur Form, and the following is a slightly non-standard version of BNF describing the program:
<Program> ::= <CameraSize> <CameraPosition> <CommandList>
<CameraSize> ::= "set" "camera" "size" ":" <number> "by" <number> "pixels" "."
<CameraPosition> ::= "set" "camera" "position" ":" <number> "," <number> "."
<CommandList> ::= <Command>+
<Command> ::= "move" <number> "pixels" <Direction> "."
<Direction> ::= "up" | "down" | "left" | "right"
You can read "::=" as something like "is made up of", and "|" as "or". So, for example, a "Direction" is made up of one of four strings.
If you have written in BNF previously, you may be surprised to see "<Command>+", which uses the regular-expression convention to mean "one or more commands". This is not standard in grammars (or in BNF); however, Irony lets you do this (I will not go into the more complicated traditional way to achieve the same thing).
A grammar always ends up as a tree with a single root. For any (valid) program that we input into the compiler, a tree will be created with "Program" as the root node. This will have three children: "CameraSize", "CameraPosition", and "CommandList". This will continue down into the tree until the leaf nodes, which will be the keywords, numbers, and directions. The most important job of the compiler then is to convert the source code into a tree which is termed as an "Abstract Syntax Tree" (AST). So, based on the grammar above, with the following program...
Set camera size: 400 by 300 pixels.
Set camera position: 100, 100.
Move 200 pixels right.
Move 100 pixels up.
...we should get the following Abstract Syntax Tree:
Note that the blue nodes are called "Non-terminals" whereas the orange nodes are called "Terminals". The terminals correspond to the actual code the user has entered. While conventionally terminals such as "set", "camera", and "size" would come under the "CameraSize" node, when using Irony, you can ignore these non-useful terminals (more on this later).
Once we have a tree, we can then generate the code to execute the program. So, how do we do all this with Irony?
Writing the Grammar in Irony
After you have downloaded Irony, create a new project in Visual Studio, and add a reference to Irony.dll. Then, add a new class to define the grammar: CameraControlGrammar.cs will do.
After referencing the correct Irony namespace (using Irony.Compiler;), make your class inherit from the abstract "Grammar" class:
public class CameraControlGrammar : Grammar
The grammar of the language is defined in the constructor. The first part is to do some preparation for the actual grammar, and set a few options, for example, making it case-insensitive:
this.CaseSensitive = false;
Then, define all the terminals and non-terminals needed:
var program = new NonTerminal("program");
var cameraSize = new NonTerminal("cameraSize");
var cameraPosition = new NonTerminal("cameraPosition");
var commandList = new NonTerminal("commandList");
var command = new NonTerminal("command");
var direction = new NonTerminal("direction");
var number = new NumberLiteral("number");
And finally, specify which non-terminal is the root node in the abstract syntax tree:
this.Root = program;
OK, with the ingredients all cut up and prepared, we can start cooking. Defining the grammar in Irony is surprisingly similar to writing it in BNF form:
// <Program> ::= <CameraSize> <CameraPosition> <CommandList>
program.Rule = cameraSize + cameraPosition + commandList;
cameraSize.Rule = Symbol("set") + "camera" + "size" + ":" +
number + "by" + number + "pixels" + ".";
cameraPosition.Rule = Symbol("set") + "camera" + "position" +
":" + number + "," + number + ".";
// <CommandList> ::= <Command>+
commandList.Rule = MakePlusRule(commandList, null, command);
command.Rule = Symbol("move") + number + "pixels" + direction + ".";
direction.Rule = Symbol("up") | "down" | "left" | "right";
Irony has overloaded the "+" and "|" operators so that you can join together the different parts of the grammar in a very natural way. The only exception is where the first part of the rule is a string: in general, you should wrap the first string in a Symbol() method call so that the C# compiler knows that the string is actually a special Irony construct. Also note, rather than having "set camera size:" in a single string, we add each word separately, which allows any whitespace (including new lines) to go between each word.
Finally - and this is optional, but recommended - you can specify certain strings as "punctuation". On each line, there are lots of keywords that we don't actually care about once we are using the generated AST (for example, on each "move" line, we only care about the number of pixels and the direction). We can tell Irony that we don't want the AST cluttered with keywords by registering all the "punctuation":
this.RegisterPunctuation("set", "camera", "size", ":",
"by", "pixels", ".", "position", ",", "move");
This means a "Command" will have only two children (number and direction) instead of five children ("move", number, "pixels", direction, and ".").
Compiling the Source code
We are now ready to parse some code. This is done by passing an instance of your grammar to a LanguageCompiler object and getting a reference to the root node of the AST:
CameraControlGrammar grammar = new CameraControlGrammar();
LanguageCompiler compiler = new LanguageCompiler(grammar);
Assuming the source code successfully compiled, you can run this in debug mode and browse through the ChildNodes property of each node in the tree to view it. (See the attached project to see one way to handle invalid source code.)
Using an Abstract Syntax Tree
An elegant way to generate code from an AST is to write a class for each non-terminal node in the tree, and then each node in the tree simply generates the piece of code that it is responsible for. This is a very good pattern to use, especially when dealing with more complex languages; however, to keep things relatively simple, I will simply act directly on the returned AST (for an example which uses classes to generate code, see JSBasic which converts from BASIC to JavaScript).
Examining the tree above, we know that the first child node of the tree is the camera size declaration, which should have two children itself: the width and the height of the camera:
AstNode cameraSizeNode = program.ChildNodes[0];
Token widthToken = (Token)cameraSizeNode.ChildNodes[0];
int width = (int)widthToken.Value;
Token heightToken = (Token)cameraSizeNode.ChildNodes[1];
int height = (int)heightToken.Value;
Note that the actual number entered is considered a Token (in fact, each piece of text in the source code is a Token); however, not all ChildNodes are Tokens (e.g., "CommandList" is a ChildNode of Program; however, it is a non-terminal, so not a token). This is why we must convert the children to Token objects before accessing their values.
A similar deal is used to get the initial position. These camera sizes and positional values are used in the demo project to create some JavaScript which initialises the photo. (The actual JavaScript is not explained here as it is outside the scope of this article.)
Next, we know that the third child of the program is a list of Command nodes, which we can then loop through:
// loop through the movement commands
foreach (AstNode commandNode in program.ChildNodes[2].ChildNodes)
// get the number of pixels to move
Token pixelsToken = (Token)commandNode.ChildNodes[0];
int pixelsToMove = (int)pixelsToken.Value;
// get the direction
Token directionToken = (Token)commandNode.ChildNodes[1];
string directionText = directionToken.Text.ToLower();
Using the pixelsToMove and directionText values, JavaScript is generated for each command in the program. Again, this is left out as it isn't important in terms of how to write your language.
And We're Done
And that's all there is to it, really. Of course, once you introduce variables, branch and conditional statements etcetera, you would probably want to look into creating your own AST node classes and look at the AstNode.Evaluate method; however, that is for another tutorial, along with many other Irony features which have been left out in this tutorial. Hopefully though, this should give you enough information to allow you to write your own simple little languages.
And don't forget to try the online demo.
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About the Author
Daniel Flower
Software Developer
China China
Comments and Discussions
QuestionCannot resolve symbol Symbol Pin
deepthoughtm2-Apr-15 10:45
memberdeepthoughtm2-Apr-15 10:45
SuggestionCool tutorial though an update would be nice Pin
p@we311-Apr-13 4:07
memberp@we311-Apr-13 4:07
QuestionExcellent Pin
Rajesh Naik Ponda Goa17-Feb-13 18:58
memberRajesh Naik Ponda Goa17-Feb-13 18:58
GeneralIrony.Compiler is not found Pin
catdev8-Jan-10 7:09
membercatdev8-Jan-10 7:09
GeneralRe: Irony.Compiler is not found Pin
marschills25-Jan-11 4:22
membermarschills25-Jan-11 4:22
GeneralExcellent demo Pin
seriousme8-Oct-09 23:12
memberseriousme8-Oct-09 23:12
GeneralCopy/paste error Pin
ericmas00126-Apr-09 4:02
memberericmas00126-Apr-09 4:02
GeneralRe: Copy/paste error Pin
Daniel Flower26-Apr-09 5:32
memberDaniel Flower26-Apr-09 5:32
QuestionComparison with Antlr? Pin
Russell Lear4-Mar-09 5:50
memberRussell Lear4-Mar-09 5:50
AnswerRe: Comparison with Antlr? Pin
Daniel Flower9-Mar-09 3:10
memberDaniel Flower9-Mar-09 3:10
GeneralRe: Comparison with Antlr? Pin
Russell Lear25-Mar-09 13:43
memberRussell Lear25-Mar-09 13:43
GeneralThanks Daniel........ Pin
raam_kimi22-Jun-08 20:56
memberraam_kimi22-Jun-08 20:56
GeneralWow!!! Pin
Jonathan C Dickinson17-Jun-08 20:18
memberJonathan C Dickinson17-Jun-08 20:18
GeneralConfusing at first Pin
WillemM16-Jun-08 21:32
memberWillemM16-Jun-08 21:32
GeneralRe: Confusing at first Pin
Daniel Flower17-Jun-08 2:02
memberDaniel Flower17-Jun-08 2:02
GeneralExcellent introduction to Irony - both for newbies and experts! Pin
Roman Ivantsov16-Jun-08 6:03
memberRoman Ivantsov16-Jun-08 6:03
GeneralRe: Excellent introduction to Irony - both for newbies and experts! Pin
Daniel Flower17-Jun-08 2:17
memberDaniel Flower17-Jun-08 2:17
GeneralExcellent article Pin
RugbyLeague16-Jun-08 4:28
memberRugbyLeague16-Jun-08 4:28
GeneralRe: Excellent article Pin
Daniel Flower17-Jun-08 1:58
memberDaniel Flower17-Jun-08 1:58
GeneralRe: Excellent article Pin
RugbyLeague17-Jun-08 2:02
memberRugbyLeague17-Jun-08 2:02
GeneralRe: Excellent article Pin
RugbyLeague17-Jun-08 3:47
memberRugbyLeague17-Jun-08 3:47
GeneralIrony can surely handle this Pin
Roman Ivantsov17-Jun-08 7:43
memberRoman Ivantsov17-Jun-08 7:43
GeneralRe: Irony can surely handle this Pin
RugbyLeague25-Jun-08 0:14
memberRugbyLeague25-Jun-08 0:14
GeneralCongratulation! Pin
Drucik_16-Jun-08 0:01
memberDrucik_16-Jun-08 0:01
GeneralRe: Congratulation! Pin
Daniel Flower16-Jun-08 2:01
memberDaniel Flower16-Jun-08 2:01
Generalneato Pin
Sacha Barber15-Jun-08 22:38
mvpSacha Barber15-Jun-08 22:38
GeneralRe: neato Pin
Daniel Flower16-Jun-08 1:58
memberDaniel Flower16-Jun-08 1:58
GeneralRe: neato Pin
Sacha Barber16-Jun-08 3:16
mvpSacha Barber16-Jun-08 3:16
GeneralRe: neato Pin
Daniel Flower17-Jun-08 2:18
memberDaniel Flower17-Jun-08 2:18
GeneralRe: neato Pin
Roger Alsing17-Jun-08 8:36
memberRoger Alsing17-Jun-08 8:36
GeneralRe: neato Pin
Sacha Barber17-Jun-08 9:09
mvpSacha Barber17-Jun-08 9:09
GeneralAwsome Pin
Simon Stevens15-Jun-08 22:02
memberSimon Stevens15-Jun-08 22:02
GeneralRe: Awsome Pin
Daniel Flower16-Jun-08 1:57
memberDaniel Flower16-Jun-08 1:57
Hi Simon,
That's great, this is exactly the reason why I wanted to write this article, as nowadays it's not as hard to write a DSL as most people (probably) think. Once you get started, it would be cool to hear how you are going, or if there are any issues with it.
GeneralCongratulations Pin
Ed.Poore15-Jun-08 13:18
memberEd.Poore15-Jun-08 13:18
GeneralRe: Congratulations Pin
Daniel Flower16-Jun-08 1:55
memberDaniel Flower16-Jun-08 1:55
GeneralRe: Congratulations Pin
Ed.Poore16-Jun-08 3:06
memberEd.Poore16-Jun-08 3:06
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global_05_local_5_shard_00000035_processed.jsonl/24912
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Preview: Beasts of Burden #1
Tue, September 15th, 2009 at 2:31pm PDT
Story by
Evan Dorkin
Art by
Jill Thompson
Dark Horse Comics
Cover Price:
Release Date
Sep 16th, 2009
Browse for similar previews
Award-winning comics creators Evan Dorkin (Milk & Cheese) and Jill Thompson (Scary Godmother) first introduced these heroic characters in the anthologies The Dark Horse Book of Hauntings, Witchcraft, the Dead, and Monsters, for which they won coveted Eisner Awards for Best Short Story and Best Painter.
Adventure, mystery, horror and humor thrive on every page of Beasts of Burden -- a comic-book series that will capture readers' hearts and haunt their dreams.
The Eisner Award-winning story gets its own series!
<< Action Comics #881 | Previews Archive | Angel #25 >>
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global_05_local_5_shard_00000035_processed.jsonl/24915
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The Demon Baby wiki last edited by DarthNil on 04/29/13 03:43AM View full history
The so-called "Demon Baby" was summoned by Lawrence (a man who'd been cast out of the Hand and who was a practitioner of ancient ritualistic rites) in order to give it to Jonathan Powers ( the Jester) for a power boost. When the Jester was defeated by Daredevil, the Demon Baby began possessing various people, inspiring them to violence, and so that it could make its way back to the man who'd summoned it.
The Demon Baby was created by Brian Michael Bendis and Alex Maleev.
Major Story Arcs
After the Jester was possessed by the Demon Baby, he attacked a bank in broad daylight and took several hostages. Daredevil came to the rescue and fought the Jester until he suddenly vomited up the Demon Baby due to the pain. The Demon Baby attempted to possess a teenage girl, but Daredevil swatted it away and it escaped to find a new host.
Attempting to return to Lawrence, the man who'd summoned it, the Demon Baby possessed various innocent people and forced them to commit murder and other atrocious acts.
Eventually the Demon Baby made its way back to Lawrence and possessed him. In an attempt to gain power over it, Lawrence went to a local church support group, only to find that many of the people attending it where those who'd been indirectly affected by the Demon Baby's horrors. As the people started sharing their stories, they became increasingly curious over the significance of the demonic baby that seemed to be present in many of their stories. The Demon Baby slowly began gaining further influence over Lawrence, causing him to become increasingly abrasive and accosting towards the other people.
However, when it was revealed that Daredevil was also attending the meeting in order to try and piece together the events of the last few weeks involving the Demon Baby, Lawrence panicked and ran for it. Lawrence grabbed a gun and a sword to defend himself, but when Daredevil confronted him, he began to vomit up the Demon Baby. Before Daredevil could help him unfortunately, Lawrence took his gun and blew his own brains out, killing both himself and the Demon Baby.
Powers and Abilities
The Demon Baby was able to possess the bodies of human beings and was able to grant them superhuman strength, endurance, and agility, as well as the ability to fire green energy from their eyes. Once the host body had experienced a certain amount of stress, the Demon Baby would be vomited up and it would immediately seek out a new host. The Demon Baby subtly influenced its victims in order to drive them to become more violent and murderous.
This edit will also create new pages on Comic Vine for:
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global_05_local_5_shard_00000035_processed.jsonl/24971
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Ole For Marketing! 25 Scenes From Cisco Partner Velocity In Barcelona
Bottoms Up
Unwinding after a long day of meetings meant plenty of vino -- and more than a few quaffs of Estrella Damm, the Spanish pilsner that's been brewed in Barcelona since 1876.
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[sword-devel] Bug:Module Download
DeWet Francois [email protected]
Tue, 14 May 2002 08:52:41 +0200
Hi there
I'm trying to download the Afrikaans modules seeing that i am afrikaans and
from South-Africa, but to no avail. It comesback with an error stating that
it cannot find the Afr1983.Zip and Afr1953.zip files on the server.
Could u please assist me with this.
Kind Regards
Francois de Wet
IT Developer (MCP, MCSD)
Cell: +2782 339 3975
Confidentiality Warning
The contents of this e-mail and any accompanying documentation
are confidential and any use thereof, in what ever form, by anyone
other than the addressee is strictly prohibited.
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global_05_local_5_shard_00000035_processed.jsonl/24985
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Next: Introduction Up: (DIR)
This manual documents the W3 World Wide Web browser, a Lisp program
which runs as a subsystem under Emacs. The manual is divided into the
following chapters.
* Introduction
What exactly is W3?
* Setting Up
How to set up and install W3.
* Basic Usage
Basic movement and usage of W3.
* Compatibility w/Mosaic
Explanation of how W3 is compatible with NCSA Mosaic for Xwindows.
* Controlling Formatting
How to control how W3 formats lists, paragraphs, links, etc.
* HTTP/1.0 Support
A detailed explanation of the HTTP/1.0 and MIME support in W3.
* Advanced Features
Some of the more arcane features.
* More Help
How to get more help - mailing lists, newsgroups, etc
* Future Directions
What is planned for future revisions of W3
* Programming Interface
How to use w3 from your own programs.
* Concept Index
Concept Index
* Key Index
Menus of command keys and their references
* Command Index
Menus of commands and their references
* Variable Index
Menus of variables and their references
automatically generated by info2www
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global_05_local_5_shard_00000035_processed.jsonl/24986
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15-418 Parallel Computer Architecture and Programming: Implementation and Comparison of Parallel LZ77 and LZ78 Algorithms
Fuyao Zhao, Nagarathnam Muthusamy
Code Repository PLZ77 Code Repository PLZW
Week What We Plan To Do What We Actually Did
Apr 1-7 Choosing the algorithms from LZ family to be parallelized Decide implement parallel LZW using tree decomposition after literature research. Beging write a more detail description about our parallel LZ77 algorithm.
Apr 8-14 Implement the initial parallel version of chosen algorithms Improve the writen up, Implement the first version of LZW, IO utility, simple test cases, parallel ANSV (nlogn work), parallel Point jump (nlog work), parallel RMQ (nlogn work)
Apr 15-21 Implement the initial parallel version of chosen algorithms implement the linear work parallel jump, linear work prefix sum, compile them to get the initial version of parallel lz77 optimize several codes
Apr 22-28 Optimize the Parallel version of the algorithm implement the tree dependent LZW algortihm & try out different parallel sorting algorithm for suffix array construction
Apr 29-May 5 Analyze the Data collected done
May 6-11 Prepare a report on the findings done
Final report
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(Source: MPAA)
Comments Threshold
RE: Flawed logic
By darkpaw on 3/7/2008 3:01:43 PM , Rating: 2
I'm glad someone brought this up, shouldn't be surprised it was masher.
The totals may have gone up, but movie prices have gone way up since 2002 and total attendance is down over 10%. That really isn't a healthy thing. As Masher noted above there are a lot more people involved in movies then the idiots that get $20M just for showing up and reading their lines. The people that really got hurt during the writers strikes were all the small independant comapnies that service the studios.
Sure, they are over emphasising the impact of piracy, but it does have an impact and people do get hurt by it (regardless of what the piracy appologists may think).
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Apple is ready to spread OS X 10.6 to the masses
Comments Threshold
By ffakr on 8/25/2009 1:03:08 AM , Rating: 2
Apple is trying to pull a fast one over its customers, they have been claiming something to be true for months and have taken back on that promise. While I would still upgrade to SL, if I were an Apple user, I would not be very happy right now.
You get it, but you're incapable of having it register.
Earlier info from Apple indicated you could install a 64bit native kernel if you hold down command-option-6-4 on the install boot the installer will install a 64bit kernel.
If this has been removed as an option and you get both on consumer machines, I don't see what the problem is.
There's a good reason to do this.. and you yourself pointed it out.. Some Macs have 32bit EFI.
Also.. 64bit code isn't always faster than 32bit code. It can be slower than 32bit code if you only need 32bit registers.
The biggest thing the 64bit kernel is going to get high end users over consumers is the ability for a single thread to access over 4GB of memory space. People who really need that are going to boot 64bit (it's easy enough to set this as the default option by editing a file on the machine).
You can still run 64 bit applications (I've got a load running on my MacBook Pro w/ 32bit kernel).
In 10.5, the serious limitation of the 32bit kernel was the inability to run the GUI of apps in 64bit. Only headless threads could run in 64 bit. That's not true in SL.
The limitation of the 32bit kernel is kernel address space and maximum memory addressible by a single thread.
I have no f'n idea why you think Apple is "trying to pull a fast one".
Is it because, as you said, Apple promised a 64bit kernel for months [years actually] and they shipped a 64bit kernel.. they just don't always boot into it by default?
Is it because Apple, as usual, provides out-of-the-box compatability with all Mac hardware? Wern't you bitchin about the difficulty of upgrading Apple hardware someone up in the responses?
That's the best you've got? Whaaa.. Apple didn't ship a 64bit OS like they promised.. they shipped a 64bit OS that is compatible with 32 bit EFI machines.
And 3rd party drivers? What are you talking about?
I'm going to assume you are specifically refering to Kexts (kernel extensions) and not some piece of software that knows to talk to the USB port to query the scanner.
If you were old enough to go to WWDC [again, assuming your 12YO] You'd have a) seen the full court press on Apple's part to have developers write 64bit kexts and b) you'd know 32bit "drivers" [kexts] will work, though they might need some modification to run on the new Kernel. I'm not sure how you think Apple could significantly rework the kernel and not have some issues with Code running in kernel space.
The transition, like the PPC to Intel move, is remarkably clean.
BTW.. I'm typing this from my Quad-Core Phenom running Windows 7 lest you think I'm merely an Apple Fan-Boy. My work MacBook Pro is downstairs.
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Print 77 comment(s) - last by skroh.. on Oct 10 at 5:38 PM
More G80 features abound
Comments Threshold
RE: PS3's video chip?
By Sharky974 on 10/6/2006 7:18:34 AM , Rating: 1
More stupidy in that article:
He says the 360 costs 650, and video cards that can challenge it for 299. That works out to 484 and 223 in US dollars.
Well first of all in USA it's 399/299 for xbox360. And actually currently, you CAN probably get a $200 card that will challenge 360 (like a X1900GT or 7900GS). But it's close. I'm not sure those card are up to 360 level but they're close enough. But those cards also just came out, 360 is year old. Anytime in the last 12 months you'd generally pay 299+ for cards like that. At the time the 360 came out in Nov 2005, making the comparison more fair, more like 599 (but 360 was still 299). But just his currency conversion made the comparison seem worse than it is even today. Even today you are generally looking at 299 for a video card alone to equal 360, and the 360 costs 299. His figures make it look like 360 is twice the price a decent card, which is pretty much false and due to Aus currency, plus he shoots pretty low on the card price (223).
But his real backwardsass statements are the ones about the TV's. He says you must pay a few thouands dollars for one. First of all, he's backwards, one advantage consoles always have over PC's is that everybody already owns a TV. Nobody buys consoles and Tv's in pairs yet that's exactly what you do with PC's. The fact is the monitor as an added expense applies much more to PC's than consoles. You buy a PC you dont have a monitor (unless you already had one, which may often be the case nowdays, but you still will probably need to upgrade from CRT to LCD or something like that). You buy a console you already have a TV. Historically.
Now there's a slight temporary monkey wrench this time because of HDTV. But it's completely false to state you must have a HDTV to enjoy 360. Very false. It helps, yeah, but the machine is just fine on SDTV (and still toasts previous consoles graphically at 640X480). Hell, look at something like Gears of war, that's going to blow away old consoles on SDTV. Unless you're of the opinion SDTV is useless for games, in which case there's about 100 million PS2's out there you just called useless.
The other thing is "thousands of dollars". Lie. I got a 27" 720P LCD for ~$500. No dead pixels and it is super nice. From Office Depot. You can get that deal all the time. Either Syntax or Westinghouse are great qaulity low price LCD's. And hell, for $1000 you could easily get some big name brands, or better yet a 32" or 37" Westinghouse. Or for under 500 Best Buy and Wal Mart carry big name brand (Toshiba etc) 30-32" CRT HDTV's all day long. I mean shit, I dont even think many Sony's which are the most expensive around top 2 grand anymore. So basically the "thousands" is a pretty blatant fabrication, In reality it's $500 all that's required tops.
Also it's a TV, which you're going to buy an HDTV in the next five years (at least most Americans are) ANYWAY. Whether you have a Xbox360/PS3 or not. So it's really not part of the cost at all, it is something most people will be buying regardless.
He also neglect to mention that that 27", 32", or 37"+ TV is going to be hugely bigger and more impressive to play on that your puny PC monitor that is likely 19-22". Your PC monitor will do higher res, but 37" is going to blow that away as an overall visual/audio experience every time.
Overall he makes some good points, and I generally agree with him, he just throws some biased misinformation at times.
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You can run but you can't hide from the MPAA
You can read more here. (PDF)
Comments Threshold
You can't stop it...
By MScrip on 2/24/2006 12:31:22 AM , Rating: 5
You can't stop an -acy... piracy
Just like you can't stop an -ism... terrorism
",boasts of enabling over one million illegal downloads of Fantastic Four and over 4.4 million downloads of Alien 2."
Wow, those are great examples!
2004 movies: Shrek 2, Spiderman 2, The Passion of the Christ, Meet the Fockers, Incedibles, Harry Potter 3... Those six movies totalled almost $2 billion dollars at the box office! That's pretty damn good considering people don't go to the movies like they used to. Piracy is not the reason for box office losses..
Kids: "Mom, can we go see Shrek 2?"
Mom: "No... let's see if we can find it on TorrentSpy!"
Moral of the story: They went to the theater, 2 adults and 2 children saw Shrek 2. They bought popcorn and candy, they bought t-shirts, lunch boxes and trapper keepers, and they also bought the DVD... Cha-ching!
RE: You can't stop it...
By fliguy84 on 2/24/2006 1:12:49 AM , Rating: 1
lolz that is hilarious
RE: You can't stop it...
By masher2 (blog) on 2/24/2006 10:21:10 AM , Rating: 2
Theft also isn't the reason GM lost $8.5 billion dollars last year. Does that mean its ok to go steal a new Cadillac?
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View Single Post
Old 05-21-2011, 11:18 AM #9
cmaniezzz's Avatar
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Join Date: Jan 2010
Location: San Fernando Valley, CA
Posts: 3,649
Re: How do the Flip Organic inserts do Long term?
I just start using the organic insert in BG 4.0 for overnight, they don't even soaking wet in the morning. But I did have leak in the morning, just a little damp pajama pants. I don't kn.ow why because it's not even full, te back still only damp. Maybe because it's too heavy with pee and created gap on the leg.. not sure. But if we use wool longies, it's ok.
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DLR Logo
Home|Textversion|Imprint Deutsch
You are here: Home:News Archives:Press releases
'Space Justin' – a service robot in space
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'Space Justin' – a service robot in space
Download this image: Hi-Res JPEG (0.96 MB)
As an extension of humans in space, intelligent robots will increasingly define the future of spaceflight. DLR is a world leader with its research in this field.
DLR's Space Justin is a service robot that is able to tackle tasks both out in space and here on Earth. With two five-fingered hands, Space Justin can act in a similar way to a human. It follows the motion of the operator's arms, fingers and head through a haptic human-system interface (also referred to as a Man-Machine-Interface or MMI). The reverse also occurs – the operator senses force and motion information sent back by the robot.
Using a 'pair of eyes', Space Justin can create a three-dimensional image of its surroundings and transmit this to the operator. Because of this multi-modal coupling, the person controlling the robot feels himself or herself 'present' in the remote environment. With this telepresence technology, Space Justin is able to perform complex repair tasks in orbit or assist astronauts.
Credit: DLR.
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Web Sites and Web Servers by NBtooY5
Web Sites and Web Servers
Q: What is a Web Site?
A: For our purposes, a web site is a collection
or a set of directories with web resources
sitting on a server out there somewhere in the
Q: What is a web server?
A: A web server is assigned the
responsibility of responding to
different types of requests from
Q: What are some of the types of requests that
a web server might have to accommodate?
A: Typically, the main form of request comes in
terms of HTTP…the Hypertext Transfer
Requests are made by users
(usually from their browser) to be
supplied some type of resource
More on that later
Back to the Web Site…
Q: What kind of stuff does the set of
directories/subdirectories on the web server
A: Simplistically, a web site contains the
Resources to be served to the user
Files that pertain to the operation of the
web server itself
Q: What is the name of the web server we’re
using in this class?
A: Apache.
The Apache web server is JUST ANOTHER
application…a specialty application, but just
another application
Apache has been ported to several
We are running Apache in a Linux
When running in a UNIX/Linux environment,
an instance of Apache is referred to as httpd
Each instance of httpd has its attention directed
toward the set of directories known as a web
Q: What is the typical structure of a web
A: A web site is broken into two main
1. The document space
2. The server space
The directory tree of a web site might look
like this:
|----- conf
|------ htdocs
| |----- things
| |----- stuff
|------ logs
` |
|------ cgi-bin
The path /usr/local/www/apache represents
the SERVER ROOT…a privileged
area…users do not belong here
The path /usr/local/www/apache/htdocs
represents the DOCUMENT ROOT…the
web space
Note that there are four distinct sections
under /usr/local/www/apache:
Contains configuration files the most
important of which is httpd.conf
Typically, contains html and php
scripts to be served to and used by
This directory and all child
directories of this directory are
considered the WEB
ONLY data that is for PUBLIC
CONSUMPTION goes here because
of security risks
contains log files containing access
and error data
Contains CGI scripts
CGI scripts are scripts that are
executed by apache on behalf of the
Because of security concerns, these
What Little We Should Know About
Q: What is TCP/IP?
A: A protocol developed for delivering
packets of data across a network
Q: What about the IP part?
A: IP is an addressing scheme
On any network, each node MUST have
a unique address
IP addresses consist of 4 one-byte
numbers, each separated by a dot
The numbers range in value from 0 -
For example,
For data routing purposes, the IP
address contains a “dividing line” that
separates the NETWORK NUMBER
from the HOST NUMBER
This is a convention, NOT a protocol
The number to the left of the “line” is the
NETWORK number
The number to the RIGHT is the HOST
Q: OK…Where’s the line?
A: The position of the “line” is determined
by the FIRST number
0 - 127 (0xxx xxxx binary)
The “line” is after the first number
This constitutes a class A network
125 USUABLE networks each capable
supporting a maximum of > 16M hosts
128 - 191 (10xx xxxx binary)
The “line” is after the second number
This constitutes a class B network
More than 16K USUABLE networks
each capable of supporting maximum
of > 64K hosts
192 - 223 (110x xxxx binary)
The “line” is after the third number
This constitutes a class C network
More than 2M USUABLE networks each
capable of supporting maximum of 254
NOTE that values of 224 - 225 will not be
discussed here
Network numbers of ALL ZERO
values or ALL ONE values are
reserved for special purposes and
will not be discussed here
An ALL 0 network number means
“this network”
An ALL 1 network number is a
broadcast address
The IP address is a special
address that is called the “loopback
address” and also refers the that
particular machine and is typically
used for testing purposes
means “this machine”
The rules of class A, B, and C network
numbering can be bypassed using subnet
Subnet masks are beyond the scope
of this class, BUT…
Note that Apache supports the notion
of “virtual hosting”…many hosts
running on one machine
Subnet masking is required for
virtual hosting under HTTP 1.0
HTTP 1.0 requires each virtual host
have a unique IP address
HTTP 1.1 removes this requirement,
but until it is in FULL effect, we live
with subnet masking
Q: What about the TCP part?
A: There are two ways to deliver packets
of data
1. UDP (User Datagram Protocol)
a. single packets only
b. no guarantee of delivery
c. no ACK of receipt of delivery
2. TCP (Transmission Control Protocol)
a. messages of any size (sort of…)
b. reliable delivery
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Earth in Space - PowerPoint by 62I0JCj
Earth in Space
Section 19.1
Earth’s Shape
• Considered to be ellipsoid
Oblate spheroid
• Earth is wider
than it is tall
• Bulges at equator,
flattened at poles
Earth’s motions
• Rotation – spinning on an axis
- causes day and night
Earth’s Motions
1. sidereal day
The time it takes the Earth to
rotate once with respect to a
reference star.
• One 360° Rotation
• Time = 23 hr. 56 min.
1-2: Globe rotates 360° - sidereal
1-3: Globe re-points to sun - synodic
Earth’s motions
2. solar (synodic) day = 24 hours
The time it takes Earth to rotate
once with respect to the sun.
(Sun’s Highest point in sky to the
next highest point in sky).
Earth’s Motions
• Revolution – movement around a fixed
point (sun)
Earth’s Motions
- Revolves once every 365.25 days (year)
need leap years
- elliptical shaped orbit
- Jan. 3 - 147 million km from sun
- July 4 - 152 million km from sun
Seasons on Earth
• Earth’s axis is tilted 23.5
• The area tilted towards sun has longer
days and more radiant energy (summer)
• The area tilted away from
the sun has shorter days
and less radiant energy (winter)
Vernal equinox Solstice – the sun
March 20 or 21 reaches the greatest
distance north or
south of the equator
Summer solstice
June 21 or 22 Winter solstice
Longest day Dec 21 or 22
Shortest day
Equinox- the sun
is directly above
the equator.
Equal daylight
and night time
Autumnal equinox
hours all over the
Sept 22 or 23
Earth’s Motions
• Precession –
Earth’s wobble
Earth’s Orbit
• Law of
every object in
the universe
attracts every
other object. Isaac Newton
• Attracts all objects towards each other.
• Depends on two factors:
MASS DISTANCE
The amount of
matter (stuff)
in an object
MASS VS WEIGHT
• The amount of • Force ( a push
matter (stuff) or pull) of
in an object gravity on an
• Does not • Changes
change depending on
where you are.
265 lbs
=120 x 1.6
About 45 lbs
Earth’s Orbit
• Inertia – the tendency of an object to resist
change in motion
• Newton’s first law of motion
• An object in motion will stay in motion, in
straight line, at a constant speed unless
acted upon by an outside force
Earth’s Orbit
Inertial force
concluded that Gravitational
2 forces force
(inertia, gravity)
combine to keep
Earth in orbit
around the sun
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Office 2007 - Installing on your Office PC by fdjerue7eeu
More Info
Microsoft Office 2007 SP1 is now available to Edinburgh Napier University staff for optional
installation on their own staff PCs running the standard Edinburgh Napier University Windows XP
desktop service.
Before you install MS Office 2007 please ensure that you read the information in the MS Office
2007 section of the C&IT Services staff intranet pages. To find out about:
Compatibility with earlier versions of Office.
The benefits of upgrading to Office 2007 including details of the added features and
You will need to have local administrator rights to your PC before you are able to run the upgrade
(if you are using your own office PC this should have been assigned when your PC was imaged).
If you do experience problems downloading the software to your office PC please contact the
C&IT Support Desk by telephoning ext 3000 or (0131) 455 3000 from an external line or email
Minimum system requirements for Office 2007:
Processor: 500 megahertz (MHz) processor or higher
Memory: 256 megabyte (MB) RAM or higher
Hard disk: 2 gigabyte (GB) free space
Display: 1024x768 or higher resolution monitor
SP1, or later operating system
The applications included in this Office 2007 install are:
Word 2007
Excel 2007
PowerPoint 2007
Publisher 2007
Project 2007
Access 2007
Outlook 2007
InfoPath 2007
OneNote 2007
Expression Web 1.0 (replacement for FrontPage)
Integrated Enterprise Content Management (ECM)
Integrated Electronic Forms and Information Rights Management (IRM) Capabilities.
Produced By C&IT Services Page 1 24/09/2009
MS Office – Installing on your Office PC
Before you install Office 2007 please be aware of the following:
1. If installing on a PC where a previous version of Office has been used, Office settings
held in your user profile will be migrated. This includes such things as Custom
Dictionaries, window layouts and Outlook Mail Profile.
2. Files created within an Office 2007 application are by default saved in a new XML
format and cannot be opened by previous Office versions (However, if the Office 2007
compatibility tool kit is installed, as is on all Edinburgh Napier University Rev 6 PCs,
users can open, edit and save Office 2007 XML format files using Office 2003).
3. Files created with previous versions of Office can be opened and edited by Office 2007
and are by default saved back in their original Office format. Alternatively, once opened,
the option exists to save them in the new XML format.
Installing Office 2007 on your office PC:
The Office 2007 install works as an install/upgrade. Any existing versions of Office, Outlook and
FrontPage are removed and replaced with Office 2007 versions. The compatibility pack for Office
2007 will also be removed. If you have any Office 2007 viewer programs on your PC you should
remove these prior to installing Office 2007.
The installation process can take up to 30 minutes however may take a little longer on older
After first ensuring that no Office applications are running:
Click Start
Select All Programs
Highlight Core
Highlight Install Extras
Highlight Office 2007
Click Install/Upgrade Office to Office 2007.
A screen will appear showing the progress of each part of the installation process:
Restart the PC when prompted.
If you need further help and support please contact the C&IT Support Desk by telephoning ext
3000 or (0131) 455 3000 from an external line or email c&
Produced By C&IT Services Page 2 24/09/2009
MS Office – Installing on your Office PC
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Literary Devices Review by AmilynWard
Literary Device Project: Literary Terms Review
Cliché is an expression that has been used so often that it has become trite and sometimes boring.
Example: Many hands make light work. That’s the way the cookie crumbles! You can’t win ‘em all!
if present and capable of understanding. ‚Oh Romeo, Romeo, wherefore art thou Romeo?‛
A development of personification in which the writer addresses the object or concept that he has
personified. ‚Hello darkness my old friend, I’ve come to talk to you again.‛
Aphorism: is a brief saying embodying a moral, a concise statement of a principle or precept given in
pointed words.
"Sits he on ever so high a throne, a man still sits on his bottom."
Pun: A pun is a figure of speech which consists of a deliberate confusion of similar words or phrases
for rhetorical effect, whether humorous or serious.
A bicycle can't stand alone because it is two-tired.
When a clock is hungry it goes back four seconds.
Time flies like an arrow. Fruit flies like a banana.
Energizer Bunny arrested -- charged with battery.
Metonymy: the naming of one particular thing being replaced by the name of something it is closely
associated with.
‚The White House said today…‛ Myrtle Beach Welcomes You!
Synecdoche: a word or term used to refer to a whole thing or a part of it, or a specific class of things
related to that word.
‚All hands on deck!‛ ‚Nice wheels.‛ ‚I have too many mouths to
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Loves Music, Loves To Dance by P-SimonSchuster
More Info
Loves Music, Loves To Dance
Author: Mary Higgins Clark
personal ads. It seems like innocent fun...until Erin disappears.Erin's body is found on an abandoned
Chapter OneThe room was dark. He sat in the chair, his arms hugging his legs. It was happening again.
Charley wouldn't stay locked in the secret place. Charley insisted on thinking about Erin. Only two more,
Charley whispered. Then I'll stop. He knew there was no use protesting. But it was becoming more and
more dangerous. Charley was becoming reckless. Charley wanted to show off. Go away, Charley, leave
me alone, he begged. Charley's mocking laugh roared through the room. If only Nan had liked him, he
thought. If only she'd invited him to her birthday party 15 years ago...He'd loved her so much! He'd
followed her to Darien with the present he'd bought her at a discount house, a pair of dancing slippers.
The cardboard shoebox had been plain and cheap, and he'd taken such trouble to decorate it, drawing a
sketch of the slippers on the lid. Her birthday was on March twelfth, during spring break. He'd driven down
to Darien to surprise her with the present. He'd arrived to find her house ablaze with lights. Cars were
being parked by valets. He'd driven slowly past, shocked and stunned to recognize students from Brown
there. It still embarrassed him to remember that he'd cried like a baby as he turned around to drive back.
Then the thought of the birthday gift made him change his mind. Nan had told him that every morning at
seven o'clock, rain or shine, she jogged in the wooded area near her home. The next morning he was
there, waiting for her. He remembered, still vividly today, her surprise at seeing him. Surprise, not
pleasure. She'd stopped, her breath coming in gasps, a stocking cap hiding her silky blond hair, a school
sweater over her running suit, her feet in Nikes. He'd wished her a happy birthday, watched her open the
box, listened to her insincere thanks. He'd put his arms around her. "Nan, I love you so much. Let me
see how pretty your feet look in the slippers. I'll fasten them for you. We can dance together right here."
"Get lost!" She pushed him away, threw the box at him, started to jog past him. It was Charley who had
run after her, grabbed her, thrown her to the ground. Charley's hands squeezed her throat until her arms
stopped flailing. Charley fastened the slippers on her feet and danced with Nan, her head lolling on his
shoulder. Charley lay her on the ground, one of the dancing slippers on her right foot, replacing the Nike
on her left. A long time had passed. Charley had become a blurred memory, a shadowy figure lurking
somewhere in the recesses of his mind, until two years ago. Then Charley had started reminding him
about Nan, about her slender, high-arched feet, her narrow ankles, her beauty and grace when she
danced with him... Eeney-meeney-miney-mo. Catch a dancer by the toe. Ten piggy toes. The game his
mother used to play when he was small. This little piggy went to market. This little piggy stayed home.
"Play it 10 times," he used to beg when she stopped. "One for each piggy toe." His mother had loved him
so much! Then she changed. He could still hear her voice. "What are these magazines doing in your
room? Why did you take those pumps from my closet. After all we've done for you! You're such a
disappointment to us." When he reappeared two years ago, Charley ordered him to place ads in the
personal columns. So many ads. Charley dictated what he had to say in the special one. Now seven girls
were buried on the property, each with a...
Author Bio
Mary Higgins Clark
hundred million copies. She is the author of twenty-eight previous suspense novels. Her first book, a
biographical novel about George Washington, was re-issued with the title, Mount Vernon Love Story, in
June 2002. Her memoir, Kitchen Privileges, was published by Simon & Schuster in November 2002. Her
first children's book, Ghost Ship, illustrated by Wendell Minor, was published in April 2007 as a Paula
Wiseman Book/Simon & Schuster Books for Young Readers. She is co-author, with her daughter Carol
Higgins Clark, of five holiday suspense novels Deck the Halls (2000), He Sees You When You're Sleeping
(2001), The Christmas Thief (2004), Santa Cruise (2006), and Dashing through the Snow (2008). Mary
Higgins Clark was chosen by Mystery Writers of America as Grand Master of the 2000 Edgar Awards.
An annual Mary Higgins Clark Award sponsored by Simon & Schuster, to be given to authors of
suspense fiction writing in the Mary Higgins Clark tradition, was launched by Mystery Writers of America
during Edgars week in April 2001. She was the 1987 president of Mystery Writers of America and, for
many years, served on their Board of Directors. In May 1988, she was Chairman of the International
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global_05_local_5_shard_00000035_processed.jsonl/25214
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Toshiba Satellite Pro P300
• image
£30.98 Best Offer by: duracelldirect.co.uk See more offers
1 Review
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1 Review
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21.02.2009 15:18
Very helpful
1 Comment
good product with good features
Toshiba Satellite Pro P300
Notebook market is changing day by day as according to technology growth. Some of reputed manufacturers always try to give some better than previous and they wants to run parallel with technology, so we have some good brands of products and with upgraded technology. Toshiba has its popular range of satellite series notebooks and now sometimes ago they launched business notebook in 17" screen range with latest features and better performance. Due to technology growth, notebook doesn't remain latest one after 5-6 months. So that every notebook that has launched today will be out dated after half an year. Upgradation of notebook is not easy and maximum peoples don't like this as they either go for new product or keep satisfy with old one. SO we can't say that this is new one as an evergreen market but we can have some better product for long term consideration.
Have a look on new product from Toshiba, it can attract you with some good features as always. Toshiba Satellite Pro P300, satellite series notebook has many upgraded features with latest technology and hardwares.
Facts and opinions about the notebook
We always know that processing speed should be better for any computing machine, without this no PC is worthful for us. This notebook was in the market some time ago in last year so that it has latest processor at the time with Intel Core 2 Duo T5550 with total clock speed of 1.83 GHz. Some other important stuff about this processor is its 667 MHz front side data bus speed and 2 MB L2 cache. Almost everyone knows that what is the role of front side data bus speed and L2 cache. Data bus speed is required for high speed data transfer and cache memory is for temporary data storage. If we have better speed or size in both of these than we will definitely have better speed and performance. 667 MHz speed was best in some time ago last year but it is still good enough and has fast performance in any notebooks.
The best combination with RAM is considered when both speeds are same and here is an example of this. There is a good memory size available in this notebook with both terms, internal storage capacity and RAM. If we have a look on its internal RAM than there is a good size preinstalled memory with 2 GB DDR2 SDRAM having total speed of 667 MHz. The latest available brands have some odd combination in RAM and processor as they have higher speed processor and low speed RAM, but here we have both speed are as same capacity. These speeds are slightly slow but it has good performance as an average.
The second point is memory consideration as its internal storage capacity and Toshibas has given good capacity internal drive with 250 GB serial ATA drive. Serial ATA is almost out dated but it is cheapest drive against solis state drive. Almost all notebooks has serial ATA drive due to cost efficiency but it is less reliable than solid state drive. Slid state drive, SSD is a latest technology and there are nothing like movable part in this drive. We have more risk in movable part and serial ATA drive may crach anytime. I always had problems with these drives and now wish to have better solid state drive. Solid state drive is very costly and everyone can't afford this. The available capacity is also very low with compare to serial ATA drive. I have seen maximum size of 500 GB SSD and the cost of this drive is more than 300 Pounds. But we can get latest 2 TB serial ATA drive in less than 300 pounds. 1 TB serial ATA drive is most popular now a days and it is available in portable USB drives within 100 pounds.
Another points of consideration is its graphics memory and here is slightly disappointing memory but it is still good enough for average use of notebook. Toshiba has given Intel GMA X3100 Dynamic Video Memory Technology 4.0 with about 358 MB of total shared graphics memory. For better performance we require some better dedicated graphics memory but here is a good memory size but it is shared memory.
Over all this notebook has some good features like high speed processor with adequate preinstalled RAM size and large display size with 17" screen. I want to sat about this display that it dosent have wide screen support and best for business users for applications like graphics softwares, AutoCAD, and 3D applications.
This notebook can be perfect with some upgradation in terms of high speed processor and RAM with dedicated graphics memory.
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Ciao Italia: Live From Italy - Madonna (DVD)
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Genre: Music DVDs / Parental Guidance / DVD released 1999-05-24 at Warner Music Vision / Features of the DVD: Closed-captioned, Colour, Full Screen, NTSC
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Developer Reading List
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Also Received
RESTful Java with JAX-RS 2.0
by Bill Burke
There is no longer any doubt that the future of programming will be based on loosely coupled services communicating over Web protocols. The Web, itself, works that way and so do most Web applications, and many mobile apps. If cloud continues to take over back-end programming, this trend will only accelerate. Of the ways of handling services, REST has decidedly taken over from old-style services (WSDL, etc.). Consequently, using REST with Java servers will soon become an integral part of enterprise computing. JAX-RS 2.0 is the latest release of the REST services in JavaEE 7. This book, by a JBoss expert, explains REST, how to use JAX-RS to make use of it, how to interact with servers, and (crucially) how to set up a server and API for services consumption by external parties. The book is clear, comprehensive, and informative. I would have expected somewhat more elaborate code examples, although it's possible to make do with those presented. This will probably be the definitive treatment on the topic.
Object-Oriented Programming Languages and Event-Driven Programming
by Dorian P. Yeager
This is a textbook aimed at existing programmers who want to learn OO programming in any one of five languages: Smalltalk, C++, C#, Java, and Python. The vehicle for teaching these languages is event-driven programming. The goal is not intended to teach the same material in all five languages, but rather to provide an omnibus text for an OO class, regardless of teaching language. I'd be impressed with this book if it addressed that task by first presenting the conceptual foundations of OO, without worrying about language. However, that task is not performed.
The greater limitation of this book is that it feels 10 years too late in almost every dimension. For example, the C++ chapter uses MFC as its library — old by many standards and superannuated in Windows 8. The Java chapter uses Swing — the authors apparently unaware that Oracle has repeatedly explained Swing will no longer be revved and client-side UI is henceforth the province of JavaFX 2.0. As a final confirmation that the book's content hails from the wrong era, the source code and tools come on a CD glued to the back inside cover — technique used back before Web-based downloads were widespread. There are surely better ways of getting current knowledge on these topics than paying the $75+ street price for this volume.
Common System and Software Testing Pitfalls
by Donald G. Firesmith
The subtitle for this small volume reveals its true nature: "Descriptions, symptoms, consequences, causes, and recommendations for common testing pitfalls." It's a software-engineering style inventory of pitfalls, presented sequentially, with each entry getting identical treatment: One to two pages consisting of description, potential applicability, characteristic symptoms, potential negative consequences, potential causes, recommendations, and related pitfalls. The content in every section consists exclusively of bullet points. In other words, it's just a catalog with lots of concise descriptions and a few recommendations. It's clearly aimed at academics in the field.
It would have been far, far more useful if it contained an index of symptoms that would cross-reference back to the problems. As it stands, if you don't know what the problem is, you have no way of finding out what this book recommends.
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Perhaps never before have so many disgustingly unattractive characteristics conspired to create a single mobile phone; truly a work of art, is it not? This here is some sick individual's interpretation of what a Bentley-branded phone might look like, combining early 80's DynaTAC good looks with car themed decals and enough chrome-look plastic bits to make even a Motorola V60 beg for mercy. If you must know, the phone features a touchscreen, 2 megapixel camera, and microSD expansion -- though we're guessing one thing it doesn't feature is FCC certification, thanks in no small part to that two foot long telescoping aerial. Look for this one to hit T-Mobile by the end of July. Not.
Public Access
How would you change the iPhone?
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If you saw our new release list this week, then you know that a torrent of mediocrity is forcing us to do things we don't want to do. First it was an American Idol take-off, which every media outlet from Semi Fan Bi-Monthly to Bi Fan Semi-Monthly has done before us. Now ... the hordes have forced us to post the above, semi-Pac-Man-related video just so this post has some entertainment value, and we couldn't be more sorry.
Pac-Attack (Super NES, 1-2 players, 800 Wii Points): Though Pac-Man itself is a classic, we can't understand games that think the character identity of a soulless, yellow pizza is strong enough so that it can be transported to other games. In this case, it's a puzzler, both literally and figuratively.
Riot Zone (TurboGrafx16 CD-ROM, 1 player, 800 Wii Points): From the intro of this side-scrolling beat 'em up: "The Bossman's still in the DragonZone! Whear's that warrant you promised?!" We assume your purchasing decision is now clear.
This article was originally published on Joystiq.
VC Monday Madness: Pac-Attack and Riot Zone
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You've already been assured that you'll never run out of slayable dragons in Skyrim. In an interview with Wired, director Todd Howard revealed that the game features an inexhaustible supply of quest content, as well.
Using the "Radiant" quest system, the game randomly generates missions for each of the in-game guilds, as well as tasks offered by other NPCs. Examples cited by Wired include collecting flowers for an alchemist or hunting for bandits.
This likely comes as bittersweet news for people who have experienced Bethesda games in the past. Sure, you'll never run out of content, but how long before you have to defeat a monster who's embedded in a tree, or go on a quest for the dagger of ^^^^^^ARTIFACTNAME?
This article was originally published on Joystiq.
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Music Channel - Category Header 920x60
To Celebrate Beyoncé and Jay Z's Anniversary, Here's Everything They've Ever Sang or Rapped About Each Other
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Beyonce, Jay Z
Beyonce, Jay Z Splash News
Today is Beyoncé and Jay Z's sixth wedding anniversary. That's six years of '03 Bonnie and Clyde partying on yachts, #serfborting and singing (or rapping) about each other. To celebrate the big six, here is everything they have ever sang (or rapped) about each other.
Jay mentions multiple times he doesn't like you staring at Bey's boobs. So be aware of that.
JAY Z, Beyonc&eacute;
Jay on Bey: "All of my dates been blind dates/ But today, I got my thoroughest girl with me/ I'm mashing the gas, she's grabbing the wheel, it's trippy how hard She rides with me." ("'03 Bonnie & Clyde")
Jay on Bey: "Everybody's like, ‘He's no item! Please don't like him. He don't wife 'em, he one nights 'em!' Now she don't like him, she never met him/ Groupies try to take advantage of him, he won't let 'em/ He don't need 'em, so he treats 'em like he treats 'em, Better them than me, she don't agree with him/ She's mad at that, he's not havin that, So those opposites attract like mag-a-nets." ("'Excuse Me")
Bey on Jay: "When I talk to my friends so quietly/ 'Who he think he is?' look at what you did to me/ Tennis shoes, don't even need to buy a new dress/ You ain't there, ain't nobody else to impress." ("Crazy in Love")
Bey on Jay: "I was in love with a Sagittarius, he blew my mind/ He also had a flip side too much like a Gemini/ He was freaky like a Taurus, the way he handled me yeah, Flirtatious like an Aries." ("Signs," FYI Jay is a Sag.)
Bey on Jay: "I need a thug that'll have my back/ Do-rag, Nike Airs to match, ain't nothin' wrong with that/ That's how I like it, baby, where my thugs at? White T-Shirt, I love that, Timberland boots, you does that, it's a fact/ That's how I like it, baby" ("That's How You Like It")
Jay on Bey: "I know you've heard I'm a gangst / They say 'Stay away from them gangstas'/ They never change up, or pull they pants up/ Well, baby girl, put ya foot down/ Don't let' em push you around, you know what you like/ Baby thug, you know wrong from right. Most of all, they like my honesty, integrity, my loyalty/ Young Hova and the letter B, how you like that, huh?" ("That's How You Like It")
PHOTOS: All of Queen B's best Tumblr photos! Check 'em out!
JAY Z, Beyonc&eacute;
Jay on Bey: "I don't think it's meant to be, B/ But she loves her work more than she does me/ And honestly, at 23, I would probably love my work more than I did she/ So, we, ain't we, it's me and her/ 'Cause what she prefers over me, is work/ And that's where we differ, so I have to give her free time, even if it hurts." ("Lost One")
Jay on Bey: "So I have to allow she, her, time to serve, the time's now for her/ In time she'll mature and maybe we can be we again like we were/ Finally, my time's too short to share/ And to ask her now, it ain't fair/ So yeah, she lost one." ("Lost One")
Jay on Bey: "I used to bag girls like Birkin Bags/ Now I bag B."
Bey on Jay: "Boy, you hurtin' that." ("Déjà Vu")
Jay on Bey: "Ya chick shop at the mall, my chick burnin' down Bergdorf's/ Comin' back with Birkin bags, ya chick is like, 'What type of purse is that?'" ("30 Something")
Jay on Bey (and Gwyneth Paltrow!): "When your friends is Chris and Gwyneth/ When your girl is more famous then you then is/ Time to get all your windows tinted, keep your eyes squinted." ("Hollywood")
Bey on Jay: "When you're in them big meetings for the mills, thats a good look/ It take me just to compliment the deal, thats a good look/ Anything you cop I'll split the bill, that's a good look." ("Upgrade U")
Jay on Bey: "It's big balling, baby, when I'm courting you/ I'm talking spy bags and fly pads and rooms at the Bloomberg/ And rumors you on the verge of a new merge/ 'Cause that rock on ya finger is like a tumor/ You can't put ya hand in ya new purse/ It's humorous to me they watching/ We just yachting off the island hopping off." ("Upgrade U")
Be on Jay: "I neglect you when I'm working, when I need attention I tend to nag/ I'm a host of imperfection, and you see past all that/ I'm a peasant by some standards, but in your eyes I'm a queen/ You see potential in all my flaws, and that's exactly what I mean." ("Flaws and All")
NEWS: What's it like to lick Beyoncé? Find out now!
JAY Z, Beyonc&eacute;
Jay on Bey; "Shorty like Pepsi, me I'm the coke man/ Body like a Coke bottle, I crush it like a Coke can/ Started at the window, end up at the wall/ The Yin to my Yang, I skeet skeet off." ("Venus vs. Mars," unconfirmed about Beyoncé, but she does have a Pepsi endorsement...)
Jay on Bey: "I be the boss of that, I'm on her s--t/ So all you n----s fall back, I'll split ya wig/ She's my little quarterback, ya dig?/ 'Cause I'm all that in the sack; yeah, ya dig? [...] I spoiled her, foiled it if you fakin' jax/ She's used to million dollar vacations, f--k y'all gon' do with that?" ("Party Life")
Jay on Bey: "How can somethin' so gangsta be so pretty in pictures/ Ripped jeans and a blazer and some Louboutin slippers/ Uh, Picasso was alive he woulda made her/ That's right, n---a, Mona Lisa can't fade her." ("That's My Bitch")
Jay on Bey: "Back to my Beyoncés, You deserve three stacks, word to André / Call Larry Gagosian, you belong in museums/ You belong in vintage clothes crushing the whole building/ You belong with niggas who used to be known for dope dealing/ You too dope for any of those civilians/ Now shoo children/ Stop looking at her tits/ Get ya own dog, ya heard?/ That's my bitch." ("That's My Bitch")
Jay on Bey: "Bey Bey my Yoko Ono, Rih Rih complete the family / Imagine how that's goin look front row at the Grammys." ("Illest Motherf--ker")
Jay on Bey: "F--k wrong with these dudes? Try to walk around in these shoes/ See the shit I saw growing up/ Then maybe you could take a peek at Bey's boobs." ("H.A.M.")
Jay on Bey: "You don't yet know what swag is/ But you was made in Paris/ And Mama woke up the next day and shot her album package/ Last time the miscarriage was so tragic/ We was afraid you'd disappear/ But nah, baby, you magic (voilà)." ("Glory")
WATCH: Beyoncé breaks down in tears at final Mrs. Carter Show concert
JAY Z, Beyonc&eacute;
Jay on Bey: "I wanna Rothko, no I wanna brothel/ No, I want a wife that f--k me like a prostitute/ Let's make love on a million, in a dirty hotel / With the fan on the ceiling/ All for the love of drug dealing." ("Picasso Baby")
Jay on Bey: "Sleeping every night next to Mona Lisa/ The modern day version, with better features." ("Picasso Baby")
Jay on Bey: "Boy meets girl, girl perfect woman." ("Part II (On the Run)")
Jay on Bey: "I'm an outlaw, got an outlaw chick/ Bumping 2Pac, on my outlaw s--t/ Matching tats, this ink don't come off/ Even if rings come off." ("Part II (On the Run)")
Jay on Bey: "My past ain't pretty, my lady is, my Mercedes is/ My baby momma harder than a lot of you n----s/ Keep it 100, hit the lottery n----s" ("Part II (On the Run)")
Jay on Bey: "She was a good girl, 'til she knew me." ("Part II (On the Run)")
Jay on Bey: "Deeper then words, beyond right/ Die for your love, beyond life/ Sweet as a Jesus piece, beyond ice/ Blind me baby with your neon lights/ Ray Bans on, police in sight/ Oh, what a beautiful death/ Let's both wear white/ If you go to heaven and they bring me to hell/ Just sneak out and meet me, bring a box of L's/ She fell in love with the bad guy, the bad guy/ What you doing with them rap guys, them rap guys/ They ain't see potential in me girl, but you see it/ If it's me and you against the world, then so be it." ("Part II (On the Run)")
Jay on Bey: "Girl why you never ready/ For as long as you took you better look like Halle Berry/ Or Beyoncéeeeee/ S--t then we getting married!" ("Beach Is Better")
Jay on Bey: "Slight change of winds/ It's barely 12 noon and my wife changed again." ("Jay-Z Blue")
Jay on Bey: "N----s wanna kidnap wifey/ Good luck with that, bruh/ You must gonna hide your whole family/ What you think we wearing black for?" ("La Familia")
PHOTOS: Beyoncé, Jay Z and Blue Ivy do Italy for B's b'day!
JAY Z, Beyonc&eacute;
Bey on Jay: "Can't keep your eyes off my fatty, daddy, I want you/ Drunk in love, I want you." ("Drunk in Love")
Bey on Jay: "Boy, I'm drinking, get my brain right, Armand de Brignac, gangster wife/ Louis sheets, he sweat it out like washrags, he wear it up/ Boy, I'm drinking, I'm singing on the mic to my boy's toys, then I fill the tub up halfway then ride it with my surfbort." ("Drunk in Love")
Jay on Bey: "Talking 'bout you the baddest bitch thus far/ Talking 'bout you be repping that Third, I wanna see all that s--t that I heard/ Know I sling Clint Eastwood, hope you can handle this curve, uh." ("Drunk in Love")
Bey on Jay: "Your love feels like all four seasons growing inside me/ Life has a reason, swimming in my love, your love lifting/ Higher, harder, got me screaming to the Lord, boy." ("Rocket")
Bey on Jay: "Been having conversations about breakups and separations/ I'm not feeling like myself since the baby/ Are we gonna even make it? Oooh/ 'Cause if we are, we're taking this a little too far." ("Mine")
Bey on Jay: "On my mind up past my bedtime, no rest at the kingdom/ Alone in my place, my heart is away/ all that I can think of is, we should get married, we should get married/ Let's stop holding back on this and let's get carried away." ("Mine")
Mazel tov!
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PHOTOS: Check out Beyoncé and Jay Z's romance recap!
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The Global Methane Initiative Exit EPA is an international initiative that advances cost-effective, near-term methane recovery and use as a clean energy source.
Possessing the world's largest coal reserves, the Russian Federation is one of the leading coal producers. The largest and most important coal-producing region in the Russian Federation, the Kuzbass, located in the south-central part of the country, has coal reserves estimated to be on the order of 14.5 billion tonnes. The Asian section of the Russian Federation (east of the Ural Mountains) is likely to have some of the largest coal mine methane (CMM) and coalbed methane (CBM) resources in the world. While the Russian Federation is currently the world's 4th largest emitter of CMM, these emissions are expected to decrease over time.
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The 2013 WWE Survivor Series PPV did 95,000 buys in North America and another 84,000 buys internationally for a total of 179,000 buys. This is down from last year's event, which did 208,000 buys. Here are how the buys have looked over the last three years…
* 2013: 179,000 (Big Show vs. Randy Orton main evented)
* 2012: 208,000 (CM Punk vs. Ryback vs. John Cena main evented)
* 2011: 281,000 (Rock and Cena vs. R Truth and The Miz main evented)
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Skip to contentUnited States Department of Transportation - Federal Highway AdministrationSearch FHWAFeedback
Publication Details
Performance of Jointed Concrete Pavements, Volume IV: Appendix A - Project Summary Reports and Summary Tables
Primary Topic: Rigid Pavement
Description: Fourth in a series of six documents. Also in the series: FHWA-RD-89-136 Volume I: Evaluation of Concrete Pavement Performance and Design Features; FHWA-RD-89-137 Volume II: Evaluation and Modification of Concrete Pavement Design and Analysis Models; FHWA-RD-89-138 Volume III: Summary of Research Findings; FHWA-RD-89-140 Volume V: Appendix B - Data Collection and Analysis Procedures; and FHWA-RD-89-141 Volume VI: Appendix C - Synthesis of Concrete Pavement Design Methods and Models.
FHWA Publication Number: FHWA-RD-89-139
Publication Year: 1990
View Pavement Publications
Updated: 02/20/2015
United States Department of Transportation - Federal Highway Administration
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The Bear Paw Meat Handler Forks Let You Handle Barbecue Like Wolverine
July 17, 2011
Chances are this summer that the grillmaster in your life will have to barbecue a piece of meat that's too large to handle with standard grill prongs; the Bear Paw Meat Handler Forks solve this problem. The hard plastic claws each have six tines that can grip even large cuts of meat with ease.
If you're a comic book fan, you could even use these meat forks to channel your inner Wolverine while eating. The set of two forks is available at Amazon.
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NASA finds plastic ingredient on Saturn's moon Titan
Saturn's moon Titan's atmosphere creates a ring of light outlining the large moon. Image uploaded on Sept. 30, 2013. (NASA/JPL-Caltech/SSI)
For the first time, a chemical essential for the creation of plastic on Earth has been found in a far-off part of the solar system: Saturn's largest Titan.
The discovery, made by NASA's Cassini spacecraft currently orbiting Saturn, found that the atmosphere of Titan contains propylene, a key ingredient of plastic containers, car bumpers and other everyday items on Earth. NASA scientists announced the discovery with a video describing the propylene find on Titan.
"This chemical is all around us in everyday life, strung together in long chains to form a plastic called polypropylene," Conor Nixon, a NASA planetary scientist and lead author of a paper detailing the new research in the Sept. 30 issue of the Astrophysical Journal Letters said in a statement. "That plastic container at the grocery store with the recycling code 5 on the bottom — that's polypropylene." [Amazing Photos: Titan, Saturn's Largest Moon]
'This chemical is all around us in everyday life.'
- Conor Nixon, a NASA planetary scientist
Scientists used Cassini's composite infrared spectrometer (CIRS) instrument, which measures infrared light given off by Saturn and its moon, made the discovery.
The new study helps piece together a long-standing mystery about Titan's atmosphere. When Voyager 1 conducted the first close flyby of the moon in 1980, it recognized gasses in the moon's brown atmosphere as hydrocarbons.
Scientists have found that hydrocarbons — which make up fossil fuels on Earth — form on Titan after sunlight breaks apart methane and the chemicals reform into chains of two or more carbons. Voyager found evidence of the heaviest three-carbon hydrocarbon, propane, and the spacecraft also discovered propyne — one of the lightest in the family.
The middle-weight chemicals like propylene, however, were missing from the Voyager data.
"This measurement was very difficult to make because propylene's weak signature is crowded by related chemicals with much stronger signals," Michael Flasar, Goddard scientist and principal investigator for the CIRS instrument, said in a statement. "This success boosts our confidence that we will find still more chemicals long hidden in Titan's atmosphere."
Titan is about half the size of Earth and is the second-largest moon in the solar system — only Jupiter's Ganymede beats it out in size. The moon is also the only one in the solar system that harbors clouds and a planet-like atmosphere, which is mostly composed of nitrogen and methane.
Cassini launched to space in 1997, arriving in orbit around Saturn in July 2004. The mission — centered on understanding Saturn and its many moons — is expected to continue until 2017 when the spacecraft will be crashed into Saturn's atmosphere.
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• The Vietnam War, also known as the Second Indochina War, and also known in Vietnam as Resistance War Against America or simply the American War, was a Cold War-era war that occurred in Vietnam, Laos, and Cambodia from 1 November 1955 to the fall of Saigon on 30 April 1975. This war followed the First Indochina War and was fought between North Vietnam—supported by the Soviet Union, China and other communist allies—and the government of South Vietnam—supported by the United States and other anti-communist allies. The National Liberation Front, or NLF, a South Vietnamese communist common front aided by the North, fought a guerrilla war against anti-communist forces in the region. The People's Army of Vietnam engaged in a more conventional war, at times committing large units to battle. As the war wore on, the part of the Viet Cong in the fighting decreased as the role of the NVA grew. U.S. and South Vietnamese forces relied on air superiority and overwhelming firepower to conduct search and destroy operations, involving ground forces, artillery, and airstrikes.
Freebase Commons Military /military
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Discussion in 'Off The Beaten Track' started by Ziggy, Jul 1, 2010.
1. Ziggy
Ziggy Well-Known Member
(From their Wikipedia entry)
All videos here
(Watch them in the order they were posted - so oldest to newest - as they have a sort of story unfolding)
This whole saga is just so fascinating.
Totally novel way of promoting music. Sending the videos to music bloggers and journalists was the only thing that was done.
The music is available on Itunes and Amazon and it seems it was sent directly by the artist, bypassing the music label.
The project is anonymous. It seems apparent by now that it's Jonna Lee (although her management denies that) but nothing is official as of yet and blogs are full of wild speculations.
A lot of people genuinely thought it was Christina Aguilera at some stage, which I find absolutely hilarious. :D As if she is bright enough to come up with this kind of stuff and as if her record label would ever let her do this.
Both the videos and the music are extremely interesting and just excellent visually. There is a strong concept behind them and they sort of have a story unfolding.
Again lots of room for speculation as to what the numbers, animals and all other symbols featured mean.
One video has been released each month so far. I'm wondering where this is going to go.
Also, the wider implications of this project are interesting. Is going viral and bypassing the record industry the way to go for music artists, in the age of the internet?
2. Ziggy
Ziggy Well-Known Member
3. UGG
UGG Well-Known Member
Oh I remember MTV posting about this. I watched some of the videos and could not figure out why people thought this was X-tina. Didn't MTV post some kind of clue with animals or something? Was it ever figured out?
4. Ziggy
Ziggy Well-Known Member
Animals are featured in the first teaser videos.
The nature-environmental theme is further developed in the longer song videos.
It's Jonna Lee. Not officially confirmed but it's her face.
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#186 - mrnappy (07/15/2013) [-]
**mrnappy rolled a random image posted in comment #4694 at 10,000 COMMENTS and FJ shuts down automatically **
#184 - anonymous (07/15/2013) [-]
Isn't every baby part of the next generation?
#178 - blackandgold has deleted their comment [-]
#176 - anonymous (07/15/2013) [-]
it's too small
#171 - mrnappy (07/15/2013) [-]
**mrnappy rolled a random image posted in comment #4044315 at Items **
#135 - anonymous (07/15/2013) [-]
Regrowing memories seems cool. Think we could engineer that for humans and cure Alzheimers?
User avatar #120 - ADeadlYLepricoN (07/15/2013) [+] (3 replies)
Have you ever wondered if it's possible to live forever.
Like, theoretically speaking, what if you were to live to say, 70, and then have all of your organs transplanted with that of much younger quality. It sounds retarded kind of, but I mean, I wouldn't be surprised per se.
User avatar #114 - darksideofthebeast (07/15/2013) [-]
Artificial heart?
That's ******* huge for science
You know how many people will be able to live now because of an artificial heart (if it works)?
User avatar #98 - freestyleristaken (07/15/2013) [-]
Next week: we see that our solar system has a tail of its own. O i ruined it?
User avatar #94 - payseht ONLINE (07/15/2013) [-]
As a guy that believes there is no soul and that who we are is the result of our brain, the worm title shook my beliefs until I read the article.
#52 - anonymous (07/15/2013) [-]
I think a better name for these posts is "This week in research and development".
Cuz science is just the tool.. It is kinda like saying this week in hammer and nails and you show pics of houses.
#37 - Crimeater (07/15/2013) [-]
And yet we are still unable to post pictures with high resolutions. Am I the only one who's anal about this stuff?
#23 - anonymous (07/15/2013) [-]
"Irate was born after bang" The lightbulb knows
#21 - anonymous (07/15/2013) [-]
>Astronomers detect the true color of an exoplanet- Azure blue
SHIIIIIIT ****** !!!!
User avatar #18 - aldheim (07/15/2013) [-]
Slightly sceptical about all this...
Oh, sources in the description?
I don't even need to check them, I believe every word in this post.
#12 - anonymous (07/15/2013) [-]
A worm can regenerate his entire head with its memories? That really ***** with my brain and I don't like it. I mean a specie such as a worm, can't have memories, only mental tasks, primary instincts or basic brain functions...
What the post says, the worm has a soul? No way, I refuse to rape my philosophy.
User avatar #93 - XxXRoxasXxX (07/15/2013) [-]
Okay I have a question. If scientists understand that planarian worms can replicate their memories does that mean that scientists know exactly what memories are and if so can we do anything with that knowledge?
User avatar #78 - Gandalfthewhite (07/15/2013) [-]
OH MY GOD! it's azure blue!? this changes everything!
User avatar #69 - stijnverheye (07/15/2013) [-]
im still waiting for the pic that says that they can create food with a 3D printer
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User avatar #5 - weenieandthebutt (08/01/2013) [-]
Principal Skinner vs Feminists (Mirror) What it's like arguing with a feminist and trying to be as diplomatic as possible without trying to offend them:
"Am I wearing women's clothes? I didn't notice. When I look in my closet, I don't see male clothes or female clothes. They're all the same".
"Are you saying that men and women are identical!?"
"NO, NO, of course not, women are unique in every way"
"Now he's saying women and men aren't equal".
"NO, NO, NO. It's the differences of which there are none that make the sameness exceptional........Just tell me what to say........."
#53 to #5 - anonymous (08/02/2013) [-]
I honestly don't know if you make this **** up, because that kind of person in the 0.00002%. Or I dunno, you had the argument over the internet.
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Will an average person really see a difference between PS4/XB1 visuals/graphics?
• Topic Archived
1. Boards
2. Xbox One
3. Will an average person really see a difference between PS4/XB1 visuals/graphics?
9 months ago#21
ironic... the visual ability of posters usually goes along with thier console preferences...
to a normal person with a gaming hobby, and enjoys playing games... the difference is negligible...
same as last gen, exclusives will look more apart IF these consoles are 50% power from each other as the 'expert' posters like to express...
as of right now, exclusives still aren't standing out either way... both consoles have their 'stud' game visually... gameplay is another thing all together on those games LOL
"Be Smart @ Being Stupid & You'll NEVER Lose"
<If you ain't #NoseDeep, you ain't doing it right>
9 months ago#22
I can see the difference, but don't care. I doubt the average person will notice the difference between gens even unless they switch between them quickly or it's pointed out. The average person says "good enough" to 128kbs MP3s, DVD quality video and anything with Wii/Xbox/GC/PS2 graphics, most don't care or notice beyond that.
That said, marketing and consumer buzz that tells the average gamer that PS4 is more powerful CAN make a difference, even if most of them would never notice. I think a lot of people here forget that.
9 months ago#23
Definitely if not on a sucky TV.
It's not that there's much of a difference between 900p and 1080p, it's just that on a native 1080p screen, the 900p will look worse than it is supposed to due to upscaling, resulting in an obvious difference.
9 months ago#24
The only PS4 and Xbox One game I've seen juxtaposed in reality is Tomb Raider Definitive Edition and the difference was immediately noticeable. The PS4 version was sharper and smoother.
Everyone in the game shop said the same thing, even people who weren't really watching both but made a cursory glance said the same thing. One of the staff said there is a similar difference in Call of Duty Ghosts as well but it wasn't on display.
So yeah, people will notice but the depends on the game.
(edited 0 seconds ago)
9 months ago#25
Lol I love the guy that compares multi gen games. You r genus.
9 months ago#26
If I take off my glasses they both look the same. o.o I guess my eye doctor is a sony fanboy or something.
They say she's low down, but it's just a rumor I don't believe 'em.
9 months ago#27
ACx7 posted...
The difference is obvious for most games. Even for the average person. But the majority of us that own either console don't care. We just want to play good games.
No they're not obvious. Having both I can tell you most games look pretty close.
How do you know someone games on a PC? Don't worry, they'll tell you.
9 months ago#28
No. Unless they're actually an owl. But then they wouldn't be average or a person.
9 months ago#29
Only in exclusives and bad ports
9 months ago#30
The difference between the PS2 and the original Xbox was bigger than the difference between the Xbox One and the PS4. Most Sony fans seem to forget that.
hey foo
hey foo
1. Boards
2. Xbox One
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1. Boards
2. Pokemon X
TopicCreated ByMsgsLast Post
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1. Boards
2. Pokemon X
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global_05_local_5_shard_00000035_processed.jsonl/25479
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This or Mario and Luigi 3?
• Topic Archived
1. Boards
2. My Boyfriend
3. This or Mario and Luigi 3?
6 years ago#1
Cant decide
Wind Waker >>> Ocarina of Time
People who agree with the above: 245
6 years ago#2
Go flip a dollar, maybe that'll help
6 years ago#3
Both games are terrible, get this instead:
Looks fun!
The more Nintendo bashing I see, the more Wiis sell in stores.
Keep up the good work non-Nintendo players!
6 years ago#4
Kill yourself, maybe that should help...
I'm selling my Yu-Gi-Oh cards check it out!
6 years ago#5
this, mario and luigi 3 is pretty short and even though there are a couple optional things it's NOTHING compared to this game. Here are some pros and cons of the game.
+Customizable girl
+26 different boys to date
+each boy scenario is roughly 40 hours long
+each boy scenario can be intermingled and changed around with others for even MORE depth
+Dating sim aspect is probably the most indepth I've seen compared to even jap dating sims
+lots of options for replies, not just good bad and neutral
+Graphics are phenomenal ingame, the boyfriends you can pick actually look real
- No sex vids, it's kind of a turn off but you can understand why I guess since the game is targeted at a specific audience
-These types of games can be repetitive to some people
As you can see from the pros and cons of the game, the pros FAR outweigh the cons. This game is pretty damn good so I really recommend it!
1. Boards
2. My Boyfriend
3. This or Mario and Luigi 3?
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Game Script by Endz0r
Version: 1.10 | Updated: 10/29/03 | Printable Version
\ Boktai: The Sun Is in Your Hands Script /
/ Version 1.10 \
Copyright 2003 Brad Cherone
If you see anything wrong (inaccurate information, grammar suggestions, etc) or
want to add your input, strategies or anything of value, feel free to email me.
I encourage you to. The more information you send, the better the FAQ. You will
also get a shout out in my credits section :)
1. Script
2. Revisions
3. Special Thanks
This script is for the easiest difficulty. I know there are some variations, but
I do not believe there is anything major that is different. Give me an e-mail if
you know otherwise. The FAQ also follows my walkthrough.
Narrator: In a place not too far from here and now, the End of the World
approaches. The Undead appear, breaking the natural cycle of life and death. The
evolution of species ceases...and, one by one, they become extinct.
>Road of Encounter
*Django enters*
???: The is the City of Death, Istrakan. Since time immemorial, this dark city
has been ruled by a race known as the Immortals. But now, at last...the Sun is
*Master Otenko enters*
???: You've come at last! The heir to the Solar Gun; Gun Del Sol...The new
Vampire Hunter! My name is Otenko, Messenger of the Sun. Together we will bring
light back to this world! In the castle ahead is the Vampire Lord. Let's go,
Solar Boy!
Django: ...
>Fog Castle
Master Otenko: Here will do. Watch; this is the Pile Driver! Taiyohhhhhh!!
*Master Otenko summons Pile Driver*
Master Otenko: The Vampire Lord...Leader of the race of Immortal vampires. The
wounds your father gave him have not healed. This is our only chance! Even you
can do it...if you act now. Listen, Solar Boy. Bring him and his coffin back
here. We will purify him with sunlight and this Pile Driver! You need sunlight
to start the Pile Driver. See the gauge with the Sun mark in the lower right
corner? It shows the level of sunlight striking the Solar Sensor. It's called
the Solar Gauge. You can't use the Pile Driver when the sunlight level is zero.
*At the gate of the castle*
Master Otenko: Solar Boy, let's go over the Solar Gun 'Gun Del Sol' one more
time. Press the B Button with the fighter frame equipped to fire a Solar Shot.
Use the Shot to temporarily stun the Undead. Attacks from behind are the most
effective. But if the energy in your Solar Battery (see the Gun Gauge in the
lower right corner) runs out, you won't be able to fire your Solar Gun. Recharge
by letting sunlight strike the sensor. May the Sun be with you!
*At the Otenko Panel*
Master Otenko: The panel on this wall is an Otenko Panel. Press the A Button
when the mark is flashing to summon me. Don't be afraid to ask for advice. My
knowledge might come in handy!
*At the Otenko Panel*
Master Otenko: That's a Solar Station. It automatically stores solar energy
collected by your Solar Sensor. You can transfer energy to your gun whenever you
need to - even at night. The number above the Solar Station shows how much
energy is left. Hold the A Button when in front of the Station to transfer
energy. Use it wisely, now.
*At the Otenko Panel*
Master Otenko: By the way...If you use the Solar Gun inside a Dungeon, crystal
spikes may grow up from the floor. Perhaps you've already seen them? These are
Solar Bamboo Shoots. They're made of hardened solar energy...Three kinds of
Spirit Bugs live in Solar Bamboo Shoots: Solar Bugs, which charge your Solar Gun
battery; Moon Bugs, which restore your Life; and Darkness Bugs, which drain
energy from your Solar Gun battery. Best to run away from Darkness Bugs. But you
can attract the other Spirit Bugs by pressing the A Button. Don't forget these
Solar Bamboo Shoots, my friend.
*After grabbing the Knight frame*
Master Otenko: Looks like you got the Knight Solar Gun frame! If you equip it
you can use the Solar Spread attack on the Undead. Hold down the B Button to
fire the Spread. Use the Weapon Screen to switch Solar Gun parts. Press SELECT
to bring up the Menu Screen and use the L Button & R Button to select the Item
Screen, Weapon Screen, or Map Screen. Try equipping KNIGHT from the Weapon
*After going up the stairs and spotting a Bok*
Master Otenko: Wait! That's a ghoul; a Bok. This type of Undead serves the
Immortals. Boks are weak, but don't let them spot you. Try to avoid
confrontation. Hide in shadows or run past when they're not looking. When a Bok
spots you, he attacks with Klorofolun, a dark substance. If you get Klorofolun
on you, it will start to deplete your Life. Shake that stuff off, as quickly as
you can. You can also sterilize it with your gun. OK?
*At the Otenko Panel*
Master Otenko: Solar Boy! Make sure to call me while sunlight is striking the
sensor! OK?
*At the Otenko Panel*
Master Otenko: If you go outside and your Solar Gauge shows a level greater than
zero, your battery will charge up naturally, or you can perform a Solar Charge
for a quick refill. Pretty easy, right? Sadly, the Sun's not out right now.
*After you climb the flight of stairs*
Master Otenko: This belongs to the Count.
Django: ...
Master Otenko: This Vampire Lord, the Count of Groundsoaking Blood, was the
sworn enemy of your father. But do not be afraid, my young Vampire Hunter. That
crimson scarf...holds the spirit of your father. You are not alone!
*After disposing of the Count's bats*
Master Otenko: A trap...But he still can't move, it seems. Your gun alone cannot
return him to nothingness. You must take the coffin to where the Pile Driver is,
outside the castle. Get close to the coffin and press the A Button to grab it.
Hold down the A Button and use the Control Pad to drag the coffin along. You
cannot run or attack while you are dragging the coffin. Be careful.
*After bringing the Count's coffin to the Pile Driver*
Master Otenko: Alright! Now set the coffin in the center of the Pile Driver!
*After the coffin is in place*
Mater Otenko: Good! Fire a Spread to start up the Generators that just appeared.
Equip the KNIGHT and hold the B Button to fire a Solar Spread. These Generators
have been blessed by Gaea the Motherland, and the Sun's spirit, Sol, with the
power to amplify solar energy. The Pile Driver is the only thing we can use to
purify Immortals!
*After Django starts up the Generators*
Master Otenko: We're ready! Press the A Button over the shining emblem to start
the Pile Driver! Is the Sun out?
*After Djanjo starts the Pile Driver*
Master Otenko: Taiyohhhhhh!!
Master Otenko: Starting purification! Destroy the vampire with Solar Piles from
the Generators. The stronger the sunlight striking the sensor, the stronger the
Solar Piles will be. But the vampire will resist the Solar Piles! When he does,
hit the Generators with a Spread to boost its power. You can overcome the
vampire's resistance. When the vampire's Darkness Gauge (upper right) hits zero
we win. Stop the Vampire Lord! You can do it, Solar Boy!
*After defeating the Count*
Master Otenko: Okay?!
Master Otenko: Incineration of the Dark Matter, the energy source of the
Immortals, is complete. This eliminates all possibility of revival. Good work,
Solar Boy! Er...Come to think of it, I don't know your name.
Django: ...
Master Otenko: Django, is it? That's a manly name.
*Screen goes black*
???: Heh heh heh! So here you are, Otenko, Messenger of the Sun! And this must
be the new Vampire hunter...But I'm afraid you're too late. While you've been
busy playing with the decoy, my wounds have healed splendidly.
Master Otenko: The Count! We've been tricked!
Count: I'll teach you a thing or two. When I attacked the City of the Sun, San
Miguel, and struck my enemy down...I had another objective. Yes, the Lunar
Maiden...Moon Beauty. still alive. Heh heh heh! Do you dare go after
Master Otenko: Moon Beauty?! ...Ha! She's that case, there's still a
Django: ?
Master Otenko: I sense the North. Let's go Django! We have to save
Moon Beauty! Do not fear, Solar Boy. We have the Sun. The Sun will rise
tomorrow! May the Sun be with you!
*Screen fades to white as Django and Otenko leave*
>Road of Encounter
Master Otenko: Django, I must talk to you about something. It's about the Solar
Gun, Gun Del Sol. The Solar Gun takes in sunlight as its energy. If you continue
using it under strong sunlight for too long, it will overheat. Then you won't be
able to fire the Solar Gun. At the bottom right of the screen, If the gun mark
becomes an x, that's a sign of trouble. If you keep on using it under strong
sunlight, it will overheat. Go into the shade and let the Solar Gun cool down.
After a while, the gun will no longer be overheated. Even when the overheat
status has ended, the gun is still very hot. If you use it under strong
sunlight, it will soon overheat again. If it repeats overheating, the safety
mechanism disables the Solar Gun. The safety mechanism will not undo itself
until the Sun sets. Be careful. Once it overheats, continue your adventure in
the shade or take a break for a while. Do not be reckless. There is no one to
replace you. I'm counting on you, Solar Boy Django!!
>Small Cave
Master Otenko: I sense darkness. Nothing big, but...Django, this is the City of
Death. Ends of eras are interwoven here in Istrakan...The Undead you defeat can
slip through the time fabric and recover. The journey will take us through
dungeons like this one...We will have to pass through many Undead
Dungeons...Through many times and many places...Each time we enter an Undead
Dungeon, the traps and devices will be reset. And the Undead will be back...You
must not lose heart, even when surrounded by danger. Understood?
Master Otenko: We'll need this...
*Otenko summons teleport*
Master Otenko: Alright, let's go.
*After Django finds the key*
Master Otenko: Looks like you found a key, Django. Wait a second! That blue
key...That was made by Immortal hands! If you leave the Dungeon their power will
weaken and the key will evaporate. That blue key can only be used inside this
Dungeon. Remember that.
*Standing in front of a blue door*
Master Otenko: Django, with the blue key you can probably open the blue door.
Stand in front of the door and press the A Button.
*After getting trapped*
Master Otenko: We're locked in! Django! Take care of all the enemies you see!
*After killing the bats*
Master Otenko: Looks like an exit.
*Otenko summons a teleport*
Master Otenko: This will do. Use this Warp Magic Square to pass through the
Dungeon freely. Stand in the middle of the Warp Magic Square and press the A
Button to warp. Use it as necessary.
>Gate of the Dead
*Django stands in front of a wooden box*
Master Otenko: Hmm. The wooden box is in the way. Django, you could probably
push it, no? To push these Moveable Blocks, face the blocks and hold down the
Control Pad.
>Ancient Forest
*Standing in the second area of the dungeon*
Master Otenko: Django, be careful! That's a Clay Golem, a soulless statue made
by ancient magic. Looks like it's in the service of the Immortals now...When
Golems spot an enemy, they roll into a ball and attack. Don't let them catch a
glimpse of you. They'll hear you if you so much as step in a Puddle. Be very
*After entering the Catacomb*
Master Otenko: Shhhh! Django, keep the noise down! These are Mummies, Undead
servants of the Immortals. Mummies cannot see, but they have excellent hearing.
If they hear footsteps, they'll find you immediately. Flatten against the wall
and proceed quietly and carefully. Hold down the Control Pad in the direction of
the wall to flatten against it. Then move along the wall with the Control Pad
held down to stay flattened.
>Road of Reunion/Sunwishing Plaza
*Standing in front of the Dark Seal*
Master Otenko: This must be an Immortal's Dark Seal. You must defeat the
Immortal who controls it to continue onward.
>Bloodrust Mansion
*Standing in the center of a large lot*
Master Otenko: I will summon the Pile Driver! Taiyohhhhhh!!
*Otenko summons the Pile Driver*
Master Otenko: What?
*Otenko discovers the Luna Solar Gun lens*
Master Otenko: This is the LUNA Solar Gun lens! That used to be the Moon
Beauty's...She came here...No, it must be one of the Count's traps. My Solar
Sense tells me there are Immortals around. This is an Immortal Dungeon. Stay
alert, Django!
*After entering the castle*
Master Otenko: ...Dark, isn't it? Dungeons are full of dark areas, where it's
hard to see. Enemies may lurk in the shadows. Check with the R Button. Hold down
the R Button and use the Control Pad to look around. You can push away the
darkness with a Skylight or a Solar Lamp but still...Be careful when moving in
the darkness, Django!
*Standing in a room of boxes*
Master Otenko: Huh? Oh, this is a neat little puzzle. Django, you won't get the
treasure unless you think before you act. Move the boxes with care - you can't
drag those Movable Blocks. If you make a mistake, just leave the room and come
back. When you re-enter, everything will be the way it originally was. If by
chance you can't leave the room, use the FOOL CARD you picked up in Fog Castle.
You can start over from the beginning. But that card is for the defeated. Use it
as a last resort.
*After entering the locked door*
Master Otenko: Django, that's a Solar Lamp over there. Hit it with the Solar Gun
to turn it on.
*At the Otenko Panel*
Master Otenko: Django, there's an Undead over there. A guard...Knock on the wall
to get his attention. Press the A Button when flattened to hit wall. It's a
useful technique. Try to master it.
*At the Otenko Panel*
Master Otenko: The Lattice Door over there must be some kind of contraption.
That switch on the floor looks like a Weight Switch. Is there anything you can
use as a weight, Django?
*At the Otenko Panel*
Master Otenko: A Spider...You can blast its Spider Web with sunlight or light
from your gun. The red ones are Poison Spiders. Watch out for their poison.
*At the Otenko Panel*
Master Otenko: ...A Weight Switch and Lattice Door...Doesn't look like there are
any Movable Blocks. Maybe something else...?
*At the inscription*
Master Otenko: What is it, a code? Is there a sum somewhere...? Maybe numbers
can be added to find that sum? Experiment a little. Use the A Button to move the
*After Otenko gets a feeling*
Master Otenko: Can you feel that, Django? The dark sensation coming from beyond
that door....It might be...the Count! At last, Django!
*At the Otenko Panel*
Master Otenko: A lever...
*At the Otenko Panel*
Master Otenko: That Weight Switch is the key...Try putting something on it.
*At the Otenko Panel*
Master Otenko: I sense something...Django, that's a ghoul ghost, commonly known
as a Vanibok! They're sensitive to sunlight. You can find them in the dark, but
they disappear at the hint of sunlight. To light a room, you need a
Skylight...sunlight...Light and dark...You can control light and dark by
exposing the sensor or hiding it from sunlight. You can do it, Solar Boy Django!
*After the room stops shaking*
Master Otenko: That trembling...The whole room was shaking! What kind of lever
is this?
*At the Otenko Panel*
Master Otenko: Otenko - and the Sun - are watching over you!
*After you discover some bombs*
Master Otenko: You got a BOMB Solar Gun grenade! Grenades are a type of
sub weapon for your Solar Gun. The BOMB explodes on impact. One blast is enough
to defeat underlings. BOMB grenades can be shot across walls that are one block
high. You can get enemies from behind a wall. But BOMBS make a loud noise when
they explode. Be careful not to attract unwelcome attention. Equip grenades from
the Gun Screen and press the L Button to fire. Unlike Shots and Spreads, there's
a limit to how many you can use.
*Standing in front of the Count's door*
Django: !
*Snatches of conversation can be heard.*
???: Moon beauty transferred without a hitch. How about you?
Count: Ah, yes. The Earthly Maiden. The energy transfer is going as planned.
???: Good. Next I will prepare the Guardians. The Vampire Hunter seems to have
Count: I will take care of him. He's just a little boy.
???: ... Well, it's up to you, Count...
Count: ...That impudent little boy! Acting without the Queen's order...that Moon
Master Otenko: As I suspected, the Count's inside. But who...? No, there's no
sense in worrying about it. Django! It's time to confront the Count. Are you
*Django confronts the Count*
Count: So nice to see you, little Hunter! As for the woman...
*Girl appears*
Count: She's not dead. She's the sacrifice we need to complete our plan!
*Girl disappears*
Count: I can't keep a lady waiting. It's time. Won't be much of a battle, a
young shrimp like you. Anyway, can't pass up a chance to feast on fresh Hunter
blood! And the band beings to play...Ready for The Musical of Blood?!
*After defeating the Count*
Django: !
Master Otenko: !
*A girl appears*
Master Otenko: It looks like she's alright. Hm? This is...! Moon Beauty?!
Girl: You saved my life. Thank you.
Master Otenko: I am Otenko, messenger of the Sun. This is Solar Boy Django, the
Vampire Hunter. Who are you?
Girl: I am the caretaker of the Solar Tree, Mother Gaea's Earthly Maiden, Lita.
That day the Immortals attacked San Miguel...When I awoke, the Solar Tree and I
had been captured by the City of Death.
Master Otenko: The Solar Tree, infected by Istrakan...The Immortals can't be
that strong...Somebody must be behind this...
Lita: ...I almost forgot! At the Solar Plant, under the Solar Tree, the earth's
energy is activated, and special Solar Fruits can be grown. I'm sure they will
be of some help to you. Please come and see! Head North from here. Follow the
road - it's not far. I will return and prepare the garden for planting! Keep the
Sun always in your heart!
*Lita exits*
Master Otenko: ...Do you think she'll be fine by herself?
Lita: Who wants to try me next, filth?!
Django: ...
Master Otenko: ...Er, well, anyway...Let's move the Count's coffin out of here.
He is an Immortal, a being outside the living realm. The Immortals have never
lived... and they can never die. In time, the Count will recover. Before that
happens, use the Pile Driver to reduce him to nothing. Let's go, Django! Have we
been to the passage on the West side of the first floor yet?
*At the Otenko Panel*
Master Otenko: A Weight Switch and Lattice Door...How much weight should you put
on it, Django?
*In a dark corridor*
Master Otenko: This place seems free of dark contamination. Now for the Solar
*Otenko summons a Solar Barrier*
Master Otenko: If you place the coffin inside this barrier, it will be held
firmly by the Sun's power. Use the Solar Barrier when you need to leave the
coffin temporarily.
*After Django sets the Pile Driver up for the Count*
Master Otenko: Taiyohhhhhh!!
*After Django defeats the Count*
Dying Count: Impossible! Me...expire!? That blood of yours belongs to a Solar
Child! You are truly his--
Master Otenko: Count! What have you done with Moon Beauty?
Dying Count: Ha! That woman...That traitor...Our precious sacrifice for the
Queen! She's in the far North, but you'll never make it there! There's no way
you can break the Seals of the two Dark Guardians! My job is done. Soon the
Earthly Maiden will follow...Geh...heh...I'll be waiting in the land of death,
son rival!
Master Otenko: Dark Guardians?
*Count perishes, scene of Dark Seal being destroyed*
Master Otenko: The Dark Seal is gone. We can continue. Django, we must hurry to
the Northlands!
>Road of Reunion/Solar Tree/Hill of Departure
Master Otenko: By the way, Django, about your lens...A Solar Gun lens is no
ordinary plate of glass. It amplifies sunlight and converts it to various kinds
of energy. Different types of energy affect Undead and Immortals in different
ways. Try various lenses to find out which is most effective. Some lenses have
properties for use outside battles. You will probably come across a few of
these. When a lens purifies an Undead or Immortal, it records the experience and
develops. In this way, a lens goes through a level up. If you can raise the
level of a lens, you can get that much closer to the Sun. The highest level is
3. It's up to you which lens to develop, Django!
*In front of the Solar Tree*
Lita: Good to see you, Master Otenko, Master Django! This is the Solar Tree, the
shrine of Life that supports the whole world. The dark race of Immortals and
their Undeadening have reduced it to this.
Master Otenko: The Undeadening...The curse that uses Dark Matter to turn all
living things to Undead!
Lita: But with Master Django's efforts...I'm sure it'll be restored to its
former glory! Spreading out underneath is the Solar Plant...Plant Solar Fruits
in the Solar Tree's root hollows to get more fruits and nuts. You can combine
different Solar Fruits to create new types of plants. Be sure to experiment! Try
planting this SOLAR NUT. Press the A Button in front of a root hollow. Then pick
a fruit to plant and press START to get things underway!
*Django plants a fruit*
Lita: Master Django, Excellent job! It will take some time before your Solar
Fruit is ready to be harvested. Solar Fruits, as their name suggests, need
sunlight to grow. The more sunlight collected by your sensor, the faster they'll
sprout, Master Django! Some fruits need more sunlight than others to ripen, but
they are all gifts to use from the Sun. I'll look after everything until they're
ready. Bon voyage! Use the Solar Plant anytime you need to! ! I know! Master
Django, take this!
*Lita gives Solar Leaf to Django*
Lita: Use that SOLAR LEAF to come see me--er, I mean, the Solar Tree, whenever
you like. Come back when you're weary of battle!
*Django is attacked by an unknown boy*
Black-clothed Boy: You defeated the Count, Django...Impressive, Solar Boy.
Master Otenko: Who are you!?
Black-clothed Boy: I am the Dark Boy, Sabata. I am neither friend nor foe. For
now, at least...That is unimportant. Here is my advice. Go no further. You've
already avenged your father.
Master Otenko: No! We cannot let the Immortals have their way! If the
Undeadening continues, the world will-All life will perish!
Sabata: 'All life will perish'? But that is the will of the Galaxy! No one can
stop it. This solar system's time is up.
Master Otenko: What do you mean?! The men and women of this solar system, the
animals, the plants, all share the Sun's will! We must save Mani..., that is,
Moon Beauty!
Sabata: Why fight a battle you cannot win? To oppose the will of the
to deny the universe, the source of life...indeed, to deny life on this planet!
Django: ...
Sabata: Huh. Do what you must. You and I are destined to settle our differences.
Be warned.
*Sabata disappears*
Master Otenko: Who in the world...? He looked just like you. And that scarf...It
had the same smell as you. I don't think he is an Immortal.
Django: ...
Master Otenko: Hmm...Well, we have a job to do, Django! May the Sun be with you!
*After discovering a Dark Loan*
Master Otenko: Huh? What's that?! Wow, Dark Loans is still here...You can borrow
solar energy at Dark Loans. But you must pay back what you borrow. Understood? I
don't recommend it. Use Dark Loans only as a last resort. Get it? When your
father was younger...Well, never mind. I trust you, Django! May the Sun be with
*At the Otenko Panel*
Django, watch your step! The Undead Steps hide in shadows, keeping away from the
sunlight. They're fierce and you can't get them with Shots. Be alert. You can't
miss them if you have the SEE-ALL NUT, which shows that which is hidden.
*After getting the fourth life fruit*
Master Otenko: Django, with 4 LIFE FRUITS, you can boost your Life Gauge. Your
Life Gauge is shown in the upper left corner of the screen.
*After discovering the Sun Bank*
Master Otenko: Oh my! The Sun Bank is not gone yet...Django, you can deposit
solar energy at this Sun Bank. Interest will be added to energy you deposit. So,
you can increase energy. The Sun Bank is connected to the other save data. You
can share energy with another Solar Boy. Hm? Do you not understand? May the Sun
be with you!
Django: !
Master Otenko: !
Sabata: ! Django...How foolish...If you'd just left when you had the
chance...Hmf! Then I shall use your power as a Solar Boy for myself! Django,
cross the ice floes and come to the Permafrost! I'll have a little game waiting
there for you. Mwahahahaha!
Master Otenko: Is he the Immortal of this Dungeon...? Django, the Permafrost
lies across the sea. We're too far away to summon the Pile Driver. To cross the
sea we'll have to cross the ice floes leading North or West. Which should we
*At the Otenko Panel*
Master Otenko: Ah, this. Django, are you good at arithmetic?
*After discovering the Chillbok*
Master Otenko: Django, the ghouls in this area are icy cool ghouls, commonly
known as Chillboks. They attack with freezing Chillun. Undead have fixed
elements, just like your gun lens. The fire attack should be effective here. The
FLAME lens would probably be handy.
*At the Otenko Panel*
Master Otenko: = means the same, right? Do you get it yet, Django?
*At the Otenko Panel*
Master Otenko: Choose one of the two symbols, + or x. It's so easy, Django!
*At the Otenko Panel*
Master Otenko: Look out, Django! The floor is slippery! I doubt you can just
walk across the floor. You need to slide. You won't make it to the other side
unless you think before you step.
*After finding a good place for a Pile Driver*
Master Otenko: Just wide enough. Here's the Pile Driver! Taiyohhhhhh!!
*Otenko summons the Pile Driver and Sabata appears*
Django: !
Sabata: Hm...Interesting...You want to use that hole for a Pile Driver? Do you
really think that's going to work? Mwahahahaha!
*At the Otenko Panel*
Master Otenko: That ice plate...seems to be floating by some kind of magic
power. A down-only elevator...?
*In the Immortal Lair*
Sabata: You're here. Here's a taste of the power of Dark Matter...The
Lifefreezing Silver Wolf, Snow Wolf Garmr.
*Sabata summons Garmr and disappears*
*After Django defeats Garmr*
Sabata: Well, well, Django! You drove off the Dark Guardian...
Master Otenko: Sabata! So you really are the pawn of the Immortals!
Sabata: Where light shines, shadows fall. There is no light without shadow. I am
the shadow of light, and the light of shadow. The bearer of the Dark Gun Del
Master Otenko: Dark Gun?!
Sabata: We'll meet again. I'll be waiting in the East.
Master Otenko: Who in the world...No, there's no sense in worrying about it now.
Django, this Garmr seems to be a Dark Guardian. Take him to the Pile Driver and
purify him!
*Standing on the Pile Driver*
Master Otenko: Alright! Set the coffin on the Pile Driver! !
Django: !
*Garmr howls and covers up the hole to the Pile Driver*
Master Otenko: Oh no! Now we can't start the Pile Driver!...Across the ice
floes, at the start of this Dungeon, wasn't there an open area? Looks like
you'll have to take the coffin there. If you could take care of the ice above,
maybe we could do it here...
*At the beginning of Permafrost*
*After Garmr is on the Pile Driver*
Master Otenko: Taiyohhhhhh!!
*After Garmr is defeated*
Master Otenko: One Dark Seal is gone. We have one more Guardian to purify. East
>Deserted Arsenal
*At the Otenko Panel*
Master Otenko: Django, that over there is a Rock Block, a Movable Block made of
rock. Join the Rock Block to the staircase and descend.
>Stairs of Trial
*At the Otenko Panel*
Master Otenko: Django, move the two wooden boxes and use them as stepping stones
to get to the green treasure chest.
*At the Otenko Panel*
Master Otenko: Hrm...You need 2 wooden boxes to connect the stairs to the
*After the discovery of the Azure Tower*
Master Otenko: This...
Django: ?
Master Otenko: This is the Azure Sky Tower. The legend of the Moon's protector -
- the Silvery White Knight who slayed the demons -- is said to have taken place
here. The knight is known as the Moon Guardian, and also as the Guardian of the
Sword...They say the sword is still here, on the top floor of the tower...Many
knights have died in this tower in search of that legendary blade. That such a
place should succumb to the sickness of Istrakan...The place is likely crawling
with Undead. Still want to enter?
>Firetop Mountain
*In the field*
Master Otenko: This area should work. I'll summon the Pile Driver! Taiyohhhhhh!!
*Otenko summons Pile Driver*
*At the Otenko Panel*
Master Otenko: Can't pass unless you come from above. Could be useful on the way
*After entering the cave*
Master Otenko: Django, the ghouls in this area are...fiery hot ghouls, commonly
known as Burnboks. They attack with flaming Burrnun. Undead have specific
elements, just like your gun lens. An ice attack should be effective. Equip the
FROST lens, Django!
*At the Otenko Panel*
Master Otenko: Be careful, Django! In some places, lava is flowing on the
ground. Watch for Lava Floors. If you step on one, you'll get hurt! Equip the
FROST lens and use a Spread attack to freeze it.
*After entering the lava filled room*
Master Otenko: Look, Django. The Megarock Floor blocks the volcano mouth. It
looks safe, but it's just an enormous rock floating on lava. It rises and falls
with the magma underneath...if you could control the magma flow, you could use
it as a kind of elevator. No matter what, it's going to be dangerous.
*At the Otenko Panel*
Master Otenko: Flames are bursting out of the walls. If you let the fire touch
you, you'll be badly burnt. This rhythm reminds me of the Sun's
prominence...Django, choose your moment and run all the way through!
*After pulling the lever for the lava elevator*
Master Otenko: Django, The Megarock Floor below is rising! This device appears
to control the subterranean magma somehow, and it can raise or lower the lava
level in the volcano.
*Looking across lava*
Master Otenko: Look, Django. We were over there earlier. The topography changes
as the lava rises. Do you understand? Looks like the path continues over there.
Keep going round until we get there!
*After discovering the Iron Golem Giant*
Django: !
Master Otenko: Hm? Oh, right. This is Firetop Mountain. Django, these are the
original golems, the ancient race of giants, the remains of the iron giants who
mastered fire. Their majesty endures, protected through the ages by the
*After going into a Dark Loan*
Master Otenko: Huh? What's that, Django? Hmmm...Try not to flex that plastic too
much, Django.
*At the Otenko Panel*
Master Otenko: It's like a puzzle...The path continues from here. Come over here
first, Django.
*At the Otenko Panel*
Master Otenko: Good, Django. Now line up two blocks here. We're almost there,
*After the block falls*
Master Otenko: What was that that just fell?...
*After Sabata is spotted*
Django: !
Master Otenko: !
Sabata: Hm...Django, the next game is ready. Make your way through the Dungeon
and come visit me. Don't keep me waiting! Mwahahahaha!
*Sabata disappears*
Master Otenko: What does he mean, 'game'?!...But to break the Seal and continue
North, we may have to play along. Django, we need to get across somehow!
*After the lava rises*
Master Otenko: All very well raising the Megarock Floor...But we're still short
of stepping stones to get over there. Django, look for something we can use!
*At the Otenko Panel*
Master Otenko: Huh?! There's a lot of lava...Maybe it's because you played with
the controls. Hardened volcanic rock is moving over the lava. A Moving
Floor...Watch your timing getting on the Moving Floor. I don't have to tell you
what'll happen if you touch the lava, do I?
*After the second platform falls*
Master Otenko: Now I see! We can use those rocks to cross the Megarock Floor!
These switches look like they're for removing rocks during mining. From the
panel, it looks like there are 3 switches. One more switch. One more to go,
*After the final platform falls*
Master Otenko: Alright! Three lava rocks down. That should make enough stepping
stones to cross the Megarock Floor. Django, I have no idea what traps Sabata may
have laid for us. Proceed carefully.
*After Django crossed the platforms*
Sabata: I've been waiting, Django!
Django: !
Sabata: So you want some more...The Iron Giant from Inferno, Iron Golem Muspell!
*Sabata animates the Iron Giant and disappears*
*After defeating the Golem*
Sabata: Django...So you drove away both of the Guardians...Well, I would have
been bored otherwise! Mwahahahahaha!
Master Otenko: Sabata! What is it you're trying to do?
Sabata: You'll find out. In time...Don't die first, OK, Django?
Django: ...
Sabata: I'll be waiting in Sol City...
Master Otenko: Sol City...Anyway, the task at hand is to purify the Dark
Guardian, Muspell. Let's go Django! Take him to the Pile Driver!
*After the coffin is in the Pile Driver*
Master Otenko: Taiyohhhhhh!!
*After the Dark Seal is broken*
Master Otenko: Alright! We've purified both Guardians. And both of the Seals are
gone...Now we can go past Sealed Hill. We did it, Django!
>To Remaining Tower
*Standing in front of Sealed Hill*
Master Otenko: The Dark Seal has disappeared. Django, there's something you
should know. The Sol City Sabata spoke of floats in the upper reaches of the
sky. We can't walk there. But there is a certain item we can use to boost my
Warp Magic Square and fly there. That item is to be found in the Delusion
Forest. The Delusion Forest, Northwest, I think...Head for the
Delusion Forest, Django. May the Sun be with you!
>Delusion Forest
*After entering*
Master Otenko: To get to Sol City, you will need a special sunflower that grows
in the Delusion Forest, the Solflower. Sunflowers follow the path of the
Sun...But the Solflower follows the path of Sol City. If my memory serves me
right, that is...From here...go North once, four times East...then two times
North to find the Solflower. But this is the Delusion Forest. As you move, you
may lose your sense of direction. Django, watch your shadow.
Django: ...
Master Otenko: North = your upper right, East = your lower right, West = your
upper left, South = your lower left. Observe carefully the way your shadow
falls. Even if you lose your bearings, you have your shadow to fall back on.
Alright Django?
*Standing in front of the Solflower*
Master Otenko: This is it! This is the Solflower! This flower will show us Sol
City's route and current location. Alright. Now we know Sol City's route.
Django, leave this forest and head North. Head to Skyview Plaza. From there you
can fly to the city in the sky!
>Valley of Ice
*At the Otenko Panel*
Master Otenko: Django, Sometimes you can't continue by just moving blocks.
Destroy the blocks that stand in your way. You can melt Ice Blocks with the
FLAME lens.
*At the Otenko Panel*
Master Otenko: An Ice Block...Once a block is pushed, it won't stop until it
hits something. Keep that in mind.
>To Skyview Plaza
Master Otenko: Here! From here we can fly to Sol City.
*Otenko summons a teleport*
Master Otenko: Use this Warp Magic Square to fly to Sol City. We can go as soon
as we're ready, Django!
>Sol City
*After entering*
Master Otenko: We made it safely. This is Sol City, the ancient capital built by
the Solar Children. But now it is completely deserted. I don't know what Sabata
wants, but for now this is our only lead...Stay alert, Django! May the Sun be
with you!
*After entering*
Master Otenko: Be careful, Django! If you get blown off by the wind, you'll fall
all the way to the ground. We're high in the sky...If you fell, no one could
save you. Try to stay in the middle of the path.
*At the Otenko Panel*
Master Otenko: Is that a drain? An air shaft? Well, since we have no other way,
you'll have to climb inside. But you won't fit, as big as you are...There's a
Solar Fruit that makes you smaller. Do you have it, Django?
*At the Otenko Panel*
Master Otenko: The floating objects are Solar Mirrors. They move solar energy
around Sol City. If you hit it with a Solar Shot, Your Shot's ray will be bent
90 degrees. Press the A Button near the mirror to turn it 90 degrees. That way,
you can control the angle of your Shot. If a mirror gets in your way, hit it
with a Spread to break it. Remember how to use these Solar Mirrors, Django!
*After finding Sabata*
Django: !
Master Otenko: !
Sabata: Welcome to Sol City, Django.
Django: ...
Sabata: Can you see the tower rising above downtown? Someone is there at the
top, waiting for you.
Master Otenko: Wait just a moment, Sabata! What are you scheming?! Django!
Attack! Let's settle things here and now!
*After the fight*
Sabata: My, my, Django, your friend is out for blood. We'll settle things when
the time is right. I told you, didn't I? But for now, there are still a few
things I'd like you to do for me. Head for the tower, if you want to save Moon
Master Otenko: Erm...Sorry, Django. I acted a little rashly just now.
Unfortunately, for now, we must do what he says. I used too much energy opening
the Warp Magic Square. I can't summon the Pile Driver quite yet. Hurry to the
center of the city. There should be an Express Elevator to the top, at the tower
*At the Otenko Panel*
Master Otenko: Arithmetic...6 x ? ? 4 = 3, right? Either 3 or 2 follows x. Then
it's either / or -. Do you get it Django?
*At the Otenko Panel*
Django, that plant over there is a Solar Root, a plant native to Sol City. It
lives off the solar energy that showers the Earth. If it looks off-color, equip
the EARTH lens and use the Spread. Go on...make it happy!
*After Otenko discovers the statues*
Master Otenko: For Cockatrice statues. They look like females. These are new
additions. Is this the Immortals' doing? The Petrifying Rays from the males...Is
this a trap?
*After the elevator is fixed*
Master Otenko: Alright. Now we can use the Express Elevator. We should be able
to go right to the top. I have no idea what may be waiting for us up there. Stay
alert! May the Sun be with you!
*Snatches of conversation can be heard.*
???: ... ... ...Please... ...The Queen will... ... ... ...terrible Dark...
Sabata: ... ...Carmilla.... ...the only way... ... ...Moon Beauty... ...
...Queen. Entrust... me.
???: I am Immortal.... ... ...
Sabata: You think I don't know? For now I cannot... ... ...again...But when...
...if my... ... remains...... ... ...all of me...
Master Otenko: ...Who is Sabata talking to?
*Sabata appears*
Django: !
Master Otenko: !
Sabata: Eavesdropping? Bad manners for someone who calls himself a messenger of
the Sun.
Master Otenko: ...
Sabata: She's waiting. Go, Django!
Master Otenko: ...It's probably a trap. I'll go first.
*Otenko enters*
Master Otenko: Aaaaaaaaaaaaa!
Django: !
*Django runs in*
Sorrowful Girl: You're finally here. If you hadn't come...things wouldn't have
turned out this way......Farewell, Sun...
Master Otenko's voice: Django...I think...this may be it for me...With my last
bit of energy...I'll put the Pile Driver where you fought Sabata...Defeat
her...Save...Mani...Moon Beauty...May the Sun be with you! ...I'm
Django: ! MASTER!
*Otenko summons the Pile Driver*
Sorrowful Girl: You lost your friend, and still you would fight. Fine...Now it's
your turn. Come to me!
*Girl turns to a rattlesnake*
Lady Vampire: I am Carmilla. I am...Banshee the Deathbringer. Moon Child...The
hunter who shares Sabata's blood...You foolish, ignorant boy...Now you'll pay
for your misdeeds!
*After Django defeats Carmilla*
Master Otenko's voice: Purify her in the square outside...
*After Carmilla is on the Pile Driver*
Master Otenko's voice: Django...Django, you cannot purify Carmilla with the
coffin lid closed. Hide the sensor from the Sun to make her careless...
*After Carmilla is destroyed*
Sabata: Carmilla's done for...
Django: !
Sabata: At least we've seen the last of that pesky spirit. Count of the
Earth...Fiery Muspell...Ice Garmr...and Carmilla of the Wind. Two Immortals and
two Guardians, which have taken in the four elements...The four elemental powers
they have gathered...are pushing the Queen's Dark Castle toward the Moon...Moon
Beauty, Moon Child...The incredible Undeadening power of the Moon...Everything
is going as the Queen planned...But I have something else in mind. I...... argh!
???: Sabata...Come back...Your mission is complete...The the Moon...
Sabata: Grr...Looks like I'll have to postpone our encounter. I am...waiting...
>Dark Castle
Django: !
*Count appears*
Count: I never thought you'd get as far as this. Solar Child, Moon Child--cross-
breading for strength, one might say!
Django: ...
Count: It can't be...Geh heh heh heh...No mere human could get this far. Not
just solar blood...but lunar, also. A Solar Child father...A moon Child
mother...That mixed blood has made you strong. An ordinary human would turn
Undead at the mere touch of 'folun! But enough. Your journey ends here. My three
servants and I -- the Undead Immortals -- four Seals protect the Queen and
propel us to the Moon! Geh heh heh heh!
*After entering the Count's lair*
Count: You kept me waiting, Hunter-- no, Django! You beat me once...You won't
beat me again. Even your father, the best Vampire Hunter that ever was, could
not defeat the flow of time. Humans...Mortals are such miserable creatures. But
I am an undying Immortal! With this Dark Matter, I can return time after time!
Geh heh heh heh! The Musical of Blood is ripe for a revival! Let's go, Django!
*After defeating Count*
Dying Count: Ridiculous! How could I... Twice! Is this blood, this soul...your
bequest...? Is this your power, Ringo? Forgive me...Qu--, Qu-- Queeeeeen!
*After encountering Muspell*
Django: !
*After defeating Muspell*
Sabata's Thoughts: The force to drive this castle was to be gathered from four
ends of eras, each summoned to the City of Death, Istrakan, by two Immortals and
two Guardians. And the Earthly Maiden was to be the necessary sacrifice. But
your arrival forced a change of plans...
*After encountering Garmr*
Django: !
*After defeating Garmr*
Sabata's Thoughts: It was then that I sacrificed the four, in order to make use
of your power -- a power enough to destroy them -- the white-hot energy of the
Sun! Everything went just as planned. The foolish Count never realized he was
being used! Mwahahahaha!
*After encountering Carmilla*
Django: !
Soulless Carmilla: ...
*After defeating Carmilla*
Soulless Carmilla: Sabata...
*After the door closes behind Django*
Django: ...
Sabata: Did you break the Seals, Django?
Django: !
Sabata: The four towers are gone. The castle's ascent has ceased, and the Queen
is rather angry. Mwahahahaha! The energy that did in the Queen's four servants
should deliver the castle to the Moon...But I did not give the Dark Castle all
of that power...I am neither human nor Immortal...I am the Chosen One of the
Dark - the will of the Galaxy - the Dark Child!! I shall not bend to the will of
the Queen, or any other!...Arghhh!
Django: !
Sabata: ...The time to settle this is near...Thanks to you, my power has reached
its limit! Give it everything you have, Django!
*After Django defeats Sabata*
Sabata: Ho...How...How could this be...?! Imbued with Dark Matter, wielding the
power of the four elements and of the Sun! And to such a sniveling mama's boy as
you! Am I done for? No, never! Soon I will have no need to rely on borrowed
power! Show your power, Gun Del Hell! Show them their fate! Yes! Yes! Yes! Yes!
Yes! Here we go! Let's go, go, go, go, Django! Light and Dark! It comes down to
this! Be afraid, Sun!
*After defeating Sabata again*
Sabata: Mw...Mwahahahaha! I'm done for, Django. I'm too weak to hate
you...Moonlight holds two conflicting powers; lunacy and mercy...Moon Child
blood is a double-edged sword...Your plans were too, ambitious, oh great will of
the Galaxy...Save Moon Beauty...Save our mother...It's in your hands.
Django: ...!
Master Otenko: Hm! Looks like I'm back to my usual self. And about time! Solar
Boy, you've done well for yourself! I must say, you're a chip off the old block,
Django. Hm. Looks like I should explain. I am the terrestrial embodiment of Sol.
I'm not a physical being. When Carmilla turned me into a rock in Sol City,
Sabata took control of my consciousness. Sabata's Moon Child blood made that
possible. Sabata's mother -- your mother -- is Mani, Moon Beauty. All that Mani
wanted was to live a quiet life -- to live and die like any other person. That
is the reason why she couldn't reveal her true identity, even to you, her own
son. The sol surviving Moon Child...her kin, driven to the brink of extinction
by the Immortals. The moon reflects sunlight. That light - moonlight- gives the
Immortals their power. And that's what the Queen of Immortals wants -- to use
Moon Beauty's ability to use solar energy and cover the Earth's surface with
Dark Matter... to make the Earth itself Undead! We must stop her! Let's go,
*Standing in front of the Queen*
Master Otenko: The Queen of Immortals, Hel!
Hel: I've been expecting you...So, Sabata is down...To make a Dark Child from
the flesh of the Sun and Moon...He was a reckless experiment...
Master Otenko: Hel! Give us Moon Beauty! Give us Mani!
Hel: Don't be silly. She, like all Moon Children, was born Immortal. What's
wrong with taking back the sister who was stolen from me?
Django: !
Hel: I see. You got this far knowing nothing. You merely dance as Sol pulls your
strings -- to the point that you would knock down your own kin; Your brother!
Master Otenko: ...
Hel: Think about it...All the Undead you've defeated...Who were they? Did you
really have to defeat them?
Django: ...
Hel: For us, the will of the Galaxy is absolute. The will of the Galaxy is
clear! It rejects the human ambition to spread across the universe! We Immortals
cannot die. We have no offspring, so our numbers do not rise. The Undead that we
Immortals create are free from the cycle of life and death. They have a
stationary, pure existence. When species cease to evolve, they are no longer a
threat to the universe. You see, my work is charity! All species will be allowed
to exist only as the Undead!
Master Otenko: Nonsense! How can you live without living? Laughter! Sorrow!
Anger! Happiness! Sadness! Even when it causes pain, to live is something
wonderful!! I don't believe your theory! Our Sun loves all life! Even if what
you say -- Even if it is the will of the Galaxy! The Sun lights the Earth,
lights up all life, and brightens human's hearts. It's not energy. It's a
force... an indescribable force. The Sun is not just a star in the Galaxy...It
is a paean to life -- Our song of thanksgiving!
Hel: The Sun would resist the Galaxy? How foolish! Give your life and survive?
Or live only to perish? Make your choice!
Master Otenko: Let's go, Django! The Sun will rise tomorrow!
*Master Otenko summons a Pile Driver*
Master Otenko: Listen, Django. You can't beat the Queen with the Solar Gun
alone. Use the Pile Driver to amplify solar energy and burn the Dark Matter!
I'll summon four Generators! In the meantime...Try to hold her off!
*After Otenko summons the Generators*
Master Otenko: Ready! Listen up, Django! Use your Solar Gun to fire the solar
energy amplified by the four Generators! Stand in the middle of the Pile Driver,
and hold down the B Button to collect solar energy. When the energy spheres are
ready, release the B Button to set off the energy sphere attack, Wild Bunch!
*After shooting Hel with the Wild Bunch*
Hel: You fool, Django! You are just a lowly human boy...My sister, your mother,
Moon Beauty, is already one of us. The power of the Moon Children, which so long
eluded now in my grasp! Nothing can stop me! Behold the one who rules
this star!
*Hel turns into her true form, and tries to strike Django*
Sabata: What are you waiting for, Django?!
Master Otenko: Sabata!
Sabata: We have Moon Child blood inside us, too. If we work together we can
overcome each other's weaknesses...We must defeat the Queen and save our mother!
Hel: You live yet...What is this...? Brotherly love?
Sabata: Love? Did you say, 'love'...? Queeeeeen!! Dark Matter is the power of
hatred! I hate it! I hate you! Gun Del Sol and Gun Del Hell! The Wild West meets
the Wild East! Come on, Django!
*After Hel is defeated*
Dying Hel: Is-is this the will of the Galaxy...? It can't
Master Otenko: Will is the power which strives to live -- the power inside all
living things. You did not lose to the Sun. You lost to the will of all who
yearn to live. Combined, their will is the power behind...
Django and Sabata: Our Sun!
Moon Beauty: Thank you, children! My betrayal led to despair and madness, but
now, at last, those wounds are healed. Your father, and the days we had together
- I do not regret any of it. And the happiness you children brought me...Our
bodies may perish, but our spirits will be here to protect you, no matter what.
May the light of the moon illuminate your path! Thank you, Django! Thank you,
Master Otenko: You did well, Solar Boy!! My job here is done. But it looks like
I overextended myself...I took in too much Dark Matter...Soon I won't be able to
maintain this presence. Thank you...I had so much fun...traveling with
you...Farewell...My friend, Django...May the Sun be with you!
Sabata: Django, we have to do something!
*After Django saves Otenko*
Master Otenko: Hmmf! That was close...You saved me again, Django!
Django: ...
Sabata: ...
Master Otenko: Alright, time to go! Solar Boy Django! Dark Boy Sabata!
>Azure Sky Tower
*After reaching the top of the Tower*
Silvery White Knight: Well done, my young adventurer. I am the Moon Guardian, a
spirit being, shadow of the unknown soldier, and protector of the Moon...And
you, who have journeyed so far, have also earned the right to be called
'warrior'. But a warrior is nothing without his sword...Test your mettle!
*After defeating the Knight*
Silver White Knight: ...I see... it was you who released Muspell and Garmr from
the darkness. I want to thank you for saving my friends. In you flows the blood
of the Moon Child. Given your lineage, it would seem that I am destined to serve
you. My young soldier, take my sword!
Master Otenko: I see...To have subdued the legendary Guardian...! Perhaps you
have already surpassed your father, Ringo, Django. Let's get back to the ground.
May the Sun - and the Moon - be with you!
*Second time through at the top*
Silvery White Knight: Django! You have returned, my liege! Ready to show me your
swordsmanship? I will partner you in a duel, whenever you're ready!
*After beating the Knight again*
Silvery White Knight: Splendid! Well done, my lord Django!
Version 1.00
- Published
Version 1.10
- Added some stuff that is revealed on the second way through the game.
Special Thanks
I would like to thank the following people, groups, organizations in no
particular order. for having a wonderful board full of players who helped
me beat the game :)
Konami for producing and publishing this game.
Nintendo for manufacturing the Gameboy Advance.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
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• Codes in the code menu:
1 to display HUD, 0 to hide it.Show OSD
1, or 0. You can't be seen by actors in the level.Invisible Mode
1, or 0. You will take no damage.God Mode
Does nothingGive Some
Once the value is set to one you have a infinite supply of ammo.InfAmmo
Saddly this code also doesn't work.Show enemy vision
Saddly this code just crashes the game.GiveAll
Same as InfAmmo, only this doesn't require you to reload.InfClip
This will change agent 47's clothing to one of the possible disguises in the level.Test Cloth
This will finish all objectives in the level for you, giving you a rating of Silent Assassin.Complete level
This will speed up the passage of time, the highest level is 10. 10 can cause some side effects.Time Multiplier
This will teleport agent 47 to certain points in the level.Teleport
This will teleport agent 47 to where ever the player crosshair is currently pointing, unless the point is blocked by terrain.Beam here
Contributed By: TheGreatNanners.
• Ingame cheat menu (version 1.0 of the game only)
Edit hitmanbloodmoney.ini
add "EnableCheats" (without the quotes) at the end
Ingame press "C" to access the ingame cheat menu.
Contributed By: VurXWorX.
• Instant Level Complete
After enabling the in-game cheat menu, press Shift-C at any time during the level to complete the mission with your current stats; using this code at the beginning of a level will net you a Silent Assassin rating.
Contributed By: Shinomori72.
• Alternate main menu
To unlock an alternate main menu:
UnlockableHow to Unlock
Alternate Main MenuComplete the game
Contributed By: Mike D.
Know Something We Don't?
Have We Been Fooled?
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Question from EndWigg
How do I get out of the Oasis Grove?
What do i do after the ritual to meet with their supreme bieng? In the Oasis Grove i can see a path up high but cant get up there and the door back to the Oasis is locked?
Top Voted Answer
Trenton357 answered:
Their supreme being is the big tree in the center. Look for his face (That's right, the tree has a face) and talk to it. Once your conversation is over you'll be able to leave the grove.
2 0
ApocalypticFire answered:
The only way to get out is to first talk with harold the tree and once you agree to his offer the door will be unlocked
1 0
G4RR3N answered:
Talk to that weird tree and just light him on fire if you have a flamer
0 0
IAppleJuiceI answered:
if you light him on fire, you will lose Karma, just talk to Harold (the tree with a face) and the door should get unlocked
0 0
This question has been successfully answered and closed
More Questions from This Game
Question Status From
I cant leave the Oasis Grove? Open Flmdemon
Where can I find The Oasis? Answered OgreLokon
How do I solve Oasis)? Answered jsmoove3
Locked out of Oasis? Open belovedmonsters
Oasis tree? Answered islandboi409
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Far Cry 4
Far Cry 4's Unique Locales Show The Journey Won't Be Ordinary
Far Cry 4 is vast, so don't expect the same scenery the whole game. Ubisoft released some new screens to tease what's in store for protagonist Ajay Ghale.
From snowy mountaintops of the Himalayas to the mystical Shangri-La, you never know what you might encounter. That includes wildlife, as you'll see in the screens below, white tigers, elephants, and rhinos make an appearance.
What are you most excited to explore in Far Cry 4?
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BioShock Walkthrough
The center of the dystopia was…underwater? Take a trip through Rapture in GameSpot's Walkthrough to BioShock.
By: Matthew Rorie
The amount of hype that's surrounded BioShock in the months leading up to its release has been pretty remarkable. Billed as a "spiritual successor" to System Shock 2, Irrational Games' 1999 choose-your-own-adventure shooter, BioShock takes place in the world of Rapture, an underwater city built by Andrew Ryan, an industrialist who was intent on creating a utopia at the bottom of the sea where artists and businessmen could pursue their goals without interference from governments.
Unfortunately, utopias are pretty boring places to stage FPS games, and as such, things went terribly wrong. The citizens were torn apart by crime, and took to rewriting their genetic makeup. This also had the wonderful side-effect of causing most of the civilians in the city to go crazy, so that the failed utopia is now populated by barely-human freaks that want nothing more than to kill interlopers.
Unfortunately for you, your unnamed character has crash-landed on Rapture's surface dock and has no choice but to descend into the city to survive. In order to fight back against the inhabitants, you'll need to adapt their tools for use against them. A large suite of weapons will be available, each of which can use different ammo and be fully upgraded, and you'll also be able to use a large number of plasmids, which are basically spells that can be cast on your opponents for various effects. You can set them on fire, force them to fight for you, freeze them before smashing their bodies, and perform any number of other actions.
GameSpot's Game Guide to BioShock is going to have plenty of tips and tricks for you. In addition to a full walkthrough, we're going to give you suggestions on how to bring down the game's enemies, instruct you on the game's fully modifiable weapons, and round things off with some basic hints. Enjoy!
Weapons and Upgrades
Weapons will be your primary source of dealing damage in the game if you're anything like us. Sure, you can get all fancy with plasmids if you like, but weapons are there to be used on your opponents. Luckily, the game encourages you to use weapons by liberally supplying you with ammo; if you're diligent in searching, you shouldn't have any problems finding huge amounts of ammo for your guns, assuming you don't insist on using a single weapon in every fight. The game also gives you plenty of cash, so if you do run low on ammo, you'll usually be able to find plenty to make up for it.
Each weapon (except the wrench) has three kinds of ammo available for it: a normal ammo, a rare ammo, and an inventable ammo. Normal ammo will be commonplace, and can be bought at most Circus of Values stores. Rare ammo will be tougher to find, but will still be around, and can usually be bought at Ammo Banditos stores. Inventable ammo will be the toughest to find, although you will come across it in the game world. If you want a steady supply of it, though, you'll need to take your junk items to a U-Invent store and make some.
Lastly, each weapon (again excepting the wrench) can be upgraded in two ways. You do this at Power to the People stations scattered around the game world. Each station can upgrade one of your weapons one time, after which it'll shut down. There should be 12 stations in all, although they're usually somewhat obscured and can be difficult to find since they don't appear on your map. Not all upgrades are really worthwhile, though, so you don't need to find all of them unless you're looking to get all of the Xbox 360 achievements.
The wrench will be the first weapon you pick up in the game, and one of the most useful throughout the game. At its most basic, this is a simple melee weapon: you hit your enemies with it a bunch of times, and they'll eventually die.
The wrench will be a handy weapon throughout the game.
The wrench can't be upgraded like other weapons can, but once you start delving into tonics, you'll be able to find a number of tonics that enhance your ability to swing the wrench. In particular, look for the tonics on the list below.
• SportBoost: A physical tonic that lets you move more quickly and swing the wrench faster. Get these by taking snapshots of Thuggish Splicers.
• Bloodlust: A physical tonic that lets you regain health and Eve when you hit a foe with the wrench. Can make this at U-Invent stations later in the game.
• Wrench Jockey: Combat tonic. Increases the amount of damage you deal with the wrench.
• Wrench Lurker: Combat tonic. Decreases the noise that your footsteps make, and increases the amount of damage you do with the wrench on opponents who aren't aware of your presence. Bop!
When you have all of these equipped, you'll be in a position to dish out tons of damage to your opponents. The Wrench Lurker 2 tonic, in particular, will let you basically run up behind splicers and instantly kill most of them with a single blow.
Tip: Research all the Bouncers you see, and eventually you'll get a flat bonus of 50% to all of the wrench damage that you deal. Pretty handy, obviously, especially since it's always on and requires no tonic slot.
In addition to these, other tonics can come in handy while using the wrench. You might want to consider Frozen Field, which will let you deal freezing damage with the wrench; this will prevent you from looting most of your enemies, though, since their bodies will be destroyed when you kill them. Static Field can also help stun your enemies when they strike you, which will be handy since you'll be in melee combat quite a bit.
Note that even if you have a bunch of wrench tonics, you still won't be able to take on a Big Daddy with the wrench by itself. It can be a handy weapon to use when you use up all of your frag grenades and need to finish your opponent off, but don't try to sneak up behind a Big Daddy and hit him on the head; they'll just shrug it off.
The pistol is a nice little weapon, and it'll serve you well on the weaker splicers that you come across, especially when dealing with Leadhed Splicers early on in the game. As you progress in the game, the damage output probably won't be enough to keep up with the increasing health of your enemies (unless you can make a lot of anti-personnel ammo at the U-Invent), but you can still use the pistol as a rapid method of hitting explosives that are near your opponents, or to quickly eliminate turrets with anti-armor ammunition.
Normal Ammo: Good all-purpose ammo for hitting explosives or weak enemies.
Rare Ammo: Anti-armor ammo. Decent against turrets and cameras, when you absolutely can't shock and hack them. Probably won't do much in the way of damage to Big Daddies, though.
Invented Ammo: Anti-personnel ammo. Nice damage against splicers, and is one of the cheaper anti-personnel ammos that can be made at the U-Invent. You can't carry much of it, though, so unless you like to trek to a U-Invent after firing a couple dozen rounds, it probably won't be your primary kind of ammo at any point in the game.
When it comes to upgrade selections, you probably don't want to select the pistol for any upgrades until you've fully upgraded all of your other weapons. Even a fully-upgraded pistol probably won't be too helpful against a Big Daddy, so spend the upgrade points elsewhere, unless you're a big fan of the weapon.
The shotgun is going to be a handy weapon for most of the game, whether you're facing off against big daddys or splicers. It can let loose a devastating stream of buckshot into the face of whatever enemy you're going up against. At close range, with a good ammo selection, you can usually shoot an enemy to death with a single hit, but at longer ranges, most of your pellets will miss, causing you to do less damage.
Electrical buck ammo stops Big Daddies in their tracks.
Although Big Daddies aren't particularly weak to electrical damage, the electric buck ammo here is going to be an important part of taking those tough enemies down early in the game. The wide spread of the shotgun's blast will also make it handy when hitting fast-moving targets that are likely to be missed when you attempt to hit them with narrower-firing weapons like the pistol.
Unfortunately, the shotgun can only hold four rounds of ammo at a time, so if you don't manage to kill your opponent with those four rounds, you'll likely be forced to switch to another weapon if you don't want to sit through a fairly lengthy reloading animation. This can be a liability when facing off against Big Daddies, especially.
Normal Ammo: Good all-purpose ammo for hitting weak enemies.
Rare Ammo: Electrical buckshot. Great against machines, obviously, but also carries an electrical charge that will stun enemies, just like an Electro Bolt plasmid charge will. This can help you in fights against Big Daddies, as you can use the buckshot to stun them while you backpedal to put a little space between you and your foe.
Invented Ammo: Exploding buckshot. Handy for firing into groups of enemies; there's a bit of splash damage around the initial hit. By the time you get around to being capable of making this regularly, though, you're likely going to have gained access to the grenade launcher, which is usually a better choice for doing explosive damage to a group.
Increased Damage: A nice boost to damage. Handy if you enjoy using the shotgun, obviously, and helps when you're using electrical buck on the Big Daddies.
Increased Rate of Fire: Lets you pop out your four rounds in about three seconds, which is a big improvement over the original firing rate. Unfortunately you'll still be hamstrung by the reload rate, but at least you'll take less damage before needing to reload--assuming you manage to kill your opponent in those four rounds.
The tommy gun is a handy little weapon for close-quarters encounters, and will be capable of firing for much longer without reloading than the pistol or the shotgun. Unfortunately, its inaccurate fire will make it difficult to hit targets that are far away. It has a longer effective range than the shotgun, to be sure, but the spread of the rounds here will make you waste ammo if you attempt to hit targets at long range.
That said, the machinegun is still a decent weapon to take down enemies that are closing in on you. Although each individual round does less damage than a pistol round, you can hold many more of them in a clip, allowing you to unload for a good length of time without having to reload, which helps when you're trying to sweep your fire across multiple targets or lay down sustained fire on a single target. The reload animation is also fairly brief, making this a decent weapon in lengthy firefights.
Rare Ammo: Anti-personnel ammo. Pretty damn handy for taking down Splicers, especially late in the game when they gain a lot of health.
Invented Ammo: Anti-armor ammo. Great for taking down Big Daddies, but it'll take a while to dish out the necessary damage; try to get a little space between you and them before opening fire (or fire on them from a different level, if possible).
Increased Damage: Great early on in the game, but the machinegun won't be dealing much damage to anything later on unless you're using anti-armor or anti-personnel ammo, so if you don't want to deal with buying or inventing ammo a lot, this might not be a great choice for you.
Reduced Kickback: Reduces the amount of recoil that the machinegun produces when it's fired for a lengthy amount of time. This isn't really worthwhile unless you have nothing else of use to choose: the kickback can be compensated by edging upward on your right analog stick. The real lack of accuracy here comes from the spread of the rounds, not the recoil.
Grenade Launcher
The incredibly unstable-looking grenade launcher is going to be a powerful weapon for you during your time in Rapture. As the name implies, it launches grenades, which in this case are makeshift bombs constructed in old coffee cans. They're powerful weapons that deal large explosive damage to any enemy caught in the blast, but they can be difficult to place properly due to the way that they lob and bounce. They also have a nasty tendency to explode and destroy hacked turrets or cameras that are helping you fight your battles, so you need to be careful about where you place them.
Normal Ammo: Nice explosive damage from these grenades. If you fire a grenade and it doesn't hit something, it'll bounce and detonate a few seconds later, but in general, you'll want to try and hit your target dead-on with this guy. Failing that, try aiming it at someone in a corner, where it'll probably bounce right back to their feet. This is the game's premier crowd control ammo, so use it when you're facing off against multiple targets.
After you get the damage upgrade, unloading grenades onto a Big Daddy will let you knock off half or more of their health before they can react; you'll usually be able to fire an entire clip at them before they break out the stun and start fighting back.
Try to unload a bunch of grenades on Big Daddies before switching to a quicker weapon.
Rare Ammo: Proximity Mines. Proximity Mines are great for defending an area if you know you're going to be attacked; just plop down a mine or two in front of a door and wait for your enemies to show up. They're also handy for laying down in the path of a Big Daddy that you haven't aggroed yet; just place six of them on the floor, shoot the target to get them aggroed to you, and watch a huge chunk of their health fly off. In a tight spot, proximity mines can be used as regular grenades; they detonate immediately if they hit a target.
Note also that you can walk through the explosive radius of your proximity mines without a problem; they only explode when a foe goes through them.
Invented Ammo: Heat-seeking RPG rounds. Will track most enemies and explode on contact. These will be overkill against most foes, who will usually die to one grenade round, but can be handy against Big Daddies or enemies that move quickly, like spider splicers.
Increased Damage: The grenade launcher does a lot of damage already; with increased damage, it'll deal even more. Nothing difficult to understand about this. Choosing this addon will make it a lot easier to take down Big Daddies if you can keep your supply of frag grenades topped off.
Eliminates Self-Damage: Makes it impossible for your own grenades to hurt you, even if you hit someone at point-blank range. Pretty handy if you're clumsy, but in most cases you should be able to take down your opponents without letting them get up close to you, with the possible exception of the Bouncer.
Chemical Thrower
The "chemical thrower" is a good way to replicate the elemental damage properties of the fire, ice, and electrical plasmids without necessarily having to equip those plasmids. Like them, you can use the chem thrower to unleash napalm, liquid nitrogen, or electrical gel on your foes or the environment. The weapon features a great sustainable rate of fire, allowing you to spread your damage quickly across multiple targets without the need to reload very often. That said, when you do need to reload, it'll take you around ten seconds to do so, so it's effectively impossible to reload or change ammo during a fight unless you like hiding or taking a beating.
Normal Ammo: Napalm. Adheres to targets that it touches, engulfing them in flames. Relatively few of your enemies are actually weak to fire (nitro splicers don't seem to like it very much), but many splicers will begin writhing in agony when sheathed in flame, allowing you to finish them off relatively easily. This is also usually an easier way to deal with flame-oriented environmental stuff (frozen doors, oil fields that can be set alight) than keeping Incinerate in your plasmid list.
Napalm will coat your enemies in flames, easily taking most of them down.
Rare Ammo: Liquid nitrogen. This will freeze any enemy that you hit, giving you a couple of seconds to flip over to your wrench and bash them to pieces, but that'll forgo the possibility of looting their bodies. We normally killed our enemies in other manners, since we wanted to get their loot, but if you're dealing with a crowd, this can be a great way to give yourself some breathing room.
Invented Ammo: Electrical Gel. Fantastic against anything mechanical. Since you don't need to reload too often, this will make quick work against hostile security bots--if, that is, you don't have to switch over to electrical gel when they first start firing on you. Of course, you can also use this to electrify water or flip electrical switches.
Increased Range: Not tremendously useful. The range on the thrower is already pretty decent; it should be good enough for almost any purpose. It's a flamethrower, not a sniper rifle. Generally the huge jets of chemicals will obscure your view enough to make it difficult to judge whether or not you're hitting distant targets, anyway.
Reduced Ammo Consumption: Pretty much required if you're going to be using the chemical thrower often; this drastically cuts the amount of ammo that is used up when you fire the weapon, and thus, lets you fire it for longer without reloading. You'll almost never burn through a single tank of fuel in one firefight either way, but this will let you keep your reserves topped off and reduce the amount of money you spend on buying or making new stuff.
The crossbow is the last weapon you'll pick up, but it'll be a dandy. It effectively winds up being the game's sniper rifle, in that it can fire quite accurately at pretty long ranges, but is also pretty handy at short ranges, as well, thanks to the fact that it can deal a lot of damage in one quick shot. A single round from the default ammo here will usually wind up killing a splicer outright, at least until you wind up hitting the harder varieties later on.
You can pick up bolts from dead enemies if you kill them with the crossbow.
When you fire a bolt, it will often lodge in your enemies, or in the wall behind them if you happen to miss. You can later pluck these rounds back from their bodies and add them back to your ammo supplies. You won't be running short of ammo for your weapons in BioShock, regardless of whether or not you bother to pick up your bolts, but still--it's fun to do so, and it will help you save money in the long run.
Note that, like a typical sniper rifle, there is a bit of a reload in between shots, making misses a bit painful when you're in combat.
Normal Ammo: This is a good solid bolt that deals a lot of damage in one strong shot. With upgraded damage and full research points, these will actually deal quite a bit of damage to Big Daddies.
Rare Ammo: Incendiary bolts. Deals extra damage to enemies that are weak to fire, but these aren't exactly common. We never found these bolts to be that much more damaging to enemies than the regular bolts were.
Invented Ammo: Trap bolt. When fired, these bolts will implant themselves into the wall. A few moments later, they'll spit out a tripwire towards a nearby wall that will shock any enemy that happens to run through it. A nice weapon when you want to be tricky with an opponent, but it's kind of gimmicky; there are plenty of ways to kill enemies outright.
Increased Damage: Hey, guess what this does?
Reduced Chance of Ammo Breakage: Lets you pick up more ammo from enemies after filling them with arrows. Not a bad choice if you plan on using the weapon a lot, as it'll save you money, but not as good as increased damage.
There aren't a huge variety of enemies in BioShock, but those that do appear are pretty darn creepy. Rapture's insane inhabitants have mostly become splicers, genetic monstrosities that only exist to kill. In addition, you'll have to deal with Rapture's security systems, and also the huge, lumbering Big Daddies, who guard the Little Sisters that carry Adam, Rapture's primary source of genetic currency.
Thuggish Splicer
Thuggish Splicers are prevalent in the early parts of the game, then disappear for a bit before appearing throughout the rest of the game. They wield pipes, wrenches, flashlights, and other melee weapons. Typically they'll first appear by pacing around, muttering to themselves, but when they spot you, they'll make a beeline for you and attempt to leap at you with their weapons. It's pretty simple behavior, as they won't attempt much in the way of dodging or hiding, but they will run for a health station if they get low on health.
Looks like it's time to fight wrenches with wrenches.
Early on, it's easies to hit a thug with Electro Bolt, then whack them with your wrench; this is usually an instant kill. As the game progresses, you'll need higher ranks of Electro Bolt to keep your enemies frozen long enough for you to strike them, but it's still a handy technique when you want to finish off an enemy. (Most other types of splicers are more resistant to melee damage and won't die outright to this attack.) After you gain a bunch of wrench-related tonics, you should be able to dispatch even the toughest thugs with only two blows from your wrench, so you won't even need to shock them first.
Apart from that, anti-personnel ammo will also dispatch thugs right quick.
Research Bonuses
In addition to the normal damage increases from research, you also obtain a pair of tonics from researching Thuggish Splicers. The SportBoost tonics (there are two ranks of them) will let you move more quickly, which alone is a benefit well worth equipping them for. In addition, though, you also swing your wrench more quickly, making this a very handy tonic to get.
Leadhead Splicer
Leadheads are the weapon-using splicers: they'll come armed with pistols, at first, and then will gradually shift over to machineguns later in the game. They'll prefer to fire at you from range, if possible, and will attempt to dodge the fire that you send back at them by strafing a lot. If you get close, they'll try to pistolwhip you or use the butt of their gun to give you a melee strike.
Get used to having some blurred views when Leadheads fire at you.
The Leadheads are a lot more resistant to melee damage than the Thuggish enemies are, so you'll probably want to fight fire with fire and use pistols or other ranged weapons on them. Besides that, they're pretty much your typical FPS enemies: try kill them without letting them deal a huge amount of damage to you. Anti-personnel damage will finish them off quickly.
Research Bonuses
You get a pair of tonics for researching Leadheads. The first is the Scrounger addon, which lets you search most searchable objects twice in the hopes of finding something the second time around. This can sometimes reveal some hidden cash or invent items in a seemingly empty crate, but most of the time empty stuff is just empty. Not really worth using in our opinion.
Secondly, Static Discharge 2 will shock any enemy that strikes you in combat, stunning them temporarily. That's really handy if you like using the wrench a lot, but be careful not to get hit by an enemy when you're standing near a Big Daddy, as they'll interpret that as a hostile act and attack!
Nitro Splicers
Nitro Splicers use molotov cocktails and grenades to deal their damage; they'll continually pluck ammo out of a large box that they carry around and chuck it at you. These guys have significantly more health than most other kinds of splicers, and can deal more damage to boot. However, if you use Telekinesis to catch their grenades and chuck them back at them, they'll usually go down quickly. Nitros also usually have more cash on them than other splicers. When they do die, they'll often drop a good-bye grenade, so be careful when attempting to loot them.
Napalm or fire attacks seem to work well against Nitros, as does anti-personnel ammo.
Research Bonuses
After a bit of researching, you'll get a permanent 15% chance that enemy grenades will be duds. These grenades will still look dangerous, but will fizzle out without exploding. After more research, this chance will increase to 35%.
Spider Splicer
Spider slicers are the assassins of the bunch. They're the most agile splicers that you'll come across, with the ability to sink their meathooks into the ceiling and crawl along it; you'll hear them jabbering as they do so, as well as hear their distinctive clanking sound, and you'll also see material falling from the ceiling, so this isn't exactly a stealth move, but it can be a surprise. They'll usually prefer to drop to the ground and slice at you before flipping away, but they can also throw their blades at you from a distance, whether they're on the ground or on the ceiling.
In general, spiders are pretty tough to kill, mostly due to the unpredictable way they move. After you research them a bit, though, they get a little easier. Napalm puts them down pretty quickly, and wrench attacks work reasonably well if you use the correct tonics.
Research Bonuses
The first bonus you get from Spider Splicers is the ability to harvest their organs and use them as first aid kits. Nice, but nothing spectacular. We didn't happen to note what the second upgrade was, so we'll update this space with that info when we get it (or remember it…).
Houdini Splicer
Houdinis are the spellcasters of the lot. They don't use weapons, instead preferring to blast you with plasmids. Most Houdinis will use fire-based plasmids on you, but a frustrating few will use ice; these are usually a lot tougher than the fire guys. Still, it's pretty easy to sidestep their fire, assuming you have room to do so.
What's more annoying is that Houdinis will disappear and reappear when you engage them. When they disappear, they'll generally move behind you and attempt to shoot you in the back, so flip around when they disappear. They get easier as you research them more. Their movement makes them difficult to hit with melee attacks, so stick with anti-personnel ammo. The pistol is quick and accurate, making it usually the best way to take these guys out.
Houdini splicers are annoying in the ways that they move, but aren't too difficult to take out.
Note that you can shoot the Houdini while it reforms; if you're using the chemical thrower or machinegun, just start spraying and praying with the weapon before it can fire back at you.
Research Bonuses
The first upgrade here will make it easier to tell where the Houdini will reappear after he disappears; you'll see his or her cloud reforming with plenty of time to judge where it will eventually solidify. Secondly, you'll get a Natural Camouflage tonic. When you stand still, you'll be much more difficult to see. We never found this all that useful since it only works when you're standing still, but stealthy sorts might like it.
Security Cameras
Security cameras aren't "enemies", per se, but they aren't exactly friendly, either. When they spot you, they'll lock onto you for a few seconds; if you don't run behind cover, they'll sound an alarm and summon security bots. Most of the time it's not too difficult to avoid the camera's glare, either by running beneath or behind them, or by simply zapping them with Electro Bolt and running past. If you want to shoot them, they're easily destroyed, but in most cases, you'll want to try and disable them or sneak around for a hack.
If you hack a camera, it will detect any enemies that wander into its glare and summon security bots to attack them instead of you. While it's probably not worth the effort to lure enemies back to a hacked camera to get the extra help in killing them (except maybe the Big Daddies), it's still worth hacking the cameras, if only to have them cover your back, especially in crowded, open areas. Enemies won't attack hacked cameras, instead preferring to shoot the security bots, so a hacked camera is essentially a permanent hindrance for your enemies.
Research Bonuses
Researching cameras can be tricky, since your first instinct is to immediately get under them and hack them. Still, if you can remember to take snapshots of them, you'll eventually get a couple of rewards, albeit unimpressive ones. The first will let you find twice as much film when you destroy a camera and search it, while the second will reduce the flow speed of the electric fluid while hacking cameras.
Security Bots
If you get lit up by a security camera or otherwise trip an alarm, you can expect security bots to come for you quite quickly. These flying drones wield machineguns, and will quickly start to chop away at your life.
If you want to destroy the bots, using any kind of electrical ammo is handy. A single electric buckshot round from your shotgun will usually destroy a bot straightaway, and electrical gel for the chemical thrower will also dispatch them quickly. Keep in mind that more bots will come as long as the alarm is in effect, so try to put some distance between you and the camera as soon as you see it go off.
On the other hand, if you want to make some new friends, check your map for a bot shutdown panel and flip it. This costs 20 bucks, but will drop the bots to the ground without hurting them, allowing you to hack into them and make them into friendly drones that will follow you around and fire on your foes.
Research Bonuses
Security bots can be something of a pain to research since they don't appear normally, but if you have plenty of first aid kits, you can simply stand in front of a camera and summon in bots until the cows come home and get plenty of research out of the way. (You can't research friendly units, so you can't simply hack them and get free points that way.) A safer method of taking your pictures would be to hack cameras in a busy area, wait for an enemy to trigger the alarm, then start snapping away at the neutral bots that attack your foes. (The Farmer's Market area is great for this, with a couple of cameras and a fair amount of enemies running around.)
The first upgrade you get is the Security Expert 2 tonic, which will make hacking a bit more easier. The second upgrade lets you automatically succeed when you hack a security bot; you don't even need to go through the hacking interface.
Turrets come in a few varieties, but most of them will be machinegun turrets. When they spot you, they'll open fire on you after a few seconds, sending a whole lot of metal through the air. In addition to machineguns, though, turrets will also sometimes possess heat-seeking rockets or, very rarely, flamethrowers.
Hacked turrets will be good friends to you.
Turrets aren't too difficult to destroy; four or five rounds of anti-armor pistol ammo will usually blow them up. If you can hack them, though, they're powerful allies and will dish out the pain to any enemy that gets near them. You can theoretically hack a turret by sneaking up on it, but they have 360 degree vision, so this is pretty difficult. Usually you'll need to use Electro Bolt to stun them, then quickly run over and hack them. As the game progresses, you'll need to buy higher ranks of Electro Bolt to stun turrets long enough to hack them; if you use the basic rank of it, they'll tip over and come back up too quickly to hack unless you're standing right next to them.
Research Bonuses
First, you find twice the ammunition on destroyed turrets. Later on, you get free omg H4X on all turrets, which is incredibly handy.
Big Daddy (Bouncer)
Bouncers are tough. These are the first kinds of Big Daddies that you come across, although you'll only kill one of them before dealing with Rosies for a long period of time.
Laying down proximity mines will let you get a big first blow on the Big Daddies.
Offensively, Bouncers are easy to describe, since they only really have three methods of attack. If they're far away from you, they'll attempt to charge into you, which will knock you back and deal a lot of damage. If they're up close, they'll swing their fist, which will also deal a lot of damage. Lastly, they can strike their fists into the ground; this doesn't deal much damage, but will make it much more difficult to run away. You'll take a lot of damage when fighting a Bouncer, so try not to engage them unless you have a lot of first aid packs on your person.
At first, you won't have many options to deal with Bouncers; all you'll really be able to do is unload on them with electrical buck ammo and try to keep them stunned while you backpedal. Later in the game you'll have a lot more weapons to use on them, but you'll still have to be aware that the fight will proceed on their terms; it'll be difficult to keep them off of you, in other words.
Tip: Keep in mind that Big Daddies aren't initially hostile to you, and thus won't attack you until you attack them. That'll give you time to plan for taking them down, but can also lead to some surprises. For instance, if you have the Static Field tonic installed and get struck while standing near a Big Daddy, it'll be shocked by the field and immediately turn hostile to you. Be especially careful when using explosives in an area where you hear a Big Daddy walking around.
If you have the benefit of being able to plan ahead, try laying down a bunch of proximity mines between you and the Bouncer before attacking it. When you have a bunch of mines laid down, flip over to frag grenades and start chucking those at the Bouncer. That should significantly weaken him, and when he tries to charge you, he'll hit the mines and take even more damage. Although he'll still be alive, most likely, you can start to finish him off with either crossbow ammo, electric buck, or anti-armor machinegun fire from close range. If he's really low on health, you can fight fire with fire and wear him down with the wrench. This is by no means an exhaustive list of ways to take these guys out (in larger levels, we liked to use Hypnotize Big Daddy on them, then lure them back to another Bouncer and have them fight each other), but it should get you started on taking them out.
Keep in mind that dying sends you right back to a Vita-Chamber. If you're having a lot of trouble with a Bouncer, simply lure it back to a Vita-Chamber, attack it until you die, then pop out of the Chamber and repeat the process until the enemy is dead. There's no penalty for using a Vita-Chamber, so this is a valid course of action if you're getting stomped.
Research Bonuses
Big Daddies are easy to research: they respawn when killed and there are usually a few of them per level. If they're escorting a Little Sister, run up to them to get them angry, then quickly take a picture; you'll earn an Action Shot bonus for your snapshot. If you have to kill one to reach a Little Sister, wander around for a bit and a different one will eventually spawn, letting you take more snapshots.
First you get the Wrench Jockey 2 tonic, which increases the amount of damage you deal with your wrench. Later on you get a blanket 50% upgrade to all wrench damage; this isn't a tonic or a plasmid, so it doesn't take up a slot, but is instead always active.
Big Daddy (Rosie)
Rosies are similar to Bouncers in terms of their overall health, but feature different attacks. Whereas Bouncers want to get up close and personal, Rosies will be more than happy to stand back and attack from a distance. They'll use their rivet guns to fire nails at you; each one will deal a significant amount of damage to you, so try to find some kind of cover to duck behind instead of facing them out in the open. In addition, Rosies will drop proximity mines near you. If they hit you, they explode, and you can also wind up walking over them in the heat of battle. If you're quick, you can use telekinesis to catch the grenade and chuck it back at the Rosie, but you'll probably be using a weapon as it comes your way, so just focus on dodging.
Tip: Whether you're fighting a Rosie or a Bouncer, keep in mind that you can pick how the fight begins since they're not initially hostile to you. If there are a bunch of explosive canisters around, try picking them up with telekinesis and placing them in the path of the Big Daddy as it moves, then blowing them all up when it passes by. Or simply throw one directly at the Big Daddy to start the fight with a bang!
Without all the knockback effects of the Bouncer, the Rosies usually wind up being easier fights, at least in our opinion. They won't try and charge you, but will instead simply stand and fire at you if you don't move around too much. While their fire hurts and can be difficult to dodge, strafing around them seems to help, and you'll be able to return fire yourself without getting knocked around.
When possible, use Hypnotize Big Daddy to get the Big Daddies to take each other out.
The same weapons that work on the Bouncer work well on the Rosies. Use a full clip of frag grenades to open the fight and deal the meat of the damage, then flip over to anti-armor machinegun ammo or crossbow bolts to seal the deal.
Research Bonuses
You'll first net the Photographer's Eye 2 tonic, which will net you 15% more research points for your photos. Pretty handy when you're trying to complete your research. Next up will be a passive bonus: each Rosie you kill will drop theoretically rare invention materials. We mostly found steel screws, which we also found pretty much everywhere else, so this didn't seem too useful to us.
Little Sisters
You can't engage Little Sisters in combat; they're essentially unkillable thanks to the Adam that flows through their bodies. If you want to get to them, you'll have to take out the Big Daddy that guards them, then either harvest or rescue them, depending on whether you care about killing them or not.
The choice between harvesting and rescuing is a personal one, but one that will have implications for the game's ending.
Harvesting a Sister will end her life, and net you 160 Adam. Rescuing a Sister will net you 80 Adam, but after every third or fourth Sister you rescue, Dr. Tanenbaum will send you a reward at the nearest Gatherer's Garden, consisting of 200 Adam and a couple of extra goodies, including some tremendously useful plasmids. The choice of harvesting v. rescuing will also come into play during the last couple levels of the game, and will of course have an impact on the game's ending.
Research Bonuses
Researching Little Sisters won't ever increase the damage that you deal to them, since you can't hurt them; instead, you'll gain a small bonus to your health and Eve reserves each time you hit a new research level. You can research Little Sisters after defeating their Big Daddy guardian if you want to get an unobstructed shot of them, or simply follow them around and snap away with the zoom lens.
Note that if you use the Hypnotize Big Daddy plasmid, the Little Sister that the Big Daddy is guarding will run back to a wall vent. After the Hypnotize effect wears off, the Big Daddy will usually summon another Sister. If you want to quickly get a lot of Sister research done, simply hypnotize a Big Daddy repeatedly and wait for it to summon different Sisters, then snap away at them.
Hints and Tips
Everyone Needs A Friend
While security bots are fairly weak in combat, they can be a helpful companion if you can bend them to your will. If you feel like you want some friends to fight alongside you, there's a simple way to get them. Find a hostile security camera, then run in front of it and trigger the alarm. When the security bots appear, check your map for the nearest Bot Shutdown Panel, then run to it and flip the switch. That'll cost you 20 bucks, but the bots will fall to the ground and will be hackable. Early on this will only net you one bot companion, but for the latter two-thirds of the game, most security alarms will summon two bots. You can only have two bot helpers at a time, so that's pretty convenient. Your bots will be destroyed quickly, but can still take out most splicer enemies on their own.
Researching Enemies
Early on in the game, you'll obtain the research camera. When used on your enemies, you'll be able to proceed through five levels of research for each kind of foe you face. For example, if you consistently take snapshots of a single type of enemy, you'd proceed through the ranks like so:
• First Rank: Increases all damage you deal to that enemy by a small amount, and reveals what kinds of ammo they're weak against. (Your first snapshot of an enemy will automatically let you hit this rank.)
• Second Rank: Unique bonus for each enemy.
• Third Rank: Higher damage increase.
• Fourth Rank: Second unique bonus.
• Fifth Rank: Final damage bonus.
To research an enemy, all you need to do is center your camera on them and start snapping away. Each enemy can only be photographed so many times before you don't get any points for it; you can only extract so much information from a single specimen, after all. When you stop getting points for an enemy, you can kill it and move on to the next one.
You'll want to research every enemy thoroughly before you beat the game; it'll be a big help in combat.
After you obtain your research camera, you'll want to have it on pretty much all the time. Since you can survive most firefights without too many problems, just start snapping away at enemies as they approach you or fire on you; you can snap out four or five photos on an enemy relatively quickly, and since time pauses while the photo is being developed, you should only be exposed to a relatively minor amount of enemy offense. Just stand there and take the beating; everyone has to suffer for their art. Of course, if you can sneak up on an enemy without their being aware of your presence, you can simply film them from behind for the bulk of the available points. You can also get your photos from a good distance away, if you like. They won't be worth as much as an in-your-face action shot, but you'll have plenty of targets to choose from as the game progresses, so you don't need to worry too much.
You can get bonuses to your picture scores by taking pictures of multiple enemies in one frame (corpses count!) and by taking pictures of enemies as they actively attack you. Keep in mind that you can zoom in by clicking the right analog stick on the 360 controller for a tighter shot.
Search Everything
It's a pretty simple suggestion, but just to be explicit: be sure to search every container that you see. Doing so isn't difficult, at least on the 360; just look at a container and tap A as quickly as you can to perform a quick search and pick up everything inside the container.
Searching is important to keep your ammo reserves up, and will also eventually net you huge amounts of junk items that you can convert into items at the U-Invent. Even if you don't wind up inventing a lot of ammo, you'll still want the parts to invent Autohack devices, which will let you instantly hack difficult locks.
Plasmid Tips
There are too many plasmids to cover each one of them in depth, but here are some tips on using some of the more common plasmids that you'll gain access to.
Can pick up objects from a distance and bring them to you. Letting go of the button will send them flying away again, so be sure to grab the object as it's levitating in front of you if it's something you want to actually use. You can pick up explosives and throw them at your foes, as well, but be careful: if they shoot you while you're holding an explosive, it'll blow up and you'll take damage. You can also pick up objects and use them as shields. Offensively speaking, you can pick up almost anything and throw it at your enemy to deal damage, even the corpses of their fallen comrades. You won't gain a lot of instant kills as you would with Half-Life 2's gravity gun, but you can still deal a lot of damage if you use heavy items as projectiles.
Hypnotize Big Daddy
Hypnotized Big Daddies are great for taking out other Big Daddies.
You obtain the Hypnotize Big Daddy plasmid by rescuing three Little Sisters; it'll appear in a gift that's left for you at the Gatherer's Garden. You can obtain a higher rank by rescuing more Little Sisters. When you cast this on a Big Daddy, it will temporarily become your ally and fight against whatever enemies attack you. This can let you quickly clear out large crowds of splicers, but keep in mind that before a Big Daddy will attack an enemy, you'll need to either be shot by it or shoot it yourself; it won't automatically be hostile to enemies you see.
Hypnotize Big Daddy drains an entire bar of Eve, so it'll cost you an Eve hypo if you want to use it. You can get around this by casting it, then immediately switching to a weapon and tracking down some coffee or cigarettes to regain a sliver of Eve, which will forestall the use of a Hypo and let you cast the spell again with the small amount that you regained. (If you have the Bloodlust tonic installed, you can simply whack an enemy with your wrench a couple times to get you above zero Eve.)
Note that you can still force the Big Daddy to turn on you by accidentally attacking it, so try not to use explosives while it follows you, and try not to get hit if you have Static Field active.
Cyclone Trap
Cyclone trap lays down a small trap where you target it. If a splicer runs over the trap, they'll be launched into the air, taking damage from hitting the ceiling and from their fall. This will also knock them over, allowing you to get a few licks in without fear of being attacked yourself.
Tip: If you want to be tricky, lay a proximity grenade in the ceiling above a Cyclone Trap for a good one-two punch.
You can set as many as five cyclone traps at a time, so if you know that enemies are going to be coming from a certain direction, you can make a little trap across a hallway to be sure you get them. Unfortunately, the traps themselves are pretty small, making them easy for your opponents to miss when they're charging you. However, you can lay them down at a good range, and they appear almost instantly, so these are a great way to get a first attack in on a Splicer that hasn't noticed you yet.
Insect Swarm
If you find yourself having problems with groups of enemies, you can use Insect Swarm to try and distract them. While the insects themselves deal little damage, Splicers that are caught in the swarm will be unable to act for a while, letting you attack them freely.
While the Swarm is most useful against Splicers, it can also be used against Big Daddies. They'll resist the effects, for the most part, but if you're lucky, a Bouncer might temporarily slash at the air around himself rather than attack you. Rosies will start firing in random directions, as well. This'll give you a bit of breathing room when taking on these behemoths.
Winter Blast
Of the elemental attacks, one of the least useful is probably Winter Blast. Freezing enemies is helpful since they can't attack you, but smashing their bodies will also prevent you from looting them. That said, if you're having trouble hacking some objects, use Winter Blast to freeze them before attempting the hack! Not only will this stun hostile mechanical enemies, just like Electro Bolt, but it'll also slow down the fluid in them, making for an easier hack.
You make a splashdown in the middle of the ocean right at the beginning of the game here. There's actually a bit of a clue to the game's eventual twist right here as you're sitting in your seat, but we're not going to reveal it, obviously.
After your plane crash, head up and towards the large building that juts out of the water. You're in bad shape, but you're still capable of swimming. Head up the steps and into the building. You don't know where you are, but one thing's for sure: it's the only place you're going to be for a while. Soon enough you'll find the bathysphere lever. Head inside and take the trip down to Rapture.
Welcome to Rapture
After Andrew Ryan's little spiel is over, you'll find yourself in Rapture. Things go…poorly, at least at the outset. Take the shortwave radio off of the wall near the door to speak to Atlas, your initial guide to the game--he'll be leading you to higher ground, and hopefully help you avoid the vicious enemies in the area.
After the fiendish splicer is drawn away from you by the gunfire of the drone, pick up the wrench in the spotlight and use it to blast through the chunks of stone that are holding up the door, then crawl through. Be prepared to backtrack, though, as a burning couch will immediately head down the steps towards you. When it comes to rest, head back up the stairs and kill the Splicer there. He'll wound you a bit, but no worries; he'll drop a healing pack and there'll also be some food items on the table here. Eat them to heal yourself.
When you're ready to move on, head up the stairs and exit through the door. You'll see something called an Electro Bolt plasmid in front of you. Grab it, and you'll automatically--and perhaps not very wisely--inject it into your arm. After the cutscene that follows, use the Electro Bolt power on the broken switch by the door here to open it.
Finding Atlas
Head through the pipe in front of you. You'll be stopped short by the sudden arrival of your plane's fuselage, however (sure took its time in sinking, eh?); you'll have to climb through it to move on. The hallway will end in another lounge a bit down the way, so search everything for more items. The bodies, the trashcans: anything you see may hide delicious treats.
When you're done searching, the splicers will bang through the door. Get used to the process of taking them down: you hit them with an Electro Bolt shot to stun them, then whack them with your wrench. That'll take care of them nicely, so repeat the process on any others in the area.
Electro Bolt will be used quite often throughout the game.
As you ride the elevator nearby to the upper level, Atlas will give you your first real goal: he wants you to go to a place called Neptune's Bounty and find his family. Kill the Splicer nearby and take the Revolver from the crib that she's guarding. This is your first weapon, but you won't have enough ammo to use it just yet. You'll find plenty as you go along, but stick with the Electro Bolt/Wrench combo for now.
Goal: Go To Neptune's Bounty
Head into the Kashmir Restaurant nearby to start out towards Neptune's Bounty. There are plenty of enemies in the Kashmir, with a number of them being located in the downstairs dancing area. Head down there to find a pair of splicers, and take both of them out. When you kill the woman in the kitchen, explore the area to find another corpse with a decent amount of cash on him. Take it all, then head back to the dancefloor and zap the water to kill the enemies there. An audio diary can be found on the table here; these will be one of the neatest ways in which you'll continue the story of Bioshock. Be sure to listen to all of them as they come along.
You'll encounter your first Little Sister after passing through the Ladies Room in the Kashmir to the Footlight Theater. There's a hole in one of the stalls. Pass over the light walkway and head downstairs to see precisely what happens when people screw with the Little Sisters--they get a visit from a Big Daddy.
Transit Hub
Proceed through the theater into the top floor of the Transit Hub. You'll have your first taste of multi-target combat here, as two splicers will attack you at the same time. The usual formula applies here: zap one of them and beat them with the wrench (or shoot them), then proceed to the other one. If you have enough bullets, feel free to simply shoot them from a distance. If you manage to get close to them without surprising them, you can also just zap the water to take them both out. Be sure to search the body of the Big Daddy; these guys usually drop a significant amount of cash.
Don't try this at home, kids.
When you reach the bottom of the room, you'll find that the path to the Neptune's Bounty will be sealed, and that you'll have to face off against a goodly number of splicers all at once. Now's the time to use the ammo for your weapon, as well as the first aid kits that you've been hoarding. Hide in the bathrooms here to force them to follow you and let you jam them into a chokepoint. The second wave will also come from the stairs and drop down into the pool of water here, allowing you to zap the water to kill them all.
Head down the hallway to the Medical Pavilion. You'll get a nice little message from Andrew Ryan when you arrive. Wait for Atlas to open the doorway, then head through to the Pavilion.
Medical Pavilion
Goal: Use Emergency Access Route
Your first vending machine is to be found here, although it's unlikely that you really need to buy anything yet, and in fact you should save your money for the moment. Search the area for another audio log and more items, then head upstairs to repeat the process. In the end, though, you'll need to head through the emergency access path to move on; it's the doorway with the security bot that lies broken in the middle of it. You'll need to hack it to move on. It isn't super difficult, as long as you pay attention to the little tutorial: your goal is to connect the fluid that flows from the starting point to the ending terminal. Click on all of the obscured tiles to reveal the piping beneath them, then click on the pieces you need to send them to your holding cell in the bottom left of the hacking area. Move it to the tile where you need it by clicking there as well. You can hit Y (on the 360 version of the game) to speed up the fluid when you think you have a solid connection. It might be confusing at first, but eventually you'll get the hang of it.
Tip: After hacking the security bot, you'll be able to hack the vending machine as well. That'll make more items available and make the available items cheaper. You'll probably want to keep saving your money until you can afford the Electric Buck ammo, though, which you won't need for a while at any rate.
When you get through the door, you'll have a new friend in the security bot. Let it follow you through the door, then hide behind a pillar as it mops up in the battle between the two splicers here. Check their bodies, then head upstairs and flip the switch on the panel to open the doorway behind you.
Goal: Get the key from Steinman
To use the emergency access route, you'll have to get the key from a Dr. Steinman who runs the Medical Pavilion. Head into the nearby hallway, then take a right to find a machinegun. Not much ammo for it at the moment, unfortunately, so you'll probably want to stick with the pistol for now. Anyway, flip the switch here to restore power to the main Medical Pavilion area.
Watch out for the parade of delusion that pops through the door after you flip the switch.
That will cause a number of Splicers to start pouring in your direction, however. Start backtracking towards the Medical Pavilion entrance, shooting enemies as you go. Whenever possible, tag a foe with a single bullet, then let your security bot finish them off, to help save ammo.. Kill everything in your way, then open the door leading to the Surgery Ward, where Steinman resides.
Surgery Ward
Unfortunately for you, there are turrets set up in the surgery ward. They'll make mincemeat out of you if you allow them to remain standing, so you'll have to disable them. Doing so can easily be done with a Electro Bolt hit, but you'll have to expose yourself to gunfire in order to hit them. There are two turrets here, so try to nail both of them and hack them. If you do so, then you'll be able to bring your enemies back into their fields of fire and use the turrets to kill them. Don't expect them to last too long, though.
There are a number of enemies in the area, including a nitro splicer that will throw grenades at you. He's pretty tough, so he'll probably take out one of your turrets before you manage to take him down.
If you can, try to hack the two vending machines in the pool of water to one side of this area. They'll dispense ammo for you that'll be important in an upcoming fight.
Ignore the branching paths here, and head straight through to the Surgery Foyer. When you arrive, Steinman will block your progress by bombing a sign that blocks your progress onward. In order to proceed, you'll need to find a Telekinesis plasmid. Before you can do that, though, you'll need to find some way past the icy barricades that block your paths back in the Surgery Ward.
Finding Incinerate
Before heading out to Surgery, check around the other areas here in the Medical Pavilion. In addition to the Surgery Ward, there's also a crematorium--hack the camera here to prevent it from detecting you. You can find a body by an incinerator nearby; press the button nearby to burn it up, and you'll receive a Hacker's Delight tonic, which will restore some of your health and EVE whenever you hack anything.
Head upstairs and crawl into the locked room to find an Incinerate plasmid. That'll let you set almost anything on fire, including the oil slick outside the room. Do so to burn up the enemies here. In addition, there's also a 30-round clip of machinegun ammo in one of the open lockers.
You can find tonics in the darnedest places.
There's also a supply closet beneath the stairs leading to the surgery ward. Zap your way into it to find an object that will allow you to automatically hack into any object--but only once.
Now that you have Incinerate, you can melt the ice that blocks your path here. One of the ice barriers leads you to the Twilight Fields funeral home, while another blocks the path near the supply closet. Burn both of them.
Funeral Homes
Kill the Splicer near the door here and check the tiny coffin for items. There's a code written on a piece of paper here--0451? Interesting. You can use it on the doorway nearby to unlock it and find some supplies. The morgue room here will lead you to an autopsy table with a Security Expert tonic to find. Nab it and apply it! Lastly, another Splicer will throw a coffin at you when you leave. Avoid it, and especially avoid the turret in the doorway nearby, as it'll pop open when you look for items down there. There's a safe behind the turret, though, which you can pop open as well, or autohack if it's too hard.
Head back down the steps towards the supply closet you raided before and melt the ice there. Proceed onward and start poking around. The first door on your left is another medical experimentation ward. There's a turret to your right as you enter, so zap it and hack it, then proceed to look around. You can find a Monkey Wrench tonic by looking along the floorboards for a vent cover and whacking it with your wrench; that'll let you crawl through and nab the tonic.
After exploring this area, return to the hallway and grab the Shotgun. You'll have to fight off numerous enemies after you grab it, and there's really nowhere to hide, so start backpedaling and taking them down with the shotgun. If you got the Monkey Wrench tonic, then you can also kill these guys with a single blow from the wrench.
Chucking tanks of fuel at your enemies will allow you to easily kill most of them.
When you've cleared out everyone, you can start working on finding the Telekinesis Plasmid. You can find it inside the Dandy Dental office nearby; just stroll on in and pick it up. You'll have to write over another plasmid to get it, but don't worry; you'll be able to change these around in the future. For now, the Incinerate plasmid is probably the less useful, so lose it and keep the Electro Bolt as your alternate. With the Telekinesis power, grab the tank of oxygen off the floor and throw it at the splicer that appears to kill her.
Some more goodies await in the two remaining dental offices, in a nearby corridor. After disabling or shooting the turret that watches over the corridor, you can hop over the boxes nearby and enter the Painless Dental office there to find a Speedy Hacker tonic. This is one of the game's best tonics, as it'll make all of your hacks easier, so don't miss it! Also, smash the grate on the vent nearby to find another small office with some goodies.
At the end of the corridor, you'll find Chompers Dental. Use Telekinesis to grab the key from the cracked window and open the door. Kill the enemies inside to find a safe; hack it for some machinegun ammo and cash.
Aesthetic Ideals
Head back upstairs now and down the corridor leading to Dr. Steinman's Aesthetic Ideals. (If you run into any more Nitro Splicers, use Telekinesis to throw their bombs back at them; that's the easiest way to kill them.) When you do, a nitro splicer will appear on a balcony and chuck grenades at you. Use Telekinesis to grab a grenade from mid-air, then throw it at the debris in front of the doorway to blow it up.
Steinman isn't pleased to see you. If you hacked the turret here, though, it won't be pleased to see him, either.
In the nearby hallway, you'll be faced with a turret. Zap it if you can, but if not, try to shoot it with armor-piercing bullets. You'll find a Static Discharge tonic on the ground in the hallway here; equip it to return a bit of electrical damage to anything that strikes you. It's easy to miss, so keep an eye out.
Duck into the office to your right to find a camera, a safe, and more armor-piercing bullets. Soon afterward, you'll come across Dr. Steinman himself. The man wields a machinegun, so he's not going to be easy to take down. If you brought along Electro Bolt, head into his chamber and attempt to lure him into the water, either by Telekinetically throwing a fuel canister at him and setting him alight, or by running through the submerged portion of the level and waiting for him to follow you. You can then zap the water to deal a goodly amount of damage to him. If you brought Incinerate, then set the oil in the room on fire and try to lure him through it. He'll head to the water to douse the flames, giving you time to Telekinetically pick up one of the fuel canisters and using that to finish him off. Or you can just shoot him a bunch of times, but he has plenty of health! You can also lure him out into the hallway and let your hacked turret or security camera deal the bulk of the damage, but he's tough to lure out.
When Steinman dies, grab the emergency access key off his body, then loot his safe and desk to replace any first aid kits you used up. Return back to the hallway you passed through earlier, defeat the splicers, then head back through the entryway. The passage to the Medical Pavilion has been destroyed, forcing you to take another detour.
Choices, Choices
You'll come across an unprotected Little Sister here: her Big Daddy has been destroyed, leaving only you and she…and Dr. Tanenbaum. Your choice is to either harvest her for the ADAM that she carries, or "rescue her". You'll get less ADAM for the latter choice, but Tanenbaum will make it worth your while in the future.
ADAM is what you spend on new plasmids at Gatherer's Gardens, so the choice isn't a trivial one. You'll get 80 ADAM for rescuing Little Ones, while harvesting them will net you twice that amount. You'll have an easier time playing through the game if you harvest every Little Sister you can, but will you be able to sleep at night? If you must know, the rewards you get for rescuing Little Sisters will probably eventually outweigh the loss of ADAM, so if you want us to tell you what to do, we would recommend that you rescue the girls.
Regardless of your choice, you can buy new Plasmids at the nearby Gatherer's Garden. You'll definitely want a health upgrade at this point, and if you have the extra ADAM, the Enrage plasmid will be handy in dealing with upcoming groups of enemies.
The First Big Daddy
In order to take out the Big Daddy, you'll need to use pretty much all of your anti-armor or electrical ammo. You might want to check the vending machines in the area and buy more of that ammo before attacking the enemy. The vending machine near the exit to the Emergency Access passage can be hacked to dispense Electric Buck ammo for your shotgun; buying 6 or 12 rounds of that will let you pick off the Big Daddy without too much trouble.
At the moment, your best option for taking down Big Daddies is electric ammo for your shotgun.
Now, don't let appearances fool you: Big Daddys are bad-ass. They can move incredible quickly, and will stun you to prevent you from running away from them. After engaging them in battle, all you can really do is unload on them and hope that you manage to hit the healthpack button before you die. With the shotgun ammo, though, you can stun them temporarily, allowing you to hopefully unload on them. When you need to reload, though, they'll come back with a vengeance.
If you want, you can try to lure the Big Daddy into the crematorium, where you can hide in the upstairs cubbyhole and fire on him from there, or down into the dental area, where you should be able to crawl into one of the inaccessible areas and fire away without too many chances of being hit. Take it slow and use electric buck on him to stop
With the Big Daddy dead, harvest or rescue the Sister, then return to the Emergency Access corridor. Find the bathysphere beyond it and head on to Neptune's Bounty.
Neptune's Bounty
You can use the Gene Bank here to shuffle your plasmids and tonics as you like. Movee through the semi-flooded passage in front of you; a splicer will jump up into the ceiling to avoid your wrath. Look up after her, and you'll see some Electric Buck ammo up there; use Telekinesis to grab it.
Rosies are an all-new challenge for you. If you're having trouble, wait until you have the grenade launcher before attacking them.
Move around to the southeast and you'll come across another Big Daddy, but this one is actually a Rosie. They don't rush you like Big Daddys do; instead, they use their Rivet Gun to attack you from a distance. Don't attack it yet, though; it'll come under attack from a few gentlemen that seem to want its Sister's ADAM. Wait for them to do their damage; the Rosie will eventually kill them, but they'll take off a large chunk of its life. You can finish it off with your Electric Buck. If you wait around for a bit, more Rosies will spawn and take Little Sisters out of the walls. Rescue or harvest them, as you like, or just leave them alone and deal with them later. Be sure to kill them before you leave the level, however. If you want to open on this one with a bang, use Telekinesis and find a gas canister to chuck at it before resorting to anti-armor or electrical rounds.
Explore this large room before moving into the Fishery. There's plenty of machinegun ammo under the floorboards, as well as a pair of turrets that can be shocked and hacked. Plenty of splicers make their way through here, as well, so be ready for them. You can also find the Medical Expert tonic embedded in the ground here.
The Fishery
Make your way into the Fishery when you're ready to move on. You'll come across a rocket turret pretty quickly here, so try to shock and hack it as quickly as you can to turn it on your enemies. There's another Gatherer's Garden here, as well, and it'll sell a couple of Plasmid slots for 100 ADAM apiece; well worth the money. If you've been rescuing your Sisters, then you'll also receive a gift here, in the form of the Hypnotize Big Daddy plasmid. While you have to have a Big Daddy around to use it, it'll be pretty handy when you can, as they'll make mincemeat of most of your enemies.
Fight your way to the bottom of the area to find a hackable door with some goodies beyond, (the code is 5380, which you'll find on a diary later on) then return to the rocket turret and move through the door behind it to reach the next goal.
Goal: Find The Research Camera
When you meet Peach Wilkins in the fishery, he'll tell you that he wants you to find him a research camera before he lets you through the doorway. First, though, you'll have to survive your encounter with a super-splicer of some sort: a woman that drops from the ceiling and starts to slice away at you. Hack the first aid station here if you can, and try to avoid her for 15 seconds or so; eventually, a security bot will come along and chase her away. Peach refuses to relent, though: you'll need to find the camera, which is in the wharfmaster's office, before he lets you through the door.
'Yeah, it does kinda make you look fat…'
Head back up to the upper level of the building, where you'll find a new passage to the wharfmaster's area. This is a perfect time to try out your Hypnotize Big Daddy power, assuming you obtained it. Make your way up the stairs until you reach the Wharfmaster's office; Atlas will contact you again when you do. There are plenty of security cameras in the area, so be ready to either hack them or shoot them with anti-armor ammo if they're out of reach.
Wharfmaster's Office
The Office is covered in turrets and cameras, making for a difficult trek through it. Either proceed with anti-armor rounds chambered up in your pistol, or shock and hack everything that you see. Explore a bit, and you'll find an air conditioning vent that leads to a barricaded office; you can find more grenade launcher ammo there.
Hope you like taking pictures: you'll be doing a lot of it throughout the game.
Fight your way through to the office itself, and you'll find the Research Camera. With it, you can take a picture of the Spider Slicer on the other side of the window. Wait until it's facing you and up near the window for bonus points on the picture; you'll wind up with more damage when you face off against Spider Splicers in the future. You can take pictures of almost any enemy to earn extra damage against all enemies of that type, but for now, your goal is to find and take pictures of three Spider Splicers, including the one you already saw. One down, two to go!
Your path backwards from here is blocked now, so you have to find a new way to escape. Fortunately for you, one of the security windows nearby has been destroyed, allowing you to drop down. Before you do, though, grab the Security Bullseye plasmid from the windowsill and use it on the Splicer below you, assuming you have enough slots to fit it in (it's probably a lower priority than most others at the moment). That will cause him to instantly trip the security system and be killed. Yay!
Finding The Spider Slicers
Head out into the underwater corridor here and hack the security camera. There are plenty of enemies in both of the two exits from this area: Jet Postal and Fightin' Mcdonagh's bar. If you head into Mcdonagh's bar, have your camera ready, as a Spider Slicer will jump away from you as soon as you open the door! You should be able to get a snap of him before he does so, but only if you have your camera out and ready. There's also a Spider inside Jet Postal, but she won't retreat when she sees you. Take a picture of her, then run back to the hacked security camera and get a security bot to help you take her down.
Tip: Buy a ton of film at the Circus of Values in Mcdonagh's bar; it's relatively cheap at 15 dollars per 15 frames of footage. You're going to be using film a lot here, so stock up! If you consistently snap as many pictures as you can, you can maximize your research of Leadhed Splicer's before you return to Peach.
There are a few more goodies in Jet Postal, so explore there and look on the shelves before returning to Mcdonaghs. First, drop down into the water near the Vita-Chamber and explore the little passage there; then return to the main area of the bar and clear it out.
Before you head into the room behind the bar itself, head upstairs and poke around the rooms up there. When you enter Room 5, another Spider Slicer will drop down behind you; take the opportunity to get another picture of him, if necessary. When you've explored upstairs thoroughly, head down through the doorway behind the bar and start poking around. There's a small hidden room behind some boxes that has a safe in it if you're looking to hack something.
Nitro Splicers will be pretty rare for a long period of time, so snap as many pictures as you can of them now.
When you're done in the bar, head back to the Fisheries and speak to Peach Wilkins again. You can find a Wrench Lurker tonic near the Gatherer's Garden by the rocket-launching turret here, and you'll also have to take down a significantly tougher Spider than you've been fighting; use grenades on her.
Peaches will let you in, but will ask that you give over your weapons by putting them in the pneumatic tube, which you'll be forced to agree to. Before doing so, though, use Incinerate on the ice nearby to find a Focused Hacker tonic. You can also change your plasmids at the Gene Bank nearby. It'd be wise to grab Incinerate and Enrage, if you bought it, along with Telekinesis. Anything else is up to you; Hypnotize Big Daddy will not be handy here.
Peaches--The Betrayal
Unsurprisingly, Peaches will turn on you after you enter his little icebox. You don't have any weapons with which to defend yourself, so you'll have to rely on hacking and plasmids in order to do the job for you. To begin with, move off to the right and find the security camera there; hack it to bring in a security bot to help you out during the fight. Then, find the healing station in the middle of the room and hack that as well. There's also a turret on the northern side of the arena, but it'll be inconvenient to shock and hack it.
Grabbing Peach's bombs and throwing them back at him is the best way to take him down.
With those helpers in hand, you can also use Telekinesis to throw barrels at your enemies (assuming they don't shoot them while they're in your hands--ouch!), Incinerate the oil slick to set people alight, Electro Bolt the water if they happen to dive into it, or Enrage them to fight each other. This fight is mostly a matter of using your First Aid to stay alive while you let the environment do its dirty work, though.
Peach himself is a Nitro Splicer, which can make fighting in the open a bit difficult. If you want to easily take him out, melt the ice in front of one of the two doors off to the western side of the room (check your map if you need help getting your bearings). Only melt one of the entrances, though; then head through. If you only melt one entrance, Peach and the rest of the gang won't be able to reach you except by following the path that you blazed. Peach himself can easily be dispatched by waiting in the doorway, then catching his molotov cocktails and returning them into his face.
When Peaches is dead, explore the area and melt any ice that you see to find more goodies, including a secret passage in one of the iceboxes that leads to a pile of frozen cash (check your map and look for the small tunnel in the east). You can head through the now-open door on the northern side of the room and retrieve your weapons from the pneumatic tube. Most of your ammo will be gone, but there's nothing you can do about that. Head downstairs to find the Power to the People machine. You're going to be able to pick one--and only one--upgrade for a single weapon of yours. When you pick one, the machine shuts down.
The choice here is going to be kind of personal, depending on the weapon that you find you use the most. The only really bad choice is Machine Gun Kickback Reduction; it doesn't do much to reduce the kickback, and does nothing to address the machinegun's real problem, which is lack of accuracy. everything else has its application, so choose something based on the weapon that you use most often. Personally, we went for Shotgun Damage Increase, but that's just us.
Smuggler's Hideout
Smuggler's Hideout is a fairly small level, where you'll meet Atlas at last--or at least see him. Head along the path, searching crates as you go and defeating the lone turret that blocks you, until you manage to reach the submersible control room. Flip the glowing switch there, and watch the fireworks. You'll see Atlas run out to the submarine bay, but things go…wrong.
Things take a turn for the bizarre at this point.
Make your way through the nearby corridors, keeping your research camera active in order to photograph the Spider Splicers that will surprise you periodically. Kill the enemies, and blow up all of the fuel canisters you see; some at the bottom of the steps will reveal a semi-secret area. Be sure to look at the lake underneath the steps and telekinesis the anti-armor rounds down there.
When you make it to the submersible, things get even worse. Make your way to the Arcadia bulkhead and head on through.
You'll start finding ingredients in the crates now, which you'll eventually use at the U-Invent stations to create new objects.
After smashing off the chains of the doors, head out into the Tea Garden area. On the southeastern wall here, you'll notice a locked door. There's a torch outside of it that's lit. Use Incinerate on the other torch on the opposite side of the door to unlock it and find plenty of items and inventing materials.
Use Incinerate to open the door here.
Search the Tea Gardens for items. You'll hear voices, but don't think too much about them: these guys aren't friendly. Head through the doors on the north side of the area first; it leads to a little alcove where you can find more items. When you're ready to meet a new enemy, head through the door marked "Rapture Metro". Houdinis await within.
Houdinis are creepy enemies that are capable of disappearing and reappearing elsewhere, as you'll discover. Explore the ground floor of the area here, and try to snap a picture or two of the Houdinis that are creeping around. Keep a weapon out, though, and keep in mind that when a Houdini disappears in front of you, it'll likely wind up reappearing behind you, so watch your back.
When you reach the top of the stairs, kill the Houdinis, then look at the floorboards to find a couple of crawlspaces with goodies.
Through the Glens
Head across the path leading to the Rapture Metro area, using Incinerate to set the oil fields alight, and luring enemies back across them. When you reach the area with the electrically locked door, the turret, and the Circus of Values machine, start, again, looking for crawlspaces. There's one around the corner from the healing machine, near the potted plants, and another one on the wall near the turret. Check the Employee's Only room for more items, but be careful to jump on the table to avoid the electrical traps.
Keep an eye out for crawlspaces in these areas.
Head down the stairs here and through the door to find more Houdinis going to town with some other Splicers; apparently they don't like each other too much. There's a watery passage underneath the area here where you can find another electrical trap; beyond it is a crate and some ammo. You'll also likely spot your first Little Sister here; if you haven't yet, try taking pictures of her for some health and EVE boosts. If you manage to kill the Big Daddy, you can continually shoot the Little Sister (with film) if you rescue her, as she makes her way back to a vent.
Tip: Use Electro Bolt to zap the metal arrows that charge up the electrical tripwires and short them out. You can also fire at the arrows with your guns to destroy the wires.
There's also your first U-Invent terminal here. Using the junk items that you've been picking up, you can create new ammo for your weapons and other objects, as well. Hack it, then try your best to create some new ammo! Or just keep the junk and wait for a machine with a better selection.
Near the U-Invent, there are some boxes stacked up against the wall. If you can jump atop them and get up to the little ledge above you, you'll be able to open a little box and also crawl up to another crawlspace, where you'll find a shotgun and some items on a corpse.
There are a number of paths leading on from here, including the water path beneath the wooden planks. You want to head north, towards Rolling Hills, but there are also some very large areas to explore that aren't necessarily required, such as the Waterfall Grotto and a storage room down the steps to the west of the Rolling Hills entrance. Look around for items and goodies before moving on to the Rolling Hills. Of particular entrance is a little crawlspace near the Storage Room; after going down the stairs, you'll bypass a healing station and then come out near a Circus of Values area. Search the northeastern corner of the room to find the crawlspace, which contains a safe.
Note the position of the Bot Shutdown panel here. This is one of the first areas of the game where an alarm will summon two security bots instead of one. If you trip the alarm and quickly shutdown the bots, you'll have a pair of helpers guiding you along.
Rolling Hills
There's an RPG turret near the entrance here. Try to shock it and hack it if possible. If you do, then you may be able to lure a Big Daddy back into the area, have it summon a Little Sister, then let the RPG turret deal most of the damage to the Big Daddy and get you some easy ADAM.
Head down towards the exit to reveal a new travesty: Ryan will disperse a defoliant into the air, killing all of the trees in the Hills. Without trees, no oxygen will be generated for Rapture, and not much of good will come of that. Atlas will tell you to track down one Julie Langford, the woman who grew the trees in the Rolling Hills. If anyone can stop what's going on, it'd be her.
Andrew Ryan certainly isn't above a Phyrric victory when it suits him.
Proceed into the corridor leading to the Research Lab. Julie won't let you in to see her until you find her a rose specimen, however, so start backtracking through the Arcadia Glens. The destroyed vegetation will have revealed a few secret areas, but nothing of any huge import is contained within; you will want to start gathering Chylorophyll Solutions, however. You can also climb onto some of the rocks here to reach previously inaccessible areas, such as the balcony above the rocket turret.
Tree Farm / Waterfall Grotto
One large area has been exposed by the defoliant, however: the Tree Farm. Check your map; it's the large, unexplored area near the Glens. Head through there and start poking around. There's a Power to the People station in here, near the Circus of Values, that's easy to miss, so be sure to keep your eyes open.
You won't be able to proceed past the gates here just yet, so return to the hallway and head to the Waterfall Grotto. Even if you explored it before, you'll find a new tonic: Security Evasion. It's being attacked by a few Splicers, so grab some pictures of them before unloading a frag grenade onto them. The tonic'll make turrets and cameras take longer to lock onto you.
Anyway, at the bottom of the Waterfall Grottos, you'll find a rose bush. Grab a rose sample, kill the enemies, and return to Julie. She'll let you into the labs.
Research Laboratories
You can find the Hacking Expert security tonic on the desk as soon as you enter the area. It'll eliminate one alarm and one overload tile from each hacking attempt. Anyway, Julie's up in her office here, and has politely shut down all of her turrets for three minutes. Explore the lower levels of the office, if you like, then head upstairs. Julie will predictably not be around to shake your hand, but she has left you a message, a code: 9457.
Alas, we hardly knew ye.
Head into the office and search Julie's body, grab the Chemical Thrower weapon off the table, then use the code on the wall safe to nab the Market Key. The diary in the safe will give you your next goal: invent the Lazarus Vector. Start making your way out of the lab, and be sure to hack (not destroy) the security camera and turrets as you leave.
Goal: Create the Lazarus Vector
To create the Lazarus Vector, which will resurrect the dead trees, you'll need equal parts Distilled Water, Enzyme Samples, and Chlorophyll Solution. You can find them in the Farmer's Market, which you now have the key for. You likely have already found enough Chlorophyll at this point, but no matter: you still need the other ingredients.
Hack and fight your way back through the lab's security, then proceed through the tree farm and the Farmer's Market. You'll find a bulkhead leading on at that point.
Farmer's Market
There's an Enzyme Sample on the corpse just outside the bulkhead here, so grab it, then move to the main market area and hack the RPG turret to your right. It'll be a helpful ally here, especially if you can lure a Big Daddy towards it when you want to grab some Adam from the Sisters.
Check this little area before heading through the door to Worley Winery and Silverwing Apiary. You can find an EVE Link 2 tonic on the ground at the bottom of the steps below the RPG launcher. In the basement of the market, you can also find a Distilled Water element, as well as a hackable door that'll lead you to plenty of invent items.
If you look around in the market stalls, you'll find a machinegun turret. The fallen beam next to it leads up to a crawlspace with a few proximity mines in it, as well as two Autohack devices.
Silverwing Apiary
When you're ready to move on, head through the doors leading to the Winery and the Apiary. There's another Distilled Water by the door here. Go into the Silverwing Apiary. You'll be attacked by bees when you head through the doors, and there doesn't seem to be a great way to get them off of you--yet. Run away from them and you'll minimize the damage that they deal until they wind up fading away.
These bees will be a serious annoyance to you, but it'll also hurt your enemies.
Anyway, the main room here is in the rear: the smoke room. You can activate the smoke here by flipping one of the two switches behind the glass. That will force all of the bees to retreat into their hives and prevent them from damaging you. Unfortunately, when you search any hives, you'll spawn a few Splicers that will come at you from the doorway, making it somewhat difficult to get your searching done before the smoke wears off. You can leave a proximity grenade by the door before searching the hives, if you wish, or set the oil slick here on fire and try to lure your opponents through it.
Regardless, you need to find six more Enzyme Samples to complement the one you found at the beginning of the level here. The process involves flipping the smoker switch, rapidly running around and checking as many beehives as you can for the enzymes, then switching to your offensive weaponry and blasting the Splicers before repeating the process. (If you have wrench powerups, most of the enemies can easily be defeated with it.) There's a Circus of Values shop in the apiary, which will let you buy health packs and EVE packs if you hack it. Might want to do so, as you'll be churning through some health as you search for the enzymes. There should indeed be at least six enzymes in the area, so nab them all and look through every nook and cranny for beehives. If you can't get to seven enzymes, then be sure you hit every beehive, and be sure that you picked up the enzyme near the beginning of the level; they're not found anywhere but this spot and back there.
Worley Winery
Hack the health dispenser and security camera here, as well as the turret, if you like. There's another Distilled Water on the floor near the camera, so nab it. There's also two more of them inside the safe between the camera and the turret, so hack it to open it up. There's plenty more waters scattered around the winery, so finding more shouldn't be hard.
Before you leave, though, explore a bit: there's another Power to the People machine in the flooded section of the bottom floor of the winery. There's also a Photographer's Eye tonic in a little shack down there, but be careful: heading towards it will trigger a trap involving tripwires and multiple splicers. You can head off the trap at the pass by hypnotizing a Rosie before heading into the shack.
Return to the Hills
When you have enough Chlorophyll, Distilled Water, and Enzymes to make your Lazarus Vector, do so at any U-Invent machine and start heading back to the Rolling Hills. Pass through the bulkhead to Arcadia, obviously, on your way. When you pass through, Ryan will trip an alarm that will send multiple security bots your way. The electrical chemical thrower ammo will cut them down rapidly, but you'll probably want to just run towards a bot shutdown station to end the alert.
Holding Them Off
Before you enter the labs, you may want to use a U-Invent machine or an ammo machine to pick up some anti-personnel ammo. Just a tip.
When you get back to the labs, head up to the office and insert the Lazarus Vector into the misting machine. That will start the process of regenerating the biosphere down here. However, Ryan will also have a present for you: he's sending a huge number of splicers your way. If you want to have any hope of living, you'll need to seal the main doors and kill off a number of waves of enemies. Head back to the main door of the lab and flip the switch there: you can also grab some items from Atlas in the Pneumo Tube.
With any luck, you'll have obtained the Hypnotize Big Daddy plasmid and will have a Big Daddy roaming the labs. If you've done that, then you might have an easier time of fighting here than you might expect. There's no way around a fight, but if you can hypnotize a Big Daddy to help you out, then you'll hopefully be able to use their powers to rid you of most of your foes. Otherwise, you'll just have to take them down the hard way.
There'll be plenty of fighting here, so try to stay alive.
You're going to face three waves of splicers of various sorts. There isn't much to say here about combat tactics, since they'll be coming so quickly and in such numbers. If you've upgraded your machinegun firing power and have plenty of anti-personnel ammo for it, it'll likely be your best bet here; otherwise, you can try using the chemical thrower's freezing or burning ammo to get the enemies off your backs for a bit. There is both a healing station (which you should hack) and a Circus of Values, which you should likewise hack. If you run low on health, either use the healing station or buy more first aid kits.
As enemies come, shoot them or lure them into the oil slick near the stairs leading up to the lab, or use any other plasmids you have as you think will be effective. Search the bodies as they fall, time permitting, since they'll disappear rather quickly here. One thing to keep in mind is that you don't want to upset any Big Daddies in the area, assuming one is roaming around. If you happen to hit one with stray gunfire, it'll turn on you, and that'll probably be more than you can handle, if it's firing on you in addition to the Splicers.
Anyway: survive. Use as much ammo as you need to, and be ready for a tough third wave here. When the third wave hits, you will want to use up any remaining proximity mines that you have to cover your back, then wait for the door leading up to the office to open up. That will let you head back up to the office and flip the switch to disperse the Lazarus Vector, thus returning all the trees to life.
Fort Frolic
When you're ready to do so, head to the Rapture Metro station and enter Fort Frolic. There are slot machines near the entrance--this is apparently the entertainment portion of Rapture. You can use the slot machines if you want, but you won't always win. Keep in mind that there's a 360 achievement for hitting the jackpot! You might want to save your game before spending all your money trying to hit it, though.
The U-Invent machine here will let you make a number of new items, assuming you have the junk to create them. Explore your options before heading onward. You'll find a shop near the slot machines, with some shiny objects in the windows. Breaking them, however, will set off a one-minute alarm, so be careful around them, and don't bother breaking in unless you know where the alarm shutoff is or are capable of running far enough to avoid the security bots.
The Twist
When you attempt to head into the bathysphere here, one Sander Cohen will submerge it out of your reach, and then send spider splicers in your direction. This is the perfect time to go crazy with the picture-taking and finish off your research of these guys; just keep taking pictures until you get no credit, kill them (fire works well, especially napalm), then wait for another pair to arrive. After a few pairs have been dispatched, Sander will tell you to find him in Fleet Hall. You should oblige.
Napalm will easily dispatch these Spider Splicers.
Head into the Atrium nearby and start looking around. Before heading upstairs to your goal, though, stay on the ground floor and make your way to the southwest, through the Cocktail Lounge, to a shop called Le Marquis D'Epoque. Inside, you'll find another Power to the People terminal, as well as a corpse with a code written by its body: 7774. Keep in mind that you'll be picking up the crossbow pretty soon, so you may want to hold off on upgrading weapons until you find it if you don't see anything that really appeals to you.
Tip: There's a safe in the Sophia Salon; knock the blank canvas off the wall with your wrench to reveal it.
With that done, head back to the Atrium and go upstairs. Your goal is to the southwest, so head into the burned-up shop directly to the south first. This is Cohen's Collection. There isn't much to see here, but if you head up the stairs, you can disable a turret and find three wall safes. Pop them if you wish, but be aware that doing so will cause enemies to come into the room.
Fleet Hall Theater
Hack the camera here to be on the safe side, then head up the stairs to the storage area of the theater to meet up with Sander Cohen for the first time. He won't have much to say to you, so return to the foyer and use the call button next to the elevator to bring it up to your level.
You'll wind up overlooking the stage of the theater at this point, where a young Splicer is being forced to play a piano that's been rigged with explosives. He's dead whether you watch or not, so feel free to shoot him. Afterward, Sander will request that you get on the stage and take a picture of the unfortunate pianist, but first, explore this area until you find a couple of turrets. You can take pictures of them to increase your research score, if you like, but disposing of them is probably easiest to do with a frag grenade. They safeguard a…well, a safe, so hack it for the goodies inside. They also overwatch a vending machine with predictably overpriced theater food inside.
You can jump across the theater boxes to reach this tonic.
An Alarm Expert tonic is waiting for you in one of the upper boxes in the theater. You can jump to it from the box next to it, or suck it to you with Telekinesis.
Take the snapshot of Fitzgerald, then return to the Atrium as Cohen demands. Place the picture in his "masterpiece", the large sculpture of frozen bodies that's appeared on the floor, and you'll obtain the crossbow. Nice! If you didn't use the Power to the People terminal before, feel free to do so now.
Martin Finnegan
Cohen has another task for you now: capture pictures of the corpses of three more former proteges of his, all of whom reside in the Poseidon Plaza area here. After making your way through the frozen corridor, head into the larger room here and get ready for a fight.
Martin Finnegan is lying in wait for you as you enter the room here. Fry the frozen splicers with your napalm or Incinerate powers to clear the room a bit and search their corpses. You can shatter them, if you like, but then you won't be able to loot them. Keep in mind that these guys are still alive, so if you need to use the research camera on any of these guys, now's a good time to do so.
You're frozen! But only momentarily.
After exploring a bit, Finnegan will freeze you and pose you. For some reason, you're able to break out of his freezing power and will be wake up in the same room, but it's been repopulated by more splicers. There's a Nitro Splicer here on the left if you need more research on them. Again, you can either shatter or melt your opponents, but they're not too difficult to kill with napalm. Finnegan is on the far side of the room. He's essentially an upgraded Houdini Splicer, but with the ability to throw shards of ice, instead of fire. If you didn't blow up the explosive containers in the corner, he'll likely warp right next to them after he disappears the first time, letting you blow them up and kill him instantly. He'll drop the Frozen Field tonic, so grab that and take a picture of his body.
Return to the Atrium now and place the picture into the quadtych. There may be some more enemies here, including, perhaps, a Little Sister and a Bouncer. If you haven't seen a Bouncer in a while, and you probably haven't, get close to it to prod it into taking an offensive stance, then snap away with your camera to boost your research levels a bit.
Paradise Plaza
Return to where you killed Finnegan and melt the door leading into Paradise Plaza. Numerous Spider splicers will attack you here, so be on the ready.
There are a bunch of shops in Paradise Plaza, all of which you should explore. There's nothing special in the Sir Prize shop, save for a bunch of slot machines, but you can find a safe behind the counter, as well as another crossbow on the top floor with some trap bolts nearby. You can also find Robertson's Tobaccoria on the ground floor, near Eve's Garden XXX. Remember that code by the body way back when, 7774? It works on the safe here, so head in to find a good amount of cash. Also down here is Sinclair Spirits. Head inside, flip the small switch on the rear side of the counter, and head down into the basement to find a hidden Power to the People station.
There are plenty of Spider Splicers in Paradise Plaza.
Flipping the switch in Sinclair Spirits also seems to unlock the stairs leading downward in the main open area of the Plaza. (If you check around near the twin stairs leading up, you should see a lit sign with a finger pointing downwards.) If you check around down there, you'll find an Extra Nutrition 2 tonic and some other goodies.
The Pharoah's Casino on the second floor likewise doesn't have much interesting in it, but feel free to check it out and grab what items are in there.
Lastly, visit Eve's Garden XXX to revisit a nasty scene from Andrew Ryan's past. If you explore it thoroughly, Hector will show up. Silas is in Rapture Records. You need to take both of them out.
Hector Rodriguez
You have two targets to kill in Paradise Plaza: Hector Rodriguez and Silas Cobb. We started with Hector, who appears in Eve's Garden after you poke through Jasmine's bedroom, which you can find by jumping onto the stage. He'll run out as soon as he spots you, so you'll have to track him down to kill him. What's annoying is that he constantly runs away from you, throwing napalm explosives over his shoulder, making this a difficult game of shoot-him-from-behind for most players. If you've been rescuing Little Sisters, though, this is easy: just hit him with a single bullet, then hypnotize a Bouncer and let them do the dirty work. Even with a Bouncer on your side Hector will take a while to go down, so try to keep up.
Hypnotizing a Big Daddy will let you wipe the floor with either of these sub-bosses.
If that's not an option, then you can try to either freeze Hector in place, telekinetically throw his grenades back at him, or use anti-personnel rounds from a distance. Crossbow bolts might also be a wise investment here, especially if you manage to see him from a long distance, where he won't fire or move away, but those occasions are rare. You can also try hacking the two turrets on the upper level of Eve's Garden and pushing him in that direction, but there's no guarantee he'll ever actually approach them.
With the third picture in your possession, you can either move on to Silas Cobb, or return to the Atrium and put the picture in one of the frames. If you do so, Cohen will fly into a rage and send a huge number of splicers your way. Get back to the security camera that you hacked and let them deal with most of the enemies, or head to a Gene Bank and equip all your wrench-boosting tonics for some extra fun. When you kill everything, Cohen will pop up a gift for you at the quadtrych.
Silas Cobb
Silas resides in the Rapture Records shop on the second floor of the Plaza. Head in and drop down to the lower level, then hide in one of the covered alcoves until the bomb goes off. Silas will summon some burning spider splicers to deal with you; kill them all, then climb through the vent in the wall and drop down to the upper level again.
Silas doesn't run as much as Hector does, or so it would seem, so the easiest way to kill him is to grab his molotov cocktails with Telekinesis and send them back his way. Three or four cocktails to the face will finish him off, so grab a picture and head back to the Atrium.
When you plant all four pictures into the quadtrych, Cohen himself will appear on the steps and applaud his own genius. Touching, really. You probably won't expect this, but he doesn't actually attack you. Instead, he'll offer you a gift: the Medical Expert 2 tonic that you probably saw in the glass case here earlier. If you want to access the other case, you can probably guess what you're going to have to do.
Cohen is one of the few people that you encounter in the game, excepting Little Sisters, where you actually have a choice between killing him or not.
If you want to take Cohen out and open the case (see the tip below on why you probably don't want to do so), you'll be well served by having the Hypnotize Big Daddy plasmid up and available, as they'll be more than capable of taking Cohen out by themselves, whereas he'll be a lengthy fight for you otherwise. He's a Houdini, so he'll warp all over the area and attack you with firebolts. He's got a ton of health, though, so taking him down by yourself will take a while and consist of pelting him with plenty of anti-personnel ammo, and wandering around aimlessly while waiting for him to reappear.
Tip: If you don't kill Cohen now, he'll reappear later in the game, where you'll have the opportunity to fight him again to get the Muse key and a Power to the People station. If you do kill him, a very small portion of the game world will apparently be inaccessible to you. Note that leaving him alive for now is the only way to obtain a couple of achievements on the 360 related to this secret area.
If you manage to kill Cohen, you can pop open the case, which contains 100 dollars, a few incendiary bolts for the crossbow, and four first aid kits (assuming it's not randomized). You can also head back to the Fleet Theater and enter the projection room to obtain the Electric Flesh tonic.
With all that done, head to the Bathysphere station and proceed to Haphaestus.
Make your way through the tunnels here, noting the increased difficulty of the enemies. The Thuggish splicers have upgraded weapons that deal electrical damage, and the Leadheads have machineguns. every type of enemy will have a lot more health than you used to have to deal with.
Pass through the first large open area here, being sure to activate the Vita-Chamber in the northeastern corner. You'll come to Andrew Ryan's vestibule, which leads to his office. You can find a Frozen Field 2 tonic in the southern room here. Be sure to check all of the corpses that are nailed to the walls in the vestibule; one of them will have an audio log that will give you your next goal: Overload the Core. That will overload the electromagnetic lock on Ryan's office's door.
Hephaestus Core
Head to Hephaestus Core here. Explore it thoroughly before leaving; there's a Power to the People machine across from the Gatherer's Garden machine on one of the middle levels. There are also three exits: one to Geothermal Control, one to the Workshops, and one to the Heat Loss Monitoring area. Your goal is to head to Heat Loss, but feel free to explore the other areas first. You can't do much in Geothermal Control, since the lower level is flooded. The Workshops have some stuff inside of them, but you'll be heading back there in a bit, so for now, head to Heat Loss Monitoring.
Heat Loss Monitoring
Head into Heat Loss Monitoring. The lights will go out a couple of times on the way, which indicates, of course, that an ambush is about to occur. Use napalm or a frag grenade on the bodies that suddenly animate when you reach the far door to quickly clear them out.
It's about this point in the game where some hacking games become actually impossible unless you load up on Autohacks or hacking tonics.
In Monitoring itself, you can find a Kyburz Door Code diary on the ground of the upper level, letting you know that the code to Kyburz's door in the Workshops is the date of Australia Day.
You'll find Pablo's desk at the bottom of this area. Nab the Security Defense 2 tonic off of it, as well as the audio diary. The diary will tell you what you need to know: Pablo sent the would-be assassin, Anya Andersdotter, to Kybutz' Workshop, elsewhere off the Hephaestus Core. Search the Heat Loss area thoroughly before heading back to the Core and into the Workshops.
One of the posters here on the first floor will tell you that Australia Day is 01-26, so no need to head to Google just yet. After exploring the upper floor, proceed downstairs and take out the two turrets. Kybutz's workshop is beyond there, so enter the code into the keypad and proceed through. You'll need to proceed through the tripwires to find the goodies within, so you will have to somehow destroy the bolts that are attached to the walls. You probably have a good amount of ammo at this point, so feel free to shoot them with a shotgun or something, or just fry them with Electro Bolt.
Pick up a corpse with Telekinesis and keep it in front of you as you walk to zap away these trap bolts.
When you clear out the office, flip the switch on the side of the desk to open the safe nearby; you'll nab some Nitroglycerin. After searching the office, head back out to the lower level of the Workshops. There's a small crawlspace near the position of one of the turrets that you destroyed; it leads around to a secret area under the stairs, where you'll find an audio diary that gives you the code for a maintenance area all the way back in the Farmer's Market. You probably hacked it back when you were there the first time, though.
In the southeastern corner of the lower level here, you can find another crawlspace leading to a hidden research lab. Grab the diary here to learn how to complete the unfinished EMP bomb on the table nearby. You already have the Nitroglycerin; now all you need is a couple of Ionic Gel cans and four R-34 Wire Clusters. You may have found a diary before complaining about the number of R-34's that the Big Daddies go through, and indeed you'll have to find them on their bodies.
Collecting Ingredients
You can find one R-34 on the body of the Big Daddy outside of the secret research lab. There's also a bottle of Ionic Gel on one of the tables in the upper level of the Workshops.
Head back to Hephaestus Core and you'll find another Ionic Gel between two workstations, on the highest level of the Core. There's another Big Daddy corpse on the path between there and Andrew Ryan's office, so that'll give you two of those. Now, you may have passed some other Big Daddy corpses in other levels, but none of them will have any R-34's on them.
That's a hella big bomb to be carrying around on your own.
So…looks like you need to kill a couple of Big Daddies. By this time, you should have a pretty good method of doing so, but if you want the easiest time of it, you can Hypnotize one Big Daddy from the Workshops or Heat Loss and drag it back to the Core; that will let you shoot the Big Daddy that roams the core and set the two Bouncers against each other. Wait until they're almost dead and drop some frag grenades into the mix, and you'll have your dead Big Daddies and your R-34's.
Geothermal Control
Head back to the workshop and nab the EMP Bomb. With that in hand, head back to the Core and into the Geothermal Control section. Shock and hack the two turrets here, then let Atlas tell you what to do: You need to use the magma redistribution lever to steam away the water in the area. However, Ryan will definitely notice that this is occuring, so you'll need to be prepared for an assault. The turrets will help out in that regard, as will the six proximity mines in the container here.
This actually isn't nearly as difficult as it sounds, so lay down a couple of proximity mines near the doors here and start turning the wheel. We only saw two Splicers during the entire time that it took us to turn the wheel (around 30 seconds). When the magma was poured into the water, it melted away, as promised, allowing us to head down to the lower level.
Proceed along the walkway, nabbing the Shortened Alarms 2 tonic that lies in your path. Raise the core platform up to the top and pop the EMP device onto the Core in order to overload it.
Return To Ryan
One last task remains: return to Ryan's office and undo the locks on it. There are a lot of enemies between the Core and his office, though, so you may want to try tripping an alarm, shutting down the bots, and hacking them to nab some helpers.
Anyway, head to the circuit breakers, flip them, then move on to Rapture Central Control.
Rapture Central Control
When you enter the Central Control, Ryan will prematurely retaliate for his upcoming death by instigating the Core's self-destruct system. He'll blow all of Rapture sky-high if you don't get to him and reverse the process!
The man himself, at long last.
Head up to the rafters and crawl through the crawlspace to reach the eastern corridors. Listen to the last few audio diaries, then head through the door to reach Ryan at last. Things are out of your hands at this point. Ryan will soon be out of the picture, and you'll have to proceed to the self-destruct override machine. When the self-destruct has been shut off, you'll need to run to the ventilation shaft on your map and escape.
Olympus Heights
Note that things will play out differently here depending on whether or not you've been harvesting or rescuing the Little Sisters. We had been rescuing, so we awoke to a safehouse that was full of little girls, with Tanenbaum watching over them from behind a pane of glass. She clued us in to what Fontaine had been doing to you all along, and sent one of the girls up to open the door to the sewers. Presumably the same basic chain of events occurs if you've been harvesting the girls, as well.
Up in the sewers, grab the gate crank from the ground and use it to open the door. That'll lead you up to Athena's Glory, a little highway waystation that Fontaine has turned into a turreted deathtrap. Try to hack the turrets, if possible, and clear it out.
Get to Mercury Suites quickly if you want to regain your lost health.
Now, as you do all this, Fontaine will continually be reducing your maximum health. Don't worry about this too much--the effects are eventually reversible. However, if you spend an exorbitant amount of time exploring, you will find yourself with a very tiny health bar, so it's important to keep moving as best as you can. That basically entails leaving the Little Girls alone for now and keeping to the task assigned to you.
Mercury Suites
Your first goal here is to search Suchong's apartment in Mercury Suites and find a way to negate the mind control that you're being subjected to. Head to that location on your map and find the goal marker for Suchong's pad; it's on the western side of the ground floor here. (Do the usual hacking of the turrets and cameras on the ground floor before proceeding in.) There's also a Power to the People machine on the pillar in the center of the ground floor.
Explore Suchong's suite thoroughly, and you'll find a Clever Inventor tonic on a desk next to a glowing audio diary. The diary reveals that there is an antidote to the mind control that's being filtered throughout the station: the mysterious Lot 192. Two samples were known to exist, one in Suchong's lab, and another that used to be located in Tanenbaum's apartment, upstairs in Mercury Suites. We'll go for the latter one first.
Finding the Antidote
Head for the stairwell here and start climbing upwards. Although the goal on your map appears on the second floor, the door to Tenenbaum's apartment actually isn't openable there; you'll have to head to the third floor. Have Electro Bolt ready to zap the camera that overwatches the walkway up there. When you reach the balcony of the third floor, follow the path around to the northwestern corner, being sure to grab the audio diary of the paparrazi along the way. That'll reveal the door code to Fontaine's suite here.
When you reach Tenenbaum's apartment, exploring the upper floor will reveal that the antidote has been moved to Fontaine's penthouse suite. Return to the ground floor of the Suites and input 5744 into the door to unlock the elevator leading up.
Fontaine's Apartment
A fierce battle will ensue as you enter Fontaine's little area. You may want to whip out your crossbow and take out the camera on the far northern wall as soon as you arrive; that'll prevent it from locking onto you and summoning security bots. Apart from that, take out the splicers and the turret, then move through the northern door.
Hack this turret and use it to clear out the Splicers in this room.
Head upstairs and find the small chamber off to the side of Fontaine's bedroom to obtain the Lot 192. It'll restore your health bar, but there's a side effect: you can't control what kind of plasmid you equip. You'll flip to a new plasmid, including some that you don't even own, once a minute or so. This effectively makes it impossible to plan ahead for fights, but no matter: you should be able to take on any enemy in the game with just your weapons at this point.
In order to restore your ability to control your plasmids, you'll have to find the second dose of Lot 192. It's in Suchong's lab, in Apollo Square. Before you leave, explore the rest of Mercury Suites for goodies. The main portion that you'll be interested in is Sander Cohen's apartment on the first floor. If you left Cohen alive back in Fort Frolic, he'll be here waiting for you. Kill the splicers near the piano to open the door to the second floor of his apartment, then take Cohen out and nab his Muse Key. There's also a Power to the People station in this locked area. You can't access it if you killed him earlier.
Anyway, when you're ready to move on, find the exit to Apollo Square, back a ways down the tram system.
Apollo Square
Head into the tramway here, being on the lookout for a Rosie that'll be set upon by a few splicers. Feel free to kill the Rosie after she's weakened up a bit for some more ADAM; you won't be able to spend it at a Gatherer's Garden until you find the next antidote, however.
Damn, things must've gotten unpleasant around here.
Make your way through the dystopian Apollo Square and head towards the Artemis Suites, where Suchong's lab is located. He's on the second floor, so open the door, shoot out the trap bolt across the way, then dash across, blow up the turret, and sneak around to hack the camera. That'll cover your back. You'll find the second Lot 192 on Suchong's desk, alongside an interesting audio log. You can also grab a Medical Expert 3 tonic in his operating room.
After exploring the third floor of this area, return to Apollo Square. You can now spend your ADAM at the Gatherer's Garden, so if you have a stockpile, now would be the time to use it.
Hestia Chambers
Before leaving for Point Prometheus, there's one last optional area to explore: Fontaine's Center for the Poor, in Hestia Chambers. It's found to the south of the Rapture Metro, so head on in, if you wish.
The top floor of Hestia is Atlas' hideout; it has a substantial amount of weaponry in it, if you happen to be running low on ammo. If you take the stairs down from the fifth floor to the fourth, you can find a Power to the People machine. The other side of the fifth floor has a wooden barricade over the door; smash it with the wrench and drop down to find some first aid kits, then jump onto the windowsill and crawl through to drop back down.
When you're ready (and have freed the last Little Sisters here), head into the bathysphere leading to Point Prometheus. If you want to revisit any of the previous levels (say, if you left behind some Little Sisters), feel free to do so now.
Point Prometheus
Fontaine smash! The bad guy's angry, or perhaps somewhat bemused at your effrontery, and is intent on giving you what you want: a fight. Well, he'll give it to you after you find him. It's a merry game of hide and seek!
Follow Fontaine until he breaks through a doorway and locks it behind him. You can't follow him unless you have a Little Sister open the door for you. How are you going to get them to trust you, though? Tanenbaum has a plan…
Become a Big Daddy
Search the body of the Big Daddy nearby (there's a Power to the People machine behind it) to find the Suit Control Device. Now that you have that, you can listen to Tanenbaum to learn more about what's required here. In order to effectively mimic a Big Daddy, you're going to have to look like one, smell like one, and sound like one. It's a big job, but someone'll have to do it.
Look Like a Big Daddy
There are three parts to the Big Daddy suit: the boots, the bodysuit, and the helmet. The Failsafe Armored Escorts facility on the south side of the area is where you want to go for these, or at least two of them. If you explore the area thoroughly, you shouldn't have any problem find the helmet (it's in the Candidate Induction room, but you'll be ambushed after picking it up, so be careful) and the bodysuit, in one of the larger central rooms. Explore the area as you wish after that.
The boots, as you'll discover if you read the diaries that you find, were delivered by accident to a library. The Mendel Family Library, to be exact: it's to the west of the entrance to the Failsafe facility, on the second floor of the area. Find it, enter, grab the boots, and you'll have the look down pat.
Sound Like a Big Daddy
You can find the voicebox modulator in Optimized Eugenics, on the northern side of the area. The modulator itself is in Live Subject Testing, on the southeastern side of Optimized Eugenics. Use it to change your sound, and don't miss the Alarm Expert 2 tonic on the bookshelves nearby.
You'll need to do a bit of voicework to change into a Big Daddy.
If you poke around here a bit, you'll find a diary of Suchong in the northeastern room, letting you know that the code to the ammo locker here is 1921. This probably refers to the ammo locker in Failsafe, which you probably already hacked into. Sorry! You can also find another Power to the People machine in the Eugenics Analysis room in the northwestern corner of the facility.
Lastly, there's a safe hidden near the generator. If you find the control room to the south of the generator room (you'll need to zap the locks), you can shut off the generator temporarily and reach the safe, which contains 100 bucks and some incendiary bolts, as well as a few EVE hypos on top of it.
Smell Like A Big Daddy
Lastly, you need to smell like a Big Daddy. That means pheromones. You can find them in the Little Wonders section on the eastern side of the area; head in via the second floor doorway to avoid the turrets on the first floor.
Don't piss off the Little Sisters.
You need three pheromone samples here, and they're spread out around the area. Two of them can be found on desks in the upper part of Little Wonders. There's also one sample in Room 5 on the ground floor, as well as Room 7 (which is only accessible by dropping down from the second level), as well as another one in the Autopsy Ward. You can also find Safecracker 2 in the Autopsy ward.
Pursue Fontaine
After you become a Big Daddy, return to the doorway that Fontaine escaped through and bang on the duct nearby with your wrench to summon a Little Sister. Time to bring the fight to Fontaine!
Proving Grounds
A semi-tough little area here. With the Little Sister at your side, you'll need to escort her through two separate corridors, while attempting to prevent the numerous Splicers in the area from killing her. The girl will run at her own pace while you're nearby; if you move far away from her, she'll stop, but she'll also be undefended.
Tip: If a Little Sister gets killed here, you can summon another one by banging on a wall vent with your wrench. There's no achievement for not getting a Sister killed, so don't worry too much if you lose a couple.
Luckily, your appearance as a Big Daddy will prevent the security systems from locking onto you; however, if you've been rescuing the Little Sisters, then your ward will be foreign to the security, so you'll need to hack everything you see. You should hack away anyway, since the Little Sister will periodically stop at a corpse and extract ADAM from it. This will be the most difficult part of the escort, since numerous Splicers will start coming at you during these trials. Most of the corpses will have a turret or a camera somewhere nearby, so be sure to hack those and enlist them to help you defend the little girl. Also try to set traps for the incoming enemies by laying down proximity mines, Cyclone Traps, and setting the nearby oil fields ablaze.
The first two rest stops are a bit more complicated than the last one, so try to save your more powerful ammo, like proximity mines, for the second half of the trip. After you pass through the room where the dinosaur bones have fallen from the ceiling, you'll come to a pool of water where many Splicers are waiting for you. Frag grenade them out of sight, then head around the corner and quickly hack the turret and camera near the last body. This is going to be the hardest test for you to keep the girl alive. The turret and camera will be able to keep most of the enemies from further down the hallways at bay, so concentrate on nagging the enemies that come from the direction you've already travelled. Hitting them with napalm seems to help incapacitate them while also dealing damage.
Guard the Sisters closely while they harvest their Adam, or they'll quickly go down..
Lastly, a Bouncer will pop out of a wall while you turn the corner to the last door you need to get through. Quickly hit it with frag grenades or powered-up crossbow bolts to take it down, then get to the final staging area before the boss fight.
When you have the Little Sister's needle in hand, make as much ammo as you can at the U-Invent machine here and get ready for a fight by buying first aid kits. (Don't spend all your cash, though; try to save at least 50 bucks.) Static Field 2 might be a handy tonic to have for the upcoming fight.
The end boss guy attacks you here as soon as the level begins. You have to fight him in three forms in order to finally kill him. Start the fight by running up to him while he's strapped to the chair and using the needle to drain his ADAM; that'll cause him to react…violently. You can't hit a Vita-Chamber here, so you have to finish him off in one life.
His power level is over 9000!!!!!
There are three phases here: one where Fontaine attacks you in a fire form, one where he's ice, and one where he's electrical. Each is pretty similar in functionality, however; they each have a powerful ranged attack and a very quick-moving charge attack. Kind of like a combination of a Bouncer and a Rosie, in effect. One thing is constant, and that's the fact that Fontaine is very resistant to damage: it'll take a long time to take him down, no matter what phases he's in. Note the appearance of a first aid station in one corner of the area. Instead of using first aid kits, you might want to try hacking that and using it when you run low on health.
Anyway, dealing with Fontaine isn't too difficult, at least not on the Medium difficulty. The first form here is going to be fire-based, with a huge fireball that he can send your way. Stay in the middle of the area and strafe to avoid his charge attack. He'll basically just charge at you, turn around, fling a fireball, charge again, and so on. Each of his attacks can be pretty easily dodged if you just keep moving to the side. Try to paste Fontaine with liquid nitrogen from your chemical thrower until he's good and frozen, then wrench him for a bit. That'll wear down his health a good amount, allowing you to repeat the process and finish him off without too much wear and tear. If you like, you can, of course, use other weapons or plasmids on him, but again, he's pretty resistant to damage.
Wearing Him Down
After you take off one life bar of Fontaine's, he'll reappear in his little medical chair and start the Adam pumping again. Get close to him and needle him again. He'll summon a security bot or two to help him at the beginning of the next phase of the fight, so quickly find the bot shutdown panel near his chair and shut them down before quickly hacking them.
Your chemical thrower will be a great way to wear down Fontaine's first two forms.
Fontaine is icy now, but no matter: his attacks are pretty much identical. Napalm will be a good bet against him here, if you've upgraded your chemical thrower, but anything will work, for the most part. Wear him down until he returns to the chair, then needle him again and prepare for the final assault.
In his electrical form, Fontaine isn't too much more difficult to deal with, but he'll summon in an apparently endless amount of splicers to help him out. You might be disoriented by the fire that comes from multiple directions, but you should be able to take it by now, assuming you didn't use up all of your first aid kits. If you have any kind of ammo for your grenade launcher, now would be a good time to use it; you can also try using telekinesis to fire the explosive containers onto his body. We also had decent luck with explosive shells for the shotgun; if he catches on fire, he'll head to the water in the rear of the room. While you can't do much in the way of electrifying the water to hurt him, he'll be a little less mobile while he stays in there, allowing you to pound on him a bit more effectively.
After you wear down his final health bar, stick the needle in Fontaine one last time to end the game. We're told there are three endings: one for rescuing all of the Little Sisters, one for harvesting all of them, and another ending for proceeding with a mixture of both actions. If we get more details on these endings, we'll update this guide with extra info on how they're unlocked.
Xbox 360 Achievements
Note that there are Spoilers on this list.
Achievement NameHow To EarnPoint Reward
Completed WelcomeComplete the first level of the game.10
Bought One SlotBought one slot in any Plasmid or Tonic track.5
Maxed One TrackUnlock six slots in any Plasmid or Tonic track.20
Maxed All TracksUnlock six slots in all Plasmid or Tonic track.50
Upgraded A WeaponAcquire one weapon upgrade.5
One Fully Upgraded WeaponFully upgrade one weapon.5
Two Fully Upgraded WeaponsFully upgrade two weapons.5
Three Fully Upgraded WeaponsFully upgrade three weapons.10
Four Fully Upgraded WeaponsFully upgrade four weapons.10
Five Fully Upgraded WeaponsFully upgrade five weapons.10
Weapon SpecialistFully upgrade all weapons. There are precisely 12 Power to the People stations in the game world, and you'll need to find them all for this achievement.20
Fully Researched Thug SplicerFully research the Thuggish Splicer.10
Fully Researched Gun SplicerFully research the Leadhead Splicer.10
Fully Researched Spider SplicerFully research the Spider Splicer.10
Fully Researched Houdini SplicerFully research the Houdini Splicer.10
Fully Researched Nitro SplicerFully research the Nitro Splicer.10
Fully Researched RosieFully research Rosie.10
Fully Researched BouncerFully research the Bouncer.10
Fully Researched Little SisterFully research the Little Sister.10
Prolific PhotographerTake at least one picture of every enemy. 5
Researched a SplicerTake at least one research photo of a Splicer.5
Quality Research PhotoTake an A-ranked research photo.5
Research PhDComplete all research.20
One Successful HackComplete a hack. 5
Hack A Security Bot- 10
Hack A Security Camera-10
Hack A Turret-10
Hack A Safe-10
Hack A Vending Machine-10
Skilled HackerComplete 50 hacks.40
Basic InventorInvent one item.5
Ammo InventorInvent at least one of each possible ammo type.25
Avid InventorInvent at least 100 items. If you collect enough loot, you should be able to equip the Clever Inventor tonic just before the final boss, hack the U-Invent there, and make a billion cheap things to get this achievement.10
Tonic CollectorCollect or invent 53 tonics. Difficult to do, as this apparently means that you need to collect every tonic in the game, and some are squirreled away out of sight.50
HistorianCollect all audio diaries. Likewise, pretty difficult. Some of these are in objects or on corpses, so it's difficult to get them all unless you're following a checklist.50
Toaster in the TubShock an enemy that's standing in water.10
Lucky WinnerHit the jackpot at a slot machine in Fort Frolic.10
Seriously Good At ThisBeat the game on the Hard difficulty.40
Dealt with every Little SisterRescue or Harvest every Little Sister in the game.40
Little Sister SaviorBeat the game without harvesting any Little Sisters.100
Defeated Dr. SteinmanStory objective; impossible to miss.15
Defeated Peach WilkinsStory objective; impossible to miss.15
Restored the ForestStory objective; impossible to miss.15
Completed Cohen's MasterpieceStory objective; impossible to miss.30
Defeated Andrew RyanStory objective; impossible to miss.30
Broke Fontaine's Mind ControlStory objective; impossible to miss.30
Became a Big DaddyStory objective; impossible to miss.30
Defeated AtlasStory objective; impossible to miss.100
Found Cohen's RoomEnter Sander Cohen's personal quarters. Only possible if you don't kill him in Fort Frolic; you'll encounter him in the Mercury Suites later on in the game.10
IronyTake a picture of Sander Cohen's body after killing him.10
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Content Marketing BlogPowered by the Get A Copywriter Community
Weird Writers’ Rituals Part 1: What’s your Strange Routine?
Chocolate? Fuzzy Betty Boop pants and flip flops?
I know there’s coffee…
Every writer has a ritual that kick starts the flow of creative juices. For some, it’s music or TV in the background, for others it’s complete and total silence. Others have a particular outfit or chair that holds the key to unlocking their inner muse.
Famously, our rituals have branded us as crazy and superstitious, and there is plenty of evidence to back it up. Victor Hugo, the French novelist to be thanked for the Hunchback of Notre-Dame, wrote naked (in fact, he paid his valet to hide his clothing so he couldn’t be tempted to leave the house and his work).
Not all of us are so eccentric (and probably cold), but the truth is we all have some routine that we insist on… some are even sane.
Sounds of Writing
One of the most common writing rituals involves our personal soundtrack. Almost every writer has a specific sound they feel brings out the best words.
My soundtrack is loud (to drown out my minions), and MUST be entirely comprised of songs that I know by heart. I sometimes sing along, and I know the words well enough that I don’t have to think about them. A new or unfamiliar song can throw me completely off-track. A few of the things in my work soundtrack (which by the way is titled “Shut Up and WRITE”):
– The Supernatural Soundtrack. All that classic rock… love it.
– A few newer country songs… those that are just almost rock.
– Aerosmith.
writing ritual sound
My particular brand of writing soundtrack is uncommon; most writers tend to prefer instrumental or classical music… something with no words to distract. Others must have a silent world to work in.
Taste of Writing
Coffee and chocolate… the good kind that’s dark and bitter. Actually both are best when dark and bitter, but the coffee must be scalding hot and the chocolate must be refrigerated.
The coffee is in a black mug proclaiming “It’s a JUNGLE in there!” There is a wild animal/jungle schemed mural coating the inside of the cup, and it sits on a Peace Sign coaster. The chocolate is Gevalia, and broken into little pieces in a purple toddler’s bowl. Both are carefully prepared and arranged on my desk before any serious writing can occur.
Coffee is a big one with writers. There are also the tea-drinkers, the drinker-drinkers, and the foodies who munch on junk the entire time they work. Plenty of writers sit down after a big meal, or go the opposite way and fast… rewarding their accomplishments with the end of starvation.
The Cloth of Writing
I don’t have a particular outfit (or lack of) for writing, but I have discovered I work better in day clothes. I can go straight from bed to the computer in my jammies, but I’ve found my productivity is at its best when I actually put on jeans and a shirt (usually a tank top), some real shoes, and brush my hair.
Maybe it’s that feeling of “getting ready for work” that does it…
writing ritual cloth
Some writers do their best work naked, while others have their “lucky” bunny slippers. This ritual is less common than coffee, but plenty of writers will tell you their creative flow is dependent on their attire.
The Locale of Writing
Some writers cannot work from home. There are famous serious thinkers who check into a hotel daily just to write in the quiet, neutral environment. Others choose outdoors, and carry their laptop or journal to a park or the backyard.
Some crazy souls do their best work in a crowded coffee shop, sitting in a corner with their leather-bound journal, scowling at strangers and complaining about society.
I create rough drafts, do some personal blogging, and other non-important tasks on my laptop from a couch or anywhere else, but the real stuff is done at the desk with my chocolate and coffee props (and of course, the soundtrack).
The Oddities of Writing
There are plenty of other little rituals that writer’s come up with and stick to. For instance, my desk has to be wiped down with a baby wipe before I work. …of course, I have OCD as well, which may be to blame for some of my habits.
Other writers have a very specific set-up they insist on… closing all computer tabs and windows except their work, all ideas and notes written out long-hand on a yellow legal pad, or a blog/newspaper/humor site they read before working.
Some great wordsmiths write standing up. In fact, there is evidence that shows it’s better for your back and health. Me? I prefer sitting on my butt with my feet on something.
It doesn’t matter what the ritual is, if it’s the same every time you write, then you are a victim of Writing Weirdness.
Enjoy it, Strange One, you’re in good company!
What’s your writing ritual? Let me know in the comments!
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One Response to “Weird Writers’ Rituals Part 1: What’s your Strange Routine?”
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71 Comments Refresh
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Posted by mlarrabee
Do I have to...?
Posted by Game_Baron
Looks interesting, but something is off with the sound during the cutscene...
Posted by Enigma777
The fuck is up with that sound mixing?
Posted by FluxWaveZ
Yeah, something's up with the sound. Still, I'm continuing to love this game.
Posted by GTCknight
Well okay that's interesting, I guess.
Posted by ArchTeckGuru8
Well that ending was certainly unexpected.
Posted by GlenTennis
Space Ganondorf is a DICK.
Posted by Hero_Swe
Probrably aren't done with all the sounds. Still, interesting story.
Posted by TheChaos
Guts with white hair: the game.
Posted by mano521
this is lookin suuuper japanese
it has piqued my interest though
Posted by Eribuster
Questionable to not have the sound effects. Still, it looks alright.
Posted by Hoagie808
did he just drop that dude from a space station?
Posted by Shadow
wait, isn't this not coming out here? Why did they localize it?
Posted by phatcat
Man, that motherfucker has some WRATH!
Posted by DJJoeJoe
@mano521 said:
this is lookin suuuper japanese
it has piqued my interest though
Posted by jamesisaacs
Dub lol makes me cringe.
Posted by iSAW
Sorry guys, the sound effects will be included with the paid DLC coming two weeks after release.
Posted by FilthyBastard
Glad im not the only one peeved with the sound design in this thing.... Bad lip-syncing and zero sound effects made me think that this trailer wasn't finished.
Posted by Talis12
the more i see of this the less i want it
Posted by StandStrong
This trailer is actually the first trailer for this game, that has made me not wanting the game.
Posted by Doupi
Japanese or Japanese-looking-games are not meant to be translated to English...
Posted by JunkanooPunch
please ...... pretty please ?
Have option for jap audio with subtitles.... PLEASE !!!!!!
Posted by Contro
Out in February - woo!
Posted by A_Wet_Shamwow
I read it as Azura's wrath now I'm disappointed it is not a skyrim trailer
Posted by gamefreak9
... that is one angry dude...
Posted by McQuinn
hahahaha. Where are the sound effects?
Posted by slantedwindows
this is so bad that it's bad.
Posted by 137
@sideshow said:
the more i see of this the less i want it
As soon as they announced it the less I wanted it.
Posted by NXH
Great! Another God of War rip off. Like we have enough of those around.
Posted by gosukiller
OMG. I just laughed out loud at
Girl: Welcome home father!
Asura: ........ thanks.
Posted by miva2
so japanese and so gameish.
i'm so gonna love this game.
Posted by Mumrik
720P for non-subscribers:
Posted by Dantekiller
So its like god of war but better lol
Posted by JackSukeru
Hm, weird trailer. There better be actual sound effects in the real game.
Posted by nohthink
Japanese space God of War!!! Soooo looking forward to play this game lol
Posted by Max_Hydrogen
Posted by Marcness
@GlenTennis: Agreed. He IS Ganondorf. And is insane.
Posted by Zapbrader
Ganondorf is in this?
Posted by Kucheeky
Well this certainly looks original.
Posted by Batmeng
Doesn't work for me without japanese VO.
Posted by omegadude
i think it sounds decent and the voice actor that does the voice of Gara from Naruto is the main character the story seems interesting but i could see some textures that just made me feel like everyone was made of wood or something
Posted by MajesticOverlord
I want, no, need more! When the hell is the continuation coming out!
Posted by Mezmero
The set up makes the story look a lot lamer than I thought it would be. I kind of like the character designs but I guess I was expecting more of a monkey king parable than a God of War rip off. The stylistic choice of having subtle music cues instead of actual sound effects is pretty cool and I hope the sound effects in the final game are good.
Posted by Spiritof
The grunting VO in this game is TOP SHELF!
Posted by spilledmilkfactory
I love the look of this game, but everything else is looking iffy still
Posted by Slaegar
he mad
I agree sadly. It sounded really cool, but this story is getting more and more cliche. It will come down to gameplay.
Posted by Game_Baron
@JunkanooPunch: Yes, that is a feature in the game.
Posted by Game_Baron
@GlenTennis said:
Space Ganondorf is a DICK.
"Space Ganondorf" - good one! +1
Posted by StealthRaptor
Is said new world going to be called Outer Heaven?
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Every time I get a new pair of Converse sneakers, my first thought is, I can't wait for these to get scuffed up and look like they've been mine forever. Apparently lots of people have the same feeling, because Converse just came out with the Chuck Taylor All Star Well Worn Collection—a set of color washed canvas sneakers that have been treated to purposefully look broken-in. Would you buy them?
Available in both high-top and low-top styles, the $65 to $70 kicks come in soft spring colors like Cashmere Rose, Meadowbrook, and Tango Red. My favorite are the Deep Mint high-tops. They're the kind of sneakers that say, "I've got on this cute floral dress, but I'm still really laid back" (that is, if you're OK wearing a dress with sneakers). If you're not in the market for new kicks, you don't have to miss out on this trend. There's a way to get the style for free: Just keep wearing your sneakers! You'll get the look eventually, alongside the memories it took to make them.
Would you rather buy your Converse sneakers pre-distressed, or would you like to do the wear-and-tear yourself?
Photo Credit: Converse
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From Grand Theft Wiki
Revision as of 17:24, 16 August 2012 by A-Dust (Talk | contribs)
Jump to: navigation, search
Barberism is a barber shop in the Saint Mark's district of Portland, Liberty City in 1998, the setting of Grand Theft Auto: Liberty City Stories. It is inaccessible to the player.
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View Single Post
Old October 9th, 2010, 10:58 AM #8
Catch the wave
RyeBread's Avatar
Join Date: 11-08-05
Location: Fenton
Posts: 7,974
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and yes, you sound like a liberal Kelly. When it is ever a good thing to distort science, and public perception to create Government Policy?
Fuck, I can easily cite statistics that show that if we banned all driving of personal/commercial motor vehicles that roughly 35,000 to 45,000 men, women and children would not die every year in motor vehicle crashes... wouldn't that be a good thing?
RyeBread is offline Reply With Quote
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GuildPortal FAQ
Frequently Asked Questions about GuildPortal Hosting
Q: What are the New User Rights, Like (GUEST)? for Vent
For a very detailed explanation of the user access rights and all information about it, visit
To get rid of the guest tag, the user must be created in the user editor, see the link above for the UAR FAQ page.
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October 1st, 2009
Creative Launches Inspire S2 Wireless Speakers
Creative Technology has announced the Creative Inspire S2 Wireless, a compact speaker system which grants users wireless music freedom for new generation compact notebooks, PCs or mobile devices with wireless music playback via its built-in wireless receiver or any notebook or PC with a USB port by means of a plug and play USB Bluetooth [...]
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Probably the most high-end sound you can get from a computer sound card.
A Review On: Onkyo Japan SE-300PCIE Wavio PCI Express Sound Card
Onkyo Japan SE-300PCIE Wavio PCI Express Sound Card
Rated # 7 in Sound Cards
See all 2 reviews
Recent Pricing:
Review Details:
Audio Quality
Purchased on:
Price paid: $200.00
Posted · 5295 Views · 0 Comments
Pros: 120 dB S/N (A), 24/192, built in headphone amp, PCIe + standard XFi drivers (robust and relatively future proof).
Cons: The gamer and DSP features of the XFi codec add unwelcome clutter and confusion.
This is a great sound card, full featured for gamers, home recording, and home theater, as well as traditional high-end audio.
I am only interested in it as a source for high-end audio (2 channel) and my review only considers this one aspect of its functionality.
Notes in passing,
1. Drivers install without a hitch on Win 8.1(64 bit) and seem stable, so hopefully Creative has put that history behind them.
2. A lot of DSP "enhancements" are turned on by default. For the best sound, turn them all (equalizer, AEX, 3D, "crystallizer", etc) off.
3. The card is physically quite similar to the SE-200PCI, but there is now a separate plate for the multichannel analog outputs, replacing the breakout cable. So the full setup will take up two slots in your case, though the second is optional.
4. 120 dB is better than the SE-200PCI, and it is less susceptible to noise pickup too. (I suppose due to the full metal shielding over all the analog sections.)
5. As most people note, there is a built in headphone amp (good!), but no header for routing audio to the case front panel (not so good!) so overall the headphone jack is a pain to use. I use the line out RCA to my headphone amp, so its not an issue for me.
Once set up, its all nicely integrated with Windows (line out volume is set in the Windows mixer), and you can pretty much forget about it.
The sound is (once you get rid of the DSP, see above) smooth and detailed, with superb spacial resolution. Overall neutral, tonally refined. No digital glare, no artificial warmth or emphasis. Some people might find it too restrained. Not everyone wants or needs this kind of performance in a computer sound card, as you need similarly excellent system to appreciate it.
So that brings us to the price. Let me just say that the $400+ sticker price on this in the US is just insane. I got mine used, so back in "comparable to the SE-200PCI LTD" territory. It's $300ish retail in Japan, which is 50% more than the SE-200PCI LTD ever sold for, but justifiable, perhaps. Either way I can't bring myself to recommend a sound card that costs that much, and that much more than you can get the 200PCI for. Especially as 80% of people are probably going to prefer how the 200PCI sounds anyway. And given the 200PCI sounds wonderful, why take the risk on the '300? For 2 channel audio the numbers don't add up.
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Head-Fi.org › Forums › Equipment Forums › Portable Headphones, Earphones and In-Ear Monitors › If you were to pick just two earphones.... which would you choose and why?
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post #1 of 21
Thread Starter
Here's my quandary: I've yet to find a earphone that I find really satisfying for every genre/recording quality. I'll be impressed by some, but then I remember how a certain album sounded w/ a certain earphone and then I get dissatisfied.
Right now, I'm leaning to the ER4P for classical and maybe keeping the IE7 for jazz (including less quality recordings) and things that need a little more bass (alternative). That would see almost every genre covered for around $300 for what I paid (ER4P used).
Out of those that I've previously owned and if I were not on a a budget, it would be a really tough choice. A fairly uncolored earphone is hard to find, but that is what I prefer for classical. I find though I take a hit in the soundstage as soon as I go to uncolored. I'm not a mid fiend but it is surprisingly difficult to find quality mids that don't overwhelm. That was my problem with the UM3X. I liked the detail and instrument separation, but the bass seemed flobby, the mids in your face and the soundstage too small. I loved the IE8's soundstage but the bass overwhelmed.
Anyways, from the ones I've heard, I'd probably choose the ER4P for classical and UM3X for jazz/rock... That's leaving me short on sound stage though. Maybe the IE7 and ER4P are as good as I can get.
Which two would you pick for which genres and why?
post #2 of 21
go for the Monster Turbine Coppers or Miles Davis Tributes
Get them on onecall.com
post #3 of 21
Originally Posted by jacobap100 View Post
go for the Monster Turbine Coppers or Miles Davis Tributes
Get them on onecall.com
I agree with the Coppers, or Golds.
post #4 of 21
Thread Starter
Thanks for the advice!
But I was looking to open up a discussion further: If you've tried several and would just keep two, which two would you keep to get all your favorite genres/recordings covered?
post #5 of 21
I thought this was going to be one of those recommend me stuff threads :P
If keeping with universals i would pick the e-Q7 and CK10. I had those two only for a while and I thought I was done but I ended up venturing into customs. Neither has the bass of say the Coppers, Golds or even the IE7 but I was quite happy when I had those two.
They both had great clarity, sound stage and speed and the e-Q7 had an amazing bass texture to go with a fairly balanced sound.
post #6 of 21
My experience is very limited but I have been burning in my Monster MD for the last week or so. They have about 50 hours on the them so far and they sound AMAZING!
post #7 of 21
I'd keep my JH16s as my everyday workhorse, and the Etymotics would be for high isolation.
post #8 of 21
MTPC for sure, but I'm not sure yet what the second choice should be.
post #9 of 21
So I've owned or have tested everything so far listed here and quite a bit more. except for the JH 16...
can't afford that one..... T_T.... (yet)
if you want something that'll handle most everything I'd just recommend the earsonics sm3. I think you can ebay them for $359? worth it in my opinion.
I went through a lot of IEM, just not satisfied. At one point, I carried around a triple fi and a westone 3... this is after I left the Shures and miles davis... etc etc
SM3 isn't too well known in the states, but it really does blow away other "big dogs" who drop a lot on Marketing.
Look it up, read about it a little. ^^ I'm almost positive you won't regret it.
post #10 of 21
post #11 of 21
first is Ortofon e-q7 sure, I love its sweet vocal, smooth, and not too bright neither too warm for me. And they also good for my fav songs, like pop-rock (japan too) and acoustic.
second, I think JH13 is a "must have things" if you have that money lol.
post #12 of 21
SM3 is my eny album sounds good work horse, very detailed and reveiling and sounds great when eq'ed
westone 3 when i want a fun fun fun listening session , great bass and treble focused iem with the same level of details as sm3L3000.gif
post #13 of 21
SM3 or UM3x and JVC FX700.....
post #14 of 21
I'm gonna concur with the SM3s. I have Ety4Ps (with custom earmolds), MTPC, MDTributes, Brainwavz M3, Shure SE530, and just got the SM3 today. The SM3 gets more right than anything else I've heard. The upper mids are a bit peaky (2-3kHzish?) and there's not that last bit of 'sparkle' at the top, but they are VERY detailed and do an awesome job of preserving the 'layers' of a recording and letting you hear what's there versus collapsing them into a mush.
On Sleepthief's "the chauffeur", for the first time the lyrics are perfectly clearly intelligible (E.G. "droning engine" vs "drowning engine" which made no sense). On The Haunted's "DOA" the drums, vocals, and guitars all stay properly defined and don't devolve into total mush as they do with lesser IEMs when pushed hard. Attack is not as fierce and you don't get the slam you do from say the MDTributes but it's about where the Copper is if maybe a BIT less? But bass is still substantive and substantial. Most importantly? They're not powerhogs and sound 'effortless', especially at low volumes. So I CAN crank the hell out of things? But don't have to. And they soundstage so much better than the MTPC and MDTributes that it's tough going back. But when I wanna get my head hammered? Tributes for sure. :)
Note: This is through a Linearossa W3. I haven't used 'em unamped but based upon the MDTributes with the same amp they're far more efficient.
post #15 of 21
Panasonic hje900 and MTPC.
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Crusaders lose tough one to Clippers
September 9, 2012
STEUBENVILLE — One fourth quarter defensive stop followed closely by one critical turnover made all the difference in one heck of a high school football game Saturday at Harding Stadium....
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Huffpost New York
Tory Burch Foundation Mentor Event
Posted: Updated:
You might think that running a wildly successful fashion brand and being a single mother to three children would leave very little time for much else. But Tory Burch manages to do all of that and help women in need. She recently hosted her first Tory Burch Foundation mentor event, and she sat down to talk to us about it.
HP: You Can you tell us a little bit about the event?
TB: The Tory Burch Foundation empowers women through microfinance domestically -- but entrepreneurs also need advice and guidance. So we invited nine mentors and over 100 women who own small businesses to share their ideas and experiences. It was very organic. We were so immersed in conversation that the event ran an hour over.
HP: Who are the mentors that attended?
TB: People who have been successful in their respective fields, such as Emily Rafferty from The Metropolitan Museum of Art, Jessica Igoe from American Express and Vera Wang's Mario Grauso.
HP: What kind of advice did the mentees need?
TB: They discussed everything from challenges and worries to business strategies and how to take their companies to the next level. Some women talked about e-commerce, while others talked about financial plans. It was an open forum for entrepreneurs to ask anything they wanted about their businesses.
HP: What advice did you give to the budding entrepreneurs?
TB: The most important advice I can give is to have a unique point of view and have the tenacity to follow through.
HP:Who are/were your mentors?
TB: My family has always been incredibly supportive. I've also been lucky to work with amazing people in the fashion industry, and I learned a great deal from each job I had.
For more information or to get involved, go to
Around the Web
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Tory Burch Foundation Helps Women Entrepreneurs Achieve Their ...
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MEET OUR CLIENTS - Tory Burch Foundation
Tory Burch Foundation CD | Tory Burch Blog
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Tory Burch Foundation | Style Observer
Filed by Ashley McAdams
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Huffpost Business
New Harbinger Headshot
Top 10 Tips for Getting Your Dream Job
Posted: Updated:
By Bill Knaus, Ed.D., author of Fearless Job Hunting
Take this 10 question true-false job search success test, figure out where you stand, and use the results to build on your strengths and to identify where you can improve. The test consists of true or false questions. Note the answer that best describes how you see yourself now.
1. I'm mentally ready to hunt for a great job.
2. I operate passionately with a job-search purpose.
3. I've got an excellent handle on the best job for me.
4. I set up a quality job-search "office" for my search.
5. I have the tools to cut through procrastination barriers.
6. I know how to pressure proof myself against stress.
7. My resumes and cover letters are impactful.
8. I take full advantage of my network contacts.
9. I have polished my communications skills.
10. I'm prepared to skillfully negotiate a job offer.
If you answered "false" to one or more question you've nailed down a job-search hot spot(s). If you are like most, you can profitably work on each of the above 10 critical job-search "skills," to improve, confidently move forward in your job search, and get hired in a great job.
Quick Start Tips for Fearless Job Hunters
The following quick-start tips are in the same order as the test questions. Use the information to improve your score, and to score with a great new job.
1. Get in the right mindset. Most skip this step, but it may be the most important. Believe that you can apply your talents and learn new ways to advance on a job-search path, and you are operating with realistic optimism. That is the right mind set.
2. Use passionate purpose methods. Do you have a passionate purpose for following through on your search? Name it. For example, are you looking for a type of work that fits with your interests, temperament, and economic goals?
3. Size yourself for the job and the job setting. A career study boosts your knowledge of job possibilities that fit with your work abilities. What are your strongest work skills? When you put your best talents to work, you can feel work confidence and experience success. A common reason people leave their jobs is because of work setting incompatibility. Is the setting right for you? It's common to miss these two assessment steps. They are among the most important.
4. Set up a home office for your job search. This is a place to go to work to find work. Your office can be a corner of a multi-use room, or a room you set aside for your job-search office. Here are some basic considerations: (1) have logistical support at your fingertips (phone, fax, computer, etc.); (2) make the environment business-like and pleasant; (3) control distractions and concentrate on your job to get a job.
5. Cut procrastination out of your job-search. Many will tragically skip this step. When job-search delays lead to more delays, discouragement can follow. As an antidote, each evening define your job search goals for the following day. Then lay out how you plan to meet them. You are likely to sleep better with a plan in place. You'll gain more ground the following day by following your plan.
6. Pressure proof yourself against mental stress. Negative stress thinking habits are like magnets that can attach to practically any part of your job search. Think about your thinking. What thoughts do you find stressful that you can invalidate? Enhance your effectiveness by adequate sleep, physical exercise, a reasonable diet, and optimistic realism. Most skip this step. It is among the most important things that you can do to sustain a job-search effort.
7. Get you paperwork in order. Employers are primarily interested in whether you meet the educational requirements and have the experience to do the job. Most resumes are first viewed in 30 seconds. Make sure you have that critical information displayed where the screener can quickly see your qualifications. Keep cover letters pithy, friendly, and professional. For Internet submissions, use a chronological resume that describes your education and the jobs you held. Constructing these documents is normally the simplest part of the job-search process.
8. Network, network, network. Most people get jobs through their contacts. Who do you know who may know about a job opening? Who are the people who can help you get to the decision makers? This is not a time for shyness. Ask, ask, ask!
9. Polish your communications skills. It can be tempting to think up answers to possible interview questions and neglect communication skills. These include active listening, or taking in what the interviewer says and responding effectively. Reading the interviewer is an important part of this process.
10. Sharpen your negotiating skills. When a job offer is made, do you have negotiating flexibility? Work out a win-win situation for both you and your future employer, and you are off to a good start in a profitable job.
Bill J. Knaus, Ed.D. is a licensed psychologist in Massachusetts and co-author of Fearless Job Hunting: Powerful Psychological Strategies for Getting the Job You Want (New Harbinger, 2010). He is also the author of The Procrastination Workbook, The Cognitive Behavioral Workbook for Anxiety, and The Cognitive Behavioral Workbook for Depression.
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Stuart Dow Headshot
Lyle and Max: Pets Remembered
Posted: Updated:
Last week I called my brother Leon, who lives in Jerusalem, to wish him a happy birthday. As soon as he answered the phone, I knew something was wrong.
"Is everything all right?" I asked.
"Not really," he murmured in response. "I had to put Lyle to sleep."
Named for the Texas country singer Lyle Lovett, the dog had been Leon's companion in Israel since the time he made aliyah 15 years ago. I didn't know quite what to say, other than, "I'm so sorry. I know how you're feeling." Because I did: I had lost my dog Max after 13 years of friendship.
In "The Unbearable Lightness of Being," Milan Kundera writes:
The very beginning of Genesis tells us that God created man in order to give him dominion over fish and fowl and all creatures. Of course, Genesis was written by a man, not a horse. There is no certainty that God actually did grant man dominion over other creatures. What seems more likely, in fact, is that man invented God to sanctify the dominion that he usurped for himself over the cow and the horse.
Clearly, this doesn't sound like a Jewish view on the subject, at least not a traditional Jewish view. But Kundera goes on to say, "True human goodness, in all its purity and freedom, can come to the fore only when its recipient has no power. Mankind's true moral test, its fundamental test ... consists of its attitude towards those who are at its mercy: animals." This view is actually quite Jewish.
The Bible contains many laws that mandate compassion for animals. For example, an ox is not to be muzzled when threshing in a field of corn (Deuteronomy 25:4). A farmer should not plow with an ox and ass together -- so that the weaker animal does not suffer trying to keep up with the stronger one (Deuteronomy 22:10). And in addition to people, animals must also be allowed to rest on the Sabbath (Exodus 20:10). Rabbinic law goes even further, suggesting that a person not eat or drink before first providing for his or her animals. Perhaps the overarching Jewish view is best summarized in Proverbs 12:10, which provides, "The righteous person regards the life of his beast," meaning that in Judaism, one who is cruel to animals can never be considered righteous. (Thankfully for Michael Vick, atonement is available.)
But more compelling than how we treat animals, which still implies dominion or control, is how we genuinely integrate them into our lives as virtual family. I've often thought that there's no better reflection of the human capacity (and perhaps need) for love than that evidenced in our relationships with pets. We enter these relationships, investing not just time and money, but emotion -- forging deep connections -- knowing that we will outlive our animal friends, thus resulting in our having to experience grief at the inevitable loss. Why? The common answer is that pets -- dogs, in particular -- provide unconditional affection. And to a large degree, I suppose that's right. But I am convinced that we benefit in other ways, as well -- or at least we can, if we heed the canine call.
In her remarkable book "Animals in Translation," autistic author Temple Grandin explains how her condition provides her with unique insights into the way animals perceive and thus behave. Grandin has written hundreds of scientific articles, and half of all the cattle in North America are kept in more humane pens that she has designed. As part of her work, Grandin literally climbs into areas where cows are kept in order to see what they see, things that non-autistics simply do not observe. Animals, it seems, notice minute details that most of us miss, such as shadows on the ground that most people either ignore or don't even see as sufficient to cause huge steer to stand still, frozen in fright. According to Grandin, unlike humans, animals don't see what they want to see; they see the world and their environment as they actually are.
An author with a very different condition, alcoholism, also writes of animal perceptions -- or lack thereof. In "Pack of Two," Caroline Knapp describes how she regained control of her life through the companionship provided by a puppy named Lucille. "Dogs don't judge us. They are oblivious to the standards [people] use to assess one another -- appearance and social status, color and class and profession." Unlike us, dogs are always honest, without reference to what others might think, which is why they bark and jump with excitement when we return home -- because they act the way they feel, and they feel without pretense: "My [other] relationships have characteristically been about withholding -- keeping parts of me shut down, or held back, or under wraps, protected against disappointment or vulnerability," Knapp writes, but "my relationship with Lucille is about giving, an unrestrained, fearless, expressive kind of giving that's brand new to me, and it makes me feel human."
In the end, I'll never forget the amusement and the annoyance my dog Max caused. Born without siblings, this mixed shepherd was both the pride and runt in his litter. Once, he caused a UPS delivery man to climb a tree; another time, he crashed through a plate-glass window going after a garbage truck; and frequently, he devoured chocolate cake and kosher brisket that my mother hadn't intended for him. But the Master of Disaster passionately lived and genuinely loved. And those are life lessons that books alone cannot teach.
(For Phoebe, who's fighting cancer with great courage.)
From Our Partners
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global_05_local_5_shard_00000035_processed.jsonl/25745
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Huffpost Divorce
Vicki Larson Headshot
Get Fat And I'm Dumping You!
Posted: Updated:
A headline two years ago grabbed my attention and probably a few others': Being Fat Ended My Marriage.
In the Ladies Home Journal article, the author, "Jane," detailed how she put on 40 pounds after childbirth and was never quite able to shed them. Her husband, "Robert," withdrew emotionally and physically and after two years of counseling and a few separations, they divorced.
Of course, after the divorce, Jane lost most of those 40 pounds -- and promptly found a new husband.
That's a rather typical story. A lot of women gain weight when they get married; in fact, they're more at risk for obesity just by shacking up. Men do, too, but they don't gain as much as women do. And researchers have found that after divorce, most go back to their pre-marriage weight. The Divorce Diet isn't pretty, but it works!
So why don't people just lose the darn weight while they're married? I don't know, but some would-be spouses aren't going to leave it up to chance: they've put weight restrictions in their prenups.
Which begs the question -- if your spouse got fat, would you split?
Is weight a valid reason to get divorced?
It's enough to keep British writer Samantha Beck fit. Her French husband, Pascal "knows what I weigh, will comment on the weight I put on (in front of friends and family, too) and will discuss my figure appreciatively (or not). ... Pascal absolutely believes that my becoming a 'fat wife' would be grounds for divorce."
Well, we always knew the French were different.
As a sometime reader of advice columnists, I have often come upon letters -- usually from the husband -- complaining about his wife's weight. He's not attracted to her sexually anymore and he mentions (hopefully delicately) something about her weight to her, which makes her angry and defensive, and so he pulls away emotionally and physically, which makes her feel worse about herself so she eats more and then gains more weight, which turns him off even more ... it's a downward spiral that most likely ends up in divorce anyway.
Most couples fight about money, sex, chores and children, but weight often factors into those issues. And just like a couple needs to be in tune with how they'll raise their children and spend or save their money, they probably need to be like-minded when it comes to diet, health and fitness.
Of course, weight falls under the "for better, for worse, in sickness and in health" statement. But we'd surely say something if our spouse became anorexic or bulimic. Becoming fat is just as dangerous and unhealthy, so why is it such a hot-button issue?
I do have to wonder about how that fat-clause prenup would work, though: Do you wait until she's breaking the scale and slap her with divorce papers? Or do you say something as she starts adding on the pounds, which has its own problems because many women -- obviously not French women -- get really upset when their sweetie calls them on their weight. "I'm still the same person inside. Why is he so shallow? Why can't he love me as I am?"
And, yes -- there are many men out there who get fat, too.
Still, if I were Jane's first hubby, I'd feel a bit pimped; obviously she could lose that weight.
The odd thing is, while their marital problems seemed to start when "Robert" became distant, ultimately they were divorcing about her weight.
Maybe that prenup clause isn't such a bad idea after all.
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Hostess With The Mostess
Egg, Shrimp, and Scallion Pancakes
1 pound medium shrimp, peeled
5 eggs, beaten
2 scallions, white and green parts, chopped
Canola or other neutral oil for frying
Fish Sauce or light (regular)
Soy sauce for serving
Refresh the shrimp by putting them in a colander and tossing them with a liberal amount of salt. Rinse immediately under cold water and press gently to drain will. Put the shrimp in a bowl, add the eggs and scallions, and mix well.
Put enough oil into a large nonstick skillet to coat the bottom thinly. Place over a medium heat and heat until a drop of egg immediately sizzles and bubbles upon contact with the oil. To make each pancake, ladle about 2 tablespoons of the egg mixture into the skillet, making sure that a few shrimp are included in each portion, and then quickly nudge the shrimp in each pool of egg so they don’t overlap. Fry only as many pancakes at once as will fit without crowding, about 3 pancakes at a time in a 12-inch skillet. Don’t worry about the shape each one takes, as they are met to be fee-form. When the edges of a pancake are set and lightly browned, after about 2 minutes, use a spatula to turn it carefully. (If the pancakes have stuck together, use the spatula to separate them before flipping.) Fry for another 30 seconds to 1 minute, until browned on the second side. Transfer the finished pancakes to a plate an keep warm while you fry the rest.
Arrange the pancakes on 2 plates or platter and serve with the fish sauce for dipping.
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Building a new theme for Drupal 7
Create a custom look and feel for your Drupal site
Themes are plug-ins for Drupal that build or enhance Drupal's core look and feel. In this article, get an overview of how the theme system functions in Drupal, including the various components of a Drupal theme and how to determine which components are necessary or optional elements, and learn how to construct a new theme from scratch using the default PHPTemplate theme engine.
Timi Ogunjobi, Software Engineer and Author, Xceedia Limited
22 May 2012
Also available in Chinese Russian Japanese Portuguese
A theme accounts for the user interface (UI) of a Drupal website. Even though the theme structure has not changed appreciably, Drupal version 7 comes with a new theme implementation methodology. This article shows how to create a new Drupal 7 theme.
The objective of a Drupal theme is to separate the processing logic of the framework from the design element. For this, Drupal employs a complex theme system that consists of themes, theme engines, and hooks. The theme components work together with the Drupal core systems and modules design elements to create the distinctive look and feel of the user interface—the individual Drupal page and forms. By separating Drupal's business logic from its presentation logic, the code is easier to maintain and you can swap out the implementation of the theme layer without having to rewrite the code layer and vice versa. Figure 1 illustrates the Drupal framework architecture.
Figure 1. The Drupal framework architecture
Graphic representation of the Drupal framework architecture
Themes display data that the Drupal core fetches from the database through an underlying theme engine, which acts as an interface between the Drupal core and the theme templates.
The theme engine
Theme engines are the means through which themes interact with the Drupal core. There are several theme engines that you can use with Drupal. The most popular are:
• PHPTemplate
• XTemplate
• Plain PHP
• Smarty Engine
Other Drupal theme engines
Several other theme engines are commonly used with Drupal. They include PHPTAL, wgSmarty, Zengine, Awesomengine, ETS, Haml, XSLengine, and Peroxide. This article, however, uses the PHPTemplate engine because it's the default theme engine and the only one packaged with Drupal 7.
You can also use your own custom engine, if you wish.
The PHPTemplate theme engine, which is the default Drupal engine and the one used in this article, uses individual theme files with names like filename.tpl.php to theme Drupal's theme_filename() functions. Each of these files contains an HTML skeleton as well as PHP statements for the dynamic data. Thus, with a basic knowledge of PHP, it is easy to create advanced themes with PHPTemplate because only small bits of code are involved.
Planning the theme
The theme is made up of several files. Just how many files depends on the complexity of the theme. A theme can have just three files or several dozen, including graphic elements and various scripts placed in several folders within the theme directory. Figure 2 shows the typical file descriptions (color, images, logo, templates, stylesheets, and PHP files) that you can expect to find within a theme's main folder.
Figure 2. Typical contents of a theme folder
Screen capture showing the typical folders and files in a theme folder
Not all of these files are necessary in a theme, and some themes don't even have the cascading stylesheet (CSS) file that many think is absolutely required. By understanding how these theme files are used, the structure of a theme and how it works becomes clearer. Let's look again at some of the files in the theme directory and examine their function within the overall theme.
The .info file
The .info file is a required file: It must be included for Drupal to see your theme. The .info files tells Drupal the internal name of the theme. If, for example, the name of this file is, then the name that Drupal gives to this theme will be ibmtheme. If your theme uses such elements as JavaScript, metadata, stylesheets, or block regions, you must also define them in the .info file. Everything else is optional. The contents of the .info file for the Bartik theme, in Listing 1, illustrates this behavior.
Listing 1. Contents of the Bartik theme .info file
; $Id:,v 1.5 2010/11/07 00:27:20 dries Exp $
name = Bartik
description = A flexible, recolorable theme with many regions.
package = Core
version = VERSION
core = 7.x
stylesheets[all][] = css/layout.css
stylesheets[all][] = css/style.css
stylesheets[all][] = css/colors.css
stylesheets[print][] = css/print.css
regions[header] = Header
regions[help] = Help
regions[page_top] = Page top
regions[page_bottom] = Page bottom
regions[highlighted] = Highlighted
regions[featured] = Featured
regions[content] = Content
regions[sidebar_first] = Sidebar first
regions[sidebar_second] = Sidebar second
regions[triptych_first] = Triptych first
regions[triptych_middle] = Triptych middle
regions[triptych_last] = Triptych last
regions[footer_firstcolumn] = Footer first column
regions[footer_secondcolumn] = Footer second column
regions[footer_thirdcolumn] = Footer third column
regions[footer_fourthcolumn] = Footer fourth column
regions[footer] = Footer
settings[shortcut_module_link] = 0
; Information added by packaging script on 2011-01-05
version = "7.0"
project = "drupal"
datestamp = "1294208756"
The .tpl.php template files
The theme directory contains several template files with names such as xxx.tpl.php. These are template files that contain the Extensible HTML (XHTML) markup and PHP variables for the theme. In certain cases, you can code them to deliver other types of data output, such as RSS. Generally speaking, each Drupal theme .tpl.php file is coded to handle specific data outputs: It can be confusing and counterproductive to embed complex logic in template files, as doing so can make them difficult to maintain. The desirable scenario is to have them contain nothing more than straight XHTML tags and PHP variables.
Listing 2 shows the contents of the node.tpl.php file, which describes the output of the basic node for the core Garland theme.
Listing 2. Contents of Garland theme node.tpl.php file
// $Id: node.tpl.php,v 1.24 2010/12/01 00:18:15 webchick Exp $
<?php print $user_picture; ?>
<?php print render($title_prefix); ?>
<?php if (!$page): ?>
<h2<?php print $title_attributes; ?>><a href="<?php
print $node_url; ?>"><?php print $title; ?></a></h2>
<?php endif; ?>
<?php print render($title_suffix); ?>
<?php if ($display_submitted): ?>
<span class="submitted"><?php print $submitted ?></span>
<?php endif; ?>
<div class="content clearfix"<?php print $content_attributes; ?>>
// Hide the comments and links now so you can render them later.
print render($content);
<div class="clearfix">
<?php if (!empty($content['links'])): ?>
<div class="links"><?php print render($content['links']); ?></div>
<?php endif; ?>
<?php print render($content['comments']); ?>
The template.php file
The template.php file typically holds all the conditional logic and data processing for the output of a theme. You can also use the template.php file to keep the .tpl.php files for the theme uncluttered. Because this is a PHP file, it's mandatory to start the content with a PHP opening <?php tag, but you can omit the closing tag.
Other files
Several other elements are not required for the theme to function but might appear in many themes. These elements include the logo and screen capture, the theme-settings.php file, and files:
• The logo and screen capture. These elements are recommended but not absolutely necessary for the theme to function. However, if you want to contribute your theme to the Drupal repository, a screen capture is mandatory. Figure 3 is a screen shot for the Garland theme.
Figure 3. Screen shot of the Garland theme
Screen capture of the Garland theme
• theme-settings.php. This file displays the administrative UI settings or advanced features beyond general settings such as those for search or the mission logo. A look at the contents of this file for the Garland theme, shown in Listing 3, gives you an indication of what it should eventually display.
Listing 3. Contents of Garland theme-settings.php file
// $Id: theme-settings.php,v 1.3 2010/09/04 15:21:09 dries Exp $
* @file
* Theme setting callbacks for the garland theme.
* Implements hook_form_FORM_ID_alter().
* @param $form
* The form.
* @param $form_state
* The form state.
function garland_form_system_theme_settings_alter(&$form, &$form_state) {
$form['garland_width'] = array(
'#type' => 'radios',
'#title' => t('Content width'),
'#options' => array(
'fluid' => t('Fluid width'),
'fixed' => t('Fixed width'),
'#default_value' => theme_get_setting('garland_width'),
'#description' => t('Specify whether the content will wrap to a fixed
width or will fluidly expand to the width of the browser window.'),
// Place this above the color scheme options.
'#weight' => -2,
The eventual display will be a form that resembles Figure 4.
Figure 4. The theme settings page
Screen capture of the theme settings page
• The function of the color. module is to permit administrators to completely alter a theme's color scheme without having to manually work on the stylesheets. If your theme requires color module support, you must include a color directory with a file together with the various support files.
Building the theme
There are two basic methods for building a theme: You can build it from scratch, or you can modify an existing theme. In this article, you are building a new theme from scratch. That said, though, you'll keep the contents of existing themes handy for the purpose of seeing what the structure looks like.
Creating the directory structure
First, create a directory to contain the theme files. The best place to put this directory is in the sites/all/themes directory. Give the directory a unique name that describes your theme: This name should have no spaces.
Although not compulsory, it helps to create subdirectories for the stylesheet (CSS files), images, and scripts (if your theme uses them). Doing so helps keep things organized.
Building the .info file
The .info file is just a text file containing data—typically, parameters needed to describe the structure as well as the content and configuration of the theme. Inside this text file, each line pairs a key to a value, with the value on the right and the key to the left of the equal sign (=). Listing 4 provides an example.
Listing 4. Sample content from the Garland theme's .info file
; $Id:,v 1.10 2010/11/07 00:27:20 dries Exp $
name = Garland
description = A multi-column theme that can be configured to modify colors and
switch between fixed- and fluid-width layouts
package = Core
version = VERSION
core = 7.x
stylesheets[all][] = style.css
stylesheets[print][] = print.css
settings[garland_width] = fluid
; Information added by packaging script on 2011-01-05
version = "7.0"
project = "drupal"
You add comments by using semicolons (;) at the beginning of a line. Square brackets ([]), when used, are for creating arrays of associated values. Let's go through the elements that must or can be included in a .info file.
The name value is required. It should be a human-readable name that must start with an alphabetic character. The name has the same limitation for forming functions in PHP, because Drupal uses it for the same purpose. Therefore, the name can contain numbers and underscores (_) but not hyphens (-), spaces, or punctuation. Here is the syntax:
name = Garland
The description key is recommended and should be just a brief description of the theme. The description you enter here appears on the theme select or Appearance page. Here's the syntax:
and switch between fixed- and fluid-width layouts
The screenshot key is optional. Its function is to tell Drupal where to find the thumbnail image of your new theme. The thumbnail image will also be displayed on the Appearance page. If you don't include this key in the .info file, Drupal will call a default screenshot.png file from the default theme's directory. If you have decided to call your thumbnail file a name other than screenshot.png or if you place the file in a directory outside the main directory of your theme, you will need to include this key. Here's the syntax:
screenshot = /images/screenshot.png
To create a screenshot, simply capture an image of your completed theme in a browser. Then, crop and resize the image to a dimension of 294 x 219 pixels, and save it as screenshot.png. Put this file in the same folder as your .info file.
Even though many of the popular themes include the version key, its use is discouraged. If you intend to host your theme in the Drupal themes repository, there is no need to include version, because when a release is packaged for download, automatically adds the version string. Otherwise, you can include whatever version string catches your fancy. Here's the syntax:
version = 1.0
The core key is a required value. In all presently supported Drupal versions, you must indicate the version of Drupal with which your modules and themes are compatible. The value you set here will be compared with the Drupal Core Compatibility constant (found in the include/ file); if no match is found, Drupal will disable the theme. Here is the syntax for the constant:
The packaging scripts automatically set this value based on the Drupal core compatibility setting on each release node (if you are contributing your theme).
The engine key indicates the sort of theme engine your theme uses. It is required in most cases. If you supply no engine in the .info file, Drupal assumes that the theme is a stand-alone theme implemented with a .theme file. Most of the themes found in the repository use the default PHPTemplate engine, which is packaged with the Drupal core. Here is the syntax:
engine = phptemplate
Base theme
If your theme is a sub-theme to another, be sure to declare its base theme to enable theme inheritance. In other words, the file resources from the base theme will be available for use in the sub-theme. You will need to enter the base theme's internal machine-readable name. Here is the syntax:
base theme = garland
Creating new theme regions
Any part of your page you want to be able to edit on the Blocks admin page will need to become a region. Typically, this region includes the header, right sidebar, content area, and footer. You must introduce all of your regions in the .info file; otherwise they don't exist to Drupal.
The regions key defines the block regions available to the theme. You must specifically define the regions key, and then the internal machine-readable name in square brackets. Then, you must define the human-readable name as the applicable value. Here's the syntax:
regions[highlighted] =Mission Statement
If you chose to define no region, the following values are assumed for a Drupal 7 theme:
regions[header] = Header
regions[highlighted] = Highlighted
regions[help] = Help
regions[content] = Content
regions[sidebar_first] = Left sidebar
regions[sidebar_second] = Right sidebar
regions[footer] = Footer
You can override these values for your specific needs. If you do so, you must declare the line. Here is the syntax:
regions[highlighted] =Mission Statement
You can toggle various page elements on the theme's configuration page. The check boxes displayed on the configuration page of the theme are controlled by the features key (see Figure 5). Thus, you can suppress check boxes for elements that a theme does not define or use. Omitting an entry suppresses a check box for that feature; if you do not define any features, then all the check boxes will be displayed as assumed defaults.
Figure 5. The theme features setting page
Screen capture of the check boxes on the theme features setting page
Listing 5 shows all available elements for the features key.
Listing 5. Theme features entry in .info file
features[ ] = logo
features[ ] = name
features[ ] = slogan
features[ ] = node_user_picture
features[ ] = comment_user_picture
features[ ] = favicon
features[ ] = main_menu
features[ ] = secondary_menu
Drupal themes used to default to using style.css. However, in current versions, themes no longer default to style.css if that file is not specified in the .info file. Also, you can add new stylesheets through the .info file. Here's the syntax:
stylesheets[all][] = css/style.css
stylesheets[print][] = css/print.css
It used to be common to include JavaScript files by just calling a function such as drupal_add_js() in the theme's template.php file. However, in Drupal 7, script.js is included only if you specify it in the .info file. Here's the syntax:
scripts[] = scripts/myscript.js
The string that you define here will be the minimum PHP version that the theme supports. The default value derives from the DRUPAL MINIMUM PHP constant (located in the includes/ file):
define('DRUPAL_MINIMUM_PHP', '5.2.4')
You can change this value, but adding the string is not required. Here's the syntax:
php = 5.2.4
Default .info values
The .info file contains default values that Drupal assumes for every installed theme. If these values are not defined in the .info file, Drupal forces the theme to use the default values. Note, however, that these values apply as a group. This means that if you override a line such as:
regions[sub_header] = Sub-header
you will need to redefine the rest of the default regions; otherwise, they will be omitted. This rule also applies to stylesheets. Even though stylesheets are not technically defined in a group, if you define another stylesheet in the .info file, you must again redefine style.css; otherwise, it will not be included.
The keys and values in Listing 6 are the defaults for a Drupal 7 theme.
Listing 6. Default .info values
regions[sidebar_first] = Left sidebar
regions[sidebar_second] = Right sidebar
regions[content] = Content
regions[header] = Header
regions[footer] = Footer
regions[highlighted] = Highlighted
regions[help] = Help
regions[page_top] = Page Top
regions[page_bottom] = Page Bottom
engine = phptemplate
features[ ] = logo
features[ ] = name
features[ ] = slogan
features[ ] = node_user_picture
features[ ] = comment_user_picture
features[ ] = favicon
features[ ] = main_menu
features[ ] = secondary_menu
screenshot = screenshot.png
Building the page.tpl.php file
Now, examine the contents of a typical page.tpl.php file. The image in Figure 6 is from the Garland theme and shows what the source looks like in a browser.
Figure 6. The page.tpl.php source code in a browser
Screens capture of the page.tpl.php source code in a browser
When you look more closely, the page.tpl.php template is just a simple HTML page with a large sprinkling of PHP statements. Quite conveniently, most of the PHP elements have already been defined for Drupal, and all you need to do is place them as you wish.
Note: The link [Core Templates] takes you to a list of available variables for the page.tpl.php template.
Adding variables to the basic page elements
Several variables are available for building a page.tpl.php. Which you chose to include depends on the functionality you want to achieve in your theme. For example, if you chose to have breadcrumb trails on your pages, add the $breadcrumbs variable.
The most common variables you will find in the page.tpl.php are:
• $site_name
• $logo (the logo uploaded through the theme settings; only useful when you implement the logo theme feature)
• $title (the page title)
• $main_menu
• $secondary_menu
• $breadcrumbs (a navigation aid that leaves a trail of reference links when a user delves deeper into a website)
There are also variables associated with Drupal administration:
• $tabs (menu used for editing or viewing admin menus, among other things; often used by modules)
• $messages
• $action_links
And some other useful variables are:
• $base_path (the path to your site root)
• $front_page (the path to the site front page)
• $directory (the path to your theme)
You insert variables using the Render application programming interface (API), like this:
<?php print render($tabs); ?>
If your PHP and HTML skills are above average, you can obviously create a champion theme by observing how the example was built, and then using the permitted variables to create your own.
Building other template files
Print or render
Some variables need to be displayed using the render() function, while others can simply be printed. If an array contains a variable, as listed on the page.tpl.php reference page (see Resources for a link), you need to use render(). If not, you can print the variable (<?php print $variable; ?>).
Default templates for other theme files are available and come with the Drupal core. You can find a list of them at the Drupal site (see Resources for a link). As for the page.tpl.php file, the best way to easily build your own is to find a core file, observe how it was put together, and then build your own. A trip to the Drupal site will point you to the permitted variables for use in any theme file.
The style.css file
In a regular static HTML page, you must include a pointer within the page header to show the location of the stylesheet to be used for the page display. A pointer looks like this:
<link rel="stylesheet" type="text/css" href="/model.css" />
As already discussed, you can add new styles to a theme and overwrite default styles. In both cases, you must enter the theme stylesheet in the .info file. What goes into the stylesheet? You use the same sort of modular approach to CSS classes that the Drupal core uses for standard page elements of the framework. Even though theme developers create their own, a number of classes occur throughout a Drupal site. For a complete list of classes in the Drupal 7 core, see Resources.
This article gave you an overview of how the theme system functions in Drupal 7. It explained the various components of a Drupal theme and how to proceed with the construction of a new theme from scratch using the default PHPTemplate theme engine. You saw the typical structure of each component theme file. You should have what you need to create your own custom theme. Enjoy!
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Zone=Open source, Web development
ArticleTitle=Building a new theme for Drupal 7
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global_05_local_5_shard_00000035_processed.jsonl/25770
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Catherine (Love Is Over Edition)
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Release Date: July 26, 2011
Edit Page Last Edit: 3 years 9 months ago
Morgan is the porky police officer who esconces himself in a booth next to Vincent and his friends. He'll start visiting the spot on the 3rd day. He also appears in the Nightmares as the Sheep with Police Hat.
Day/Night Question Answer
Stage 4-1 Hm? Do I know you from somewhere? I think so...
Stage 5-2 Hey, it's you. Well, you got any new techniques to give me? Let's work together.
5 Do you believe in an afterlife? If I have to choose, yes.
Stage 6-2 You can't always rise to every situation, but you can only fall to the level of your training. What kind of training?
Stage 6-3 If she's the one who kills me, then I don't mind... Are you really going to give up here?
Other than these conversation choices, speak to him anytime you see him whether it is on the Landing between each nightmare stage or in the bar. By the 8th day, if all goes well, speak to him once more in the Stray Sheep to unlock your Achievement/Trophy: One Last Case.
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Guide part 17
Edit Page Last Edit: 3 years 2 months ago
Chronicles of Riddick Guide
Riddick gets his grubby man-like hands on a bunch of nifty weapons. His Ulaks (sometimes just referred to as Chronicles of Riddick Knife Set) are his newest toys, although there are a few more weapons you may want to know about.
Instrument of Death W-T-F this is (and how to get it)
Bare Hands Richard B. Riddick is a living weapon (a Furyan who isn't the assistant D.A. on Law & Order). His skills in killing are "incroyable." Merely placing his thumb on your forehead results in your untimely death. Knuckledusters from Butcher Bay no longer appear in Dark Athena.
Hat Pin This is a unique weapon automatically acquired at the very beginning of the game. Riddick will use it as a knife or shiv, but it has no outstanding properties. It is worth to note that women, should they favor growing their hair long and adopting trestles once more, can once more use this fashion statement as a deadly weapon.
Combat Knife A rugged combat knife. Full tang, chromium skinned blade capable of grievous injuries.
Get this weapon from the various mercenary scum crew aboard Dark Athena.
Scalpel A surgical blade designed to cut skin and flesh. It behaves similarly to the hat pin and combat knife, but shares the same slot as the combat knife.
Get one from cybernetic surgeons aboard the Dark Athena.
Club A short weighted club designed for close combat and less than lethal close quarters battle. Riddick uses lethal force with the club, and will bruise and bludgeon the enemy instead of merely restraining him. While slow, the club has enough surface area to block almost all incoming melee attacks except the most powerful ones (i.e., Iron Lord's combo, Revas' stinger, etc.). It also has one of the faster animation sequences when back-stabbing (ambushing) an enemy.
Clubs are dropped by the prison guards aboard Dark Athena.
Ulaks It's not the Turkish film being shown aboard the Dark Athena. In this game, the Ulaks refer to a pair of curved single-edged knives with serrated edges. They are capable of slicing and stabbing potions, and are dedsigned to compliment the natural motions of a man's arms and hands in close combat.
While the ulaks are extremely fast in keeping an opponent off balance and harrassed with damage, they are not able to block certain melee attacks, nor are they as strong as the club in a damage-per-hit situation. Just remember to avoid blocking with it, because it won't amount to anything.
Riddick gets the ulaks from slaying a special mercenary aboard Dark Athena (just before Cargo Hold).
Handgun A 14-round magazine weapon. This hold-out pistol will see less work in Dark Athena than in Butcher Bay, since you get them so late in the game. As a general rule, handguns are useless except at ranges of less than 30 feet. Ponder this: if there is FTL space travel, one would figure there are better concealed weapons than a handgun.
Surgeons aboard the Dark Athena carry these weapons. Defeat them for a handgun.
Shotgun An 8-round magazine weapon. This close range boomstick is inaccurate but powerful if all the pellets hit a single target. Since Riddick can see in the dark from the get-go, hiding around a corner and shooting enemies as they turn the corner is a deadly and effective tactic.
Shotguns are common enough that you don't need to worry about running out of ammo.
Assault Rifle A 38-round assault weapon. Inaccurate at long range, but fairly decent at short and medium ranges. Use the changing reticle to get a bead on an enemy head and do a 1-2 headshot. The assault rifle has decent hitting power against everything except mechs and Alpha Drones.
Assault rifles are common enough that you don't need to worry about running out of ammo.
Submachinegun A 60-round magazine weapon. It does less damage to enemies (for body shots, head shots still do lethal damage) and it is inaccurate at long and medium ranges. Ammunition is more plentiful than the assault rifle in some areas, so you can use this weapon to break lights.
SMGs are common enough that you don't need to worry about running out of ammo.
Sniper Rifle A 9-round precision rifle with telescopic sights. It does lethal damage to enemies (body shots) and is only repelled by armor and mechs. Ammunition is almost non-existent in the story mode, so those 18 shots will be all you see.
This weapon is found by assisting the colonist on the planet. Destroy the five jammers and the colonist will make this weapon available when Riddick enters the refinery.
There are two jammers in North New Venice, one in the Village Square, and two in South New Venice.
Tranquilizer Gun Infinite ammunition. This weapon emits a small electric shock that forces living enemies into convulsions and droids into short-circuiting. Once an enemy is stunned thusly, Riddick can use a melee attack to kill them (except certain special enemies). In lieu of melee, a single shot to the head with any projectile weapon will also suffice.
This weapon is found near an enemy wleding under a catwalk (after Riddick scales the huge cargo container wall with the moving spotlight).
S.C.A.R. Gun Infinite ammunition. This weapon fires up to five small explosives designed to break apart rock. The explosions can splash Riddick, so use care in operation. Firing more than five mines will delete the first mine from play (hence you can fire mines until the ones near Riddick or ones attached to the wrong spot disappear). You need this weapon to defeat the Alpha Drones and Gale Revas. The explosives do not damage mech armor.
This weapon will not only break open the wooden doors and move metal boxes, but it can also depress special switches (these switches can also be operated by Riddick in person but detonating a mine will allow you to be far way when the switch turns on).
This weapon is part of the colonist's quest once Riddick is dirtside (on planet). It is found at the supply depot.
Other weapons are available, but they are special case weapons. In most cases, they are attached to the drone enemies, and cannot be used far from their dead bodies.
• Drone Gun. This is a permanently attached pulse gun to the drone zombies on Revas' Dark Athena. Riddick can only move backwards while holding the dead drone hostage-style. Riddick has neither zoom or the ability to reload, so once the drone gun overheats, it becomes useless.
• Drone Grenade. The grenades of Alpha Drones are explosive and do damage. These are weapons used to disable or destroy mech soldiers and to combust inflammables, but since Riddick cannot stock or delay their detonation, it takes practice to use them well.</li>
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Don’t be a Yahoo, or why passwords totally suck
Hackers have leaked more than 450,000 Yahoo passwords onto the InterWebs. More proof you never should have used Yahoo Voices in the first place.
Don’t look now, but your Yahoo password may be in the public domain. A hacker group known as D33D has posted some 450,000 Yahoo logins for the world to download. I won’t tell you where to find them; I am sure you can figure that out all by yourself.
The hack affected Yahoo Voices, a crappy content mill, not to be confused with Yahoo Voice, a crappy IP telephony service. Voices (plural) started out life as Associated Content, known around these parts as the Evil Dung Heap of the InterWebs. Yahoo Voices is a Web site for people who desperately want to be published authors, as well as for publishers who desperately want to avoid paying actual authors a living wage.
So forgive me if I am feeling a bit churlish over this breach. The first question that comes to mind is, does anyone still use Yahoo? Really? Why?
The second question: Why did you contribute to Associated Content/Yahoo Voices? If you wanted to do something evil, couldn’t you have just strangled a puppy?
Because the logins were stored entirely unencrypted in plain text (friggin' eedjits), and hackers posted them without any kind of redaction (friggin' a**holes), they’re open for all kinds of fun analysis. CNET’s Declan McCullagh, clearly enjoying a slow news day, wrote a program to analyze the passwords for patterns. Among his many conclusions:
* The word password was used as a password 780 times, not including the 233 times it was used in conjunction with a number, such as 123password.
* The word welcome was used 437 times. Hey, Yahoo Voices users are nothing if not friendly.
* The word freedom and the other somewhat more NSFW f-word were both employed exactly 161 times. Draw your own conclusions there.
* Other popular password terms included ninja (333 times), baseball (133), superman (106) and starwars (52). Given the quality of content generated by most Associated/Yahoo Voice contributors, it comes as no surprise that many are teenagers.
The most common password combo, used nearly 2300 times, was a sequential series of numbers, such as 123456.
The real danger here is a) whether your name and password were among those leaked, and b) if you used the same ones for more important Web sites, such as your bank or Paypal. (If so, change them now. I’ll wait.) Otherwise, this is mostly a cautionary tale.
Like the LinkedIn/eHarmony password breach last month, the Yahoo hack underscores a basic fact of our increasingly connected lives: Passwords suck. They are an extremely lame way to protect anything of importance. There are too many of them and they are too hard to remember, which is why most of us pick simple ones and recycle them. If an attacker has figured out your email login, he or she can pretty much obtain any password you use by using the most common option to recover or change your passwords – making the whole system moot. And while cloud services exist to remember your passwords for you, they have their own problems as well.
So, like I said, passwords suck. Two factor authentication is slightly better, but only just. These days that usually takes the form of a service texting a PIN to your phone, which you then enter into a Web site.
We need a better system. The one that comes to mind, though imperfect in many respects, involves some form of biometrics: fingerprints, eye scans, voice recognition, etc. But that would require a sacrifice many Netizens are unwilling to make: the loss of Web anonymity, the locking down of our identities online.
In the meantime, do what I do: Pick your spots. Make sure your important passwords -- the ones that would really hurt you if they got out, like your banking login -- are inscrutable. Make sure your email login is also inscrutable, for the reasons noted above. And as for the rest? 123456password is as good as any. Because do you really care if people can access your Yahoo Voices account? Really?
Now read this:
Facebook's 'man in the middle' attack on our data
Making Facebook private won't protect you
Google’s personalized search results are way too personal
What’s wrong? The new clean desk test
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7 programming myths -- busted!
Even among people as logical and rational as software developers, you should never underestimate the power of myth. Some programmers will believe what they choose to believe against all better judgment.
The classic example is the popular fallacy that you can speed up a software project by adding more developers. Frederick P. Brooks debunked this theory in 1975, in his now-seminal book of essays, "The Mythical Man-Month."
[ Find out which 11 programming trends are on the rise, verse yourself in the 10 hard truths developers must accept, and test your programming smarts with our programming IQ tests: Round 1 and Round 2 and "Hello, world": Programming languages quiz. | Keep up on key application development insights with the Fatal Exception blog and Developer World newsletter. ]
Brooks' central premise was that adding more developers to a late software project won't make it go faster. On the contrary, they'll delay it further. If this is true, he argued, much of the other conventional wisdom about software project management was actually wrong.
Some of Brooks' examples seem obsolete today, but his premise is still sound. He makes his point cogently and convincingly. Unfortunately, too few developers seem to have taken it to heart. More than 35 years later, mythical thinking still abounds among programmers. We keep making the same mistakes.
The real shame is that, in many cases, our elders pointed out our errors years ago, if only we would pay attention. Here are just a few examples of modern-day programming myths, many of which are actually new takes on age-old fallacies.
Programming myth No. 1: Offshoring produces software faster and cheaper
These days, no one in their right mind thinks of launching a major software project without an offshoring strategy. All of the big software vendors do it. Silicon Valley venture capitalists insist on it. It's a no-brainer -- or so the service providers would have you believe.
It sounds logical. By off-loading coding work to developing economies, software firms can hire more programmers for less. That means they can finish their projects in less time and with smaller budgets.
But hold on! This is a classic example of the Mythical Man-Month fallacy. We know that throwing more bodies at a software project won't help it ship sooner or cost less -- quite the opposite. Going overseas only makes matters worse.
According to Brooks, "Adding people to a software project increases the total effort necessary in three ways: the work and disruption of repartitioning itself, training new people, and added intercommunication."
Let's assume that the effort required for repartitioning and training is the same for outsourced projects as for homegrown ones (a dangerous assumption). The communication effort required for outsourcing is much higher. Language, culture, and time-zone differences add overhead. Worse, offshore development teams are often prone to high turnover rates, so communication rarely improves over time.
Little wonder there's no shortage of offshoring horror stories. Outsourcers who promise more than they deliver are a recurring theme. When deadlines slip and clients are forced to finish the work in-house, any putative cost savings disappear.
Offshoring isn't magic. In fact, it's hard to get right. If an outsourcer promises to solve all of your problems for nothing, maintain a healthy skepticism. That free lunch could end up costing more than you bargained for.
Programming myth No. 2: Good coders work long hours
We all know the stereotype. In popular culture, programmers stay up late into the night, coding. Pizza boxes and energy-drink cans litter their desks. They work weekends; indeed, they seldom go home.
There's some truth to this caricature. In a recent analysis of National Health Interview Survey data, programming tied for the fifth most sleep-deprived profession. Long hours are particularly endemic in the video game industry, where developers must endure "crunch time" as deadlines approach.
But it doesn't have to be that way. There's plenty of evidence to suggest that long hours don't increase productivity. In fact, crunch time may hurt more than it helps.
There's nothing wrong with putting in extra effort. Fred Brooks praises "running faster than necessary, moving sooner than necessary, trying harder than necessary." But he also warns against confusing effort with progress.
More often than not, Brooks says, software projects run late due to chronic schedule slippage, not catastrophes. Maybe the initial estimates were unrealistic. Maybe the project milestones were fuzzy and poorly defined. Or maybe they changed midstream when the client added requirements or requested new features.
Either way, the result is the same. As the little delays add up, programmers are forced into crisis mode, but their extra efforts are spent chasing goals that can no longer be reached. As the project schedule slips further, so does morale.
Some programmers might be content to work until they drop, but most have families, friends, and personal lives, like everyone else. They'd be happy to leave the office when everyone else does. So instead of praising coders for working long hours, concentrate on figuring out why they have to -- and how it can stop. They'll appreciate it far more than free pizza, guaranteed.
Programming myth No. 3: Great developers are 10 times more productive
Good programmers are hard to find, but great programmers are the stuff of legend -- or at least urban legend.
If you believe the tales, somewhere out there are hackers so skilled that they can code rings around the rest of us. They've been dubbed "10x developers" -- because they're allegedly an order of magnitude more productive than your average programmer.
Naturally, recruiters and hiring managers would kill to find these fabled demigods of code. Yet for the most part, they remain as elusive as Bigfoot. In fact, they probably don't exist.
Unfortunately, the blame for this myth falls on Fred Brooks himself. Well, almost -- he's been misquoted. What Brooks actually says is that, in one study, the very best programmers were 10 times more productive than the very worst programmers, not the average ones.
Most developers fall somewhere in the middle. If you really see a 10-fold productivity differential in your own staff, chances are you've made some very poor hiring choices in the past (along with some very good ones).
What's more, the study Brooks cites was from 1966. Modern software project managers know better than to place too much faith in developer productivity metrics, which are seldom reliable. For one thing, code output doesn't tell the whole story. Brooks himself admits that even the best programmers spend only about 50% of the workweek actually coding and debugging.
This doesn't mean you shouldn't try to hire the best developers you can. But waiting for superhuman coders to come along is a lousy staffing strategy. Instead of obsessing over 10x developers, focus on building 10x teams. You'll have a much larger talent pool to choose from, which means you'll fill your vacancies and your project will ship much sooner.
Programming myth No. 4: Cutting-edge tools produce better results
Software is a technology business, so it's tempting to believe technology can solve all of its problems. Wouldn't it be nice if a new programming language, framework, or development environment could slash costs, reduce time to market, and improve code quality, all at once? Don't hold your breath.
Plenty of companies have tried using unorthodox languages to outflank their competitors. Yammer, a social network, wrote its first version in Scala. Twitter began life as a Ruby on Rails application. Reddit and Yahoo Store were both built with Lisp.
Unfortunately, most such experiments are short-lived. Yammer switched to Java when Scala couldn't meet its needs. Twitter switched from Ruby to Scala before also settling on Java. Reddit rewrote its code in Python. Yahoo Store migrated to C++ and Perl.
This isn't to say your choice of tools is irrelevant. Particularly in server environments, where scalability is as important as raw performance, platforms matter. But it's telling that the aforementioned companies all switched from trendy languages to more mainstream ones.
Fred Brooks foresaw this decades ago. In his essay "No Silver Bullet," he writes, "There is no single development, in either technology or management technique, that promises even one order of magnitude improvement in productivity, in reliability, in simplicity."
For example, when the U.S. Department of Defense developed the Ada language in the 1970s, its goal was to revolutionize programming -- no such luck. "[Ada] is, after all, just another high-level language," Brooks wrote in 1986. Today it's a niche tool at best.
Of course, this won't stop anyone from inventing new programming languages, and that's fine. Just don't fool yourself. When building quality software is your goal, agility, flexibility, ingenuity, and skill trump technology every time. But choosing mature tools doesn't hurt.
Programming myth No. 5: The more eyes on the code, the fewer bugs
Open source developers have a maxim: "Given enough eyeballs, all bugs are shallow." It's sometimes called Linus' Law, but it was really coined by Eric S. Raymond, one of the founding thinkers of the open source movement.
"Eyeballs" refers to developers looking at source code. "Shallow" means the bugs are easy to spot and fix. The idea is that open source has a natural advantage over proprietary software because anyone can review the code, find defects, and correct them if need be.
Unfortunately, that's wishful thinking. Just because bugs can be found doesn't mean they will be. Most open source projects today have far more users than contributors. Many users aren't reviewing the source code at all, which means the number of eyeballs for most projects is exaggerated.
More importantly, finding bugs isn't the same as fixing them. Anyone can find bugs; fixing them is another matter. Even if we assume that every pair of eyeballs that spots a bug is capable of fixing it, we end up with yet another variation on Brooks' Mythical Man-Month problem.
One 2009 study found that code files that had been patched by many separate developers contained more bugs than those patched by small, concentrated teams. By studying these "unfocused contributions," the researchers inferred an opposing principle to Linus' Law: "Too many cooks spoil the broth."
Brooks was well aware of this phenomenon. "The fundamental problem with program maintenance," he wrote, "is that fixing a defect has a substantial (20 to 50%) chance of introducing another." Running regression tests to spot these new defects can become a significant constraint on the entire development process -- and the more unfocused fixes, the worse it gets. It's enough to make you bug-eyed.
Programming myth No. 6: Great programmers write the fastest code
A professional racing team's job is to get its car to the finish line before all the others. The machine itself is important, but it's the hard, painstaking work of the driver and the mechanics that makes all the difference. You might think that's true of computer code, too. Unfortunately, hand-optimization isn't always the best way to get the most performance out of your algorithms. In fact, today it seldom is.
One problem is that programmers' assumptions about how their own code actually works are often wrong. High-level languages shield programmers from the underlying hardware by design. As a result, coders may try to optimize in ways that are useless or even harmful.
Take the XOR swap algorithm, which uses bitwise operations to swap the values of two variables. Once, it was an efficient hack. But modern CPUs boost performance by executing multiple instructions in parallel, using pipelines. That doesn't work with XOR swap. If you tried to optimize your code using XOR swap today, it would actually run slower because newer CPUs favor other techniques.
Multicore CPUs complicate matters further. To take advantage of them, you need to write multithreaded code. Unfortunately, parallel processing is hard to do right. Optimizations that speed up one thread can inadvertently throttle the others. The more threads, the harder the program is to optimize. Even then, just because a routine can be optimized doesn't mean it should be. Most programs spend 90% of their running time in just 10% of their code.
In many cases, you're better off simply trusting your tools. Already in 1975, Fred Brooks observed that some compilers produced output that handwritten code couldn't beat. That's even truer today, so don't waste time on unneeded hand-optimizations. In your race to improve the efficiency of your code, remember that developer efficiency is often just as important.
Programming myth No. 7: Good code is "simple" or "elegant"
Like most engineers, programmers like to talk about finding "elegant" or "simple" solutions to problems. The trouble is, this turns out to be a poor way to judge software code.
For one thing, what do these terms really mean? Is a simple solution the same as an elegant one? Is an elegant solution one that is computationally efficient, or is it one that uses the fewest lines of code?
Spend too long searching for either, and you risk ending up with that bane of good programming: the clever solution. It's so clever that the other members of the team have to sit and puzzle over it like a crossword before they understand how it works. Even then, they dare not touch it, ever, for fear it might fly apart.
In many cases, the solution is too clever even for its own good. In their 1974 book, "The Elements of Programming Style," Brian Kernighan and P.J. Plauger wrote, "Everyone knows that debugging is twice as hard as writing a program in the first place. So if you're as clever as you can be when you write it, how will you ever debug it?" For that matter, how will anyone else?
In a sense, concentrating on finding the most "elegant" solution to a programming problem is another kind of premature optimization. Solving the problem should be the primary goal.
So be wary of programmers who seem more interested in feathering their own caps than in writing code that's easy to read, maintain, and debug. Good code might not be that simple. Good code might not be that elegant. The best code works, works well, and is bug-free. Why ask for more?
This story, "7 programming myths -- busted!" was originally published by InfoWorld.
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Jewish Journal
Teens and Internet Porn: What a Parent Can Do
by Inez Tiger and David Marsten
June 2, 2005 | 8:00 pm
When parents catch their children -- typically boys -- looking at porn online, they usually become alarmed. That's understandable. But those who respond by turning to filtering and blocking software should realize this strategy only does so much.
The flood of female images will likely make its way through somehow. And if you manage to slow it down, there are still friends and their computers to contend with.
Kids, whether they surf or not, live in a larger culture that relies on sex, and uses the objectified female form to engage them. So what can concerned adults do? How do we deconstruct the cultural pressures imposed on growing girls and boys? How do we counteract the insidious effects of these forces?
To begin with, consider Internet porn within the larger social and cultural context. Although our collective tendency is to blame parents or to evaluate whether a teen's behavior is prurient, this problem is larger than the family. There are outside forces at work. We live in a culture that infuses sex into everything we see, hear and know. And it does so in distinct ways for each gender.
As boys grow up, they learn from the images they absorb. They discern that they are the leading men in their life stories and that others are there to enhance their sense of identity. Some boys are helped to resist these lessons. But for the most part, by the time they reach adolescence, boys have learned to objectify the "other" -- and in the case of the female body, to break it down to component parts for their pleasure. The female is not fully human. She is an object. The goal is not to know her, but to possess her, use her and move on, with variety as the aim. Boys are learning to be consumers of female bodies.
Girls internalize these same influences; there is no avoiding them. These messages are organized and pervasive, established through networks of power, namely, media in all its manifestations, including advertising, as well as consumerism, fundamentalism and biological essentialism. Girls, as a result, become self-objectifying. They act against themselves via anorexia, cutting, self-scrutiny, excessive body-beauty concerns and comparisons to other girls. These are the effects of living within this cultural matrix.
How do we take on such issues that are larger than we are? The problem may seem so daunting, powerful, and ubiquitous that nothing can be done. But adults can help in several ways.
First, we should acknowledge that there is no avoiding the matrix. As pure as our children start out, they have entered the world and been shaped by it. But it's not as though they have disappeared or have been inextricably saturated by these cultural influences. Their better selves can re-emerge with intentional force. The key rests in dialogue. Young people can speak with the adults in their lives about the things they believe in and want out of relationships.
A recent clinical experience with a 14-year-old boy shows how this works. The boy had been caught viewing porn by his father. He described his parents' worry and their demands that he stop. He expressed every intention to continue. That led to a discussion about what effects this habit was having on him.
At first, the boy insisted he was unaffected, but he eventually acknowledged that he had, in fact, begun to view girls differently, becoming more focused on their bodies. This was the first of many conversations in which, over time, he slowly reconnected with his best intentions toward girls. This is not to suggest that he stopped viewing porn or that his parents did not continue to feel the burden of worry. As we continued to work with his family, we acknowledged with them the complexity of his world, striving to help him hold onto his different intentions.
When we ask teens to speak to their values and intentions, they learn as they speak, in a reflexive process. The goal of dialogue is not to lead kids toward or away from a normative standard, but rather to make space for them to explore their own personally held commitments. With these aims in mind, adults -- meaning parents, other family members, counselors or friends -- can help teens by engaging them in questions such as the following:
• What effect does viewing porn have on your ideas about girls and women?
• What are the ideas you hold about girls and women that are not represented by pornography?
• What, besides their bodies, do you notice about the girls and women you know?
• How hard would you say it is, given the environment we live in, for girls and women not to be preoccupied with body image?
• What values do you hold that are still in place?
If the engaged adult isn't a parent, there are questions whose answers can help teens reconnect with their parents. Some examples are:
• How can we begin to include your parents in this conversation?
• How might we assist your parents in the worry they might experience?
As teens begin to enter into dialogue with their parents, their faith and their teachers, they articulate values and intentions in regard to girls and women. Our purpose as professionals is a goal that's shared with other adults involved in the lives of teens. We want to keep them fully engaged and connected to their worldview in a way that ultimately supports a more three-dimensional view of girls and women.
David Marsten is the director of Miracle Mile Community Practice and is in private practice in Los Angeles. He can be reached at [email protected]. Inez Tiger is a licensed marriage and family therapist and middle school counselor at Rabbi Jacob Pressman Academy. She can be reached at [email protected].
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The Abe and Joe Talk Radio Show on 11/20/12
Air date:
Tue, 11/20/2012 - 8:00am - 9:00am
Short Description:
Abe and Joe examine the Israel/Palestine conflict, past and present.
Some things are timeless -- the world turns, and Israelis and Palestinians try to kill each other. As the latest iteration in this eternal folly heads into its second week, efforts to broker a cease-fire are intensifying.
All of this begs the question -- why are they fighting? Will it ever end? Abe and Joe look for an answer and take listener calls.
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