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Hail, Hail, The Gang's All Here
With Battle Lines Fading, The 86th Indianapolis 500 Is Perhaps The Most Anticipated Running Of The "World's Greatest Race" Since "The Split"
The 86th running of the worlds most famous race will be one that will likely answer some questions about the future of Indy car racing for the foreseeable future.
With the addition of defending Indianapolis 500 winner Marlboro Team Penske as a full-time Indy Racing League participant, the 2002 Indianapolis 500 will likely be the most anticipated since 1995, the last year Championship Auto Racing Teams, Inc. participated in the May classic on anything other than a piecemeal basis.
Since last years running of the Worlds Greatest Race, many things have happened that have clarified the picture going forward in the sport. The IRL has taken over former CART events at Homestead-Miami Speedway, Michigan Speedway, Nazareth Speedway and California Speedway, and the decision by Penske to come to the IRL full time has left CART without one of its primary backers in Marlboro. Mo Nunn, another CART stalwart and the technical genius behind Target Chip Ganassi Racings domination of CART, has taken his team from CART to IRL, and Team Rahal principals Bobby Rahal and David Letterman return to Indianapolis with Jimmy Vasser behind the wheel of a Miller Lite-sponsored machine. Several others have developed Indy-only programs designed to take advantage of the worldwide drawing power of Indianapolis.
As for the event itself, the Indy 500 is in fine shape, thank you. The annual sell-out of tickets has continued unabated, despite predictions from the CART faithful that the grand old race would die on the vine. As a result, 400,000 people jam the 460-acre facility every Memorial Day weekend for the race.
Penske Stays: Last year, Penske engineered a one-off try at his 11th Indianapolis 500 title and brought it home with driver Helio Castro-Neves. The Brazilian rookie was the eighth first-year driver to win the 500 and the second straight following Juan Montoyas 2000 triumph for Ganassi. The last time that happened at Indy was in 1926-27, when Frank Lockhart and George Souders won as rookies. For Penske, his 11th triumph occurred in his 27th try at Indy, which is a winning percentage of .407.
Castro-Neves nipped Penske teammate and defending CART champion Gil de Ferran at the line by 1.7373 seconds, giving the all-time leader in victories as a car owner his first Indy victory since 1994. That was the last year Team Penske competed at Indianapolis, as both Al Unser Jr. and Emerson Fittipaldi failed to qualify in 1995.With so much news being generated by CART teams switching over to the IRL after six years of internecine warfare between the two groups, its easy to overlook the IRL teams that regularly challenge for both the Indy crown and the season championship. Former winners Buddy Lazier (1996), Arie Luyendyk (1990, 1997) and Eddie Cheever (1998) will likely contend, as will two-time winner Unser Jr. (1992, 1994), defending Indy Racing League champion Sam Hornish and two-time pole winner Greg Ray. Ray left Team Menard last year in the midst of a personality conflict and landed with Fort Wayne, Ind., car dealer Tom Kelleys potent Kelley Racing team alongside last years pole winner Scott Sharp.
Bow Tie Back at Indy: Perhaps the biggest news from a technical standpoint this year has been the engine manufacturer campaign, which has seen Chevrolet step in to replace Oldsmobile as the primary engine supplier for the series along with Infiniti. Toyota will join the series in 2003, coming over from CART.
With the demise of the Oldsmobile brand last year, Chevrolet stepped in to once again become the point division for General Motors racing efforts in Indy cars. From 1986 to 1993, Chevrolet engines won 86 Indy car races, 80 poles and five CART championships.
From 1988 to 1993, the Chevrolet Indy V-8 engine was the class of the Indy field, winning six consecutive 500s in its various configurations. The engine was the brainchild of Ilmor Engineering, a collaboration of General Motors, Roger Penske and engine builders Paul Morgan and Mario Illien, and it was everything General Motors wanted it to be. The previous 10 Indy races (1978-1987) had been won by Ford-based Cosworth engines, pointing up the need for Chevrolet to get to Indy in a hurry. It did, winning in 1988 with Rick Mears. The last driver to win Indy in a Chevrolet-powered car was Emerson Fittipaldi in 1993.
Ironically, Ilmor ended Chevrolets streak in 1994 with a super-secret 209ci pushrod V-8 brought to life by Penske, who took advantage of loopholes in the stock-block engine regulations to build the powerful engine. The little 209, which pushed Penskes cars to trap speeds of better than 250 mph, got 55 inches of turbocharger boost pressure, the same as the venerable V-6 Buick stock block and 10 more than the Ford Cosworth. Mercedes-Benz had purchased GMs 25-percent stake in Ilmor at the end of the 1993 season, depriving Chevy of the public-relations boon. The United States Auto Club, hoist on its own petard by Penskes sharp-eyed reading of the rule book, closed the loopholes for the stock blocks the following year, and the little 209 was retired to the dustbin.
GM Racing designed and developed the major components of the new Chevy Indy V-8 in-house using GM personnel and GMs technical resources. Joe Negri, GM Racings IRL/Road Racing Group manager, says the new Chevy engine is not an upgrade of the Oldsmobile Aurora V-8 that won 49 of 51 races in IRL competition. It is a major upgrade within the framework of the IRL rules, Negri said. Our dyno tests have already shown a significant improvement in performance.
GM Racings lead engine designer, Roger Allen, is the same man who led the design team on key components for the companys NASCAR, NHRA drag racing and road racing programs. He and his cohorts will design an all-new engine for 2003 that will be 30 pounds lighter and somewhat smaller than this years PowerPoint.
The new engine got its first on-track test in December, and defending IRL champion Sam Hornish reported the new PowerPoint already has 25 or 30 more horsepower than we had last year with the Oldsmobile.
Interesting Evolution: In 1977, the legendary A.J. Foyt earned his fourth Indy 500 triumph, the first driver in history to do so. His final 500 victory came at the wheel of a Foyt-built Coyote chassis powered by a Foyt engine, which was based on the eight-cylinder turbocharger Offenhauser. The Offy was a simple engine: the engine block and cylinder head were one piece, with no head gasket, and the block sat on a barrel-type crankcase. While it was the flower of 1930s technologyit was based on the four-cylinder Miller engines of that erait had reached the end of its developmental potential. The four-cam Ford engine of the mid- to late 60s was the first challenge to the Offys superiority, followed by the Cosworth engine brought to Indy for the first time in 1977 by Texan Jim Hall. Foyts was the last Offy-type engine to win at Indy. This year at Indy, its either the new Chevrolet or a new Infiniti engine, with Toyota waiting in the wings. This is all normally aspirated technologythe same that is available in passenger cars today.


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Astrophoto-shoot take 2;
note inclusion of AstroLab!
Recently, we wrote up an article on The New Social Face of Astronomy for the August 2013 issue of Sky &Telescope. Among the many cyber-corners and crannies of ye ole Internet that we explored was the world of Twitter. Twitter is a great source of fast breaking information, tailor made for certain aspects of astronomy such as meteorite falls, satellite reentries, new comet discoveries and nova flare-ups. [Read more...]

subset: commoncrawl


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Half-Life 2 Walkthrough :
This walkthrough for Half-Life 2 [PC] has been posted at 18 Mar 2010 by C and is called "FAQ". If walkthrough is usable don't forgot thumbs up C and share this with your freinds. And most important we have 18 other walkthroughs for Half-Life 2, read them all!
Walkthrough - FAQ
Half Life 2 FAQ by Paraphrase for: GAMEFAQ's Game Revolution DLH.net (German) Gaming Freaks Cheat CC Cheat Planet http://www.gamefaqs.com http://www.game-revolution.com http://www.dlh.net (German) http://gamingfreaks.cjb.net http://www.cheatcc.com http://www.cheatplanet.com Any other sites currently displaying this FAQ are probably doing so without my permission. Feel free to let me know. [Version 1.04] Half Life, Half Life 2, the Lambda symbol, and all related materials are copyrighted and accredited to VALVe Software and VU Games. New for [Version 0.6]: THE DISCLAIMER [DISCLAIMER] For the most part, I try to pull my punches when it comes to Spoilers. I won't repeat lines that characters say, and I won't give away key plot points. BUT. You have to bear with me. THIS IS A WALK THROUGH. That means I played this game a number of times all the way through, so that I could write this guide, which I wrote while playing. It WALKS you THROUGH the game, step by step. If that isn't your cup of tea, please don't use this guide. There are less comprehensive guides out there, ones that advertise their lack of spoilers. (And content, if you ask me) That's all I have to say on the subject. [Version 1.04] 12/8/04 2:33 PM PST Disclaimer: Complete Weapons: Complete (Proper Machinegun name added) Rides: Complete Allies: Complete Enemies: Complete Walkthrough: Complete!!! SCIENCE: Work in Progress G-Man Sightings: Work in Progress [Special Thanks] Silvio for info on NPC's and the Tripod Sentry Guns, and also on how much time has really passed between Half Life 1 and Half Life 2. Darren Greenburg for being my angelic spell checker. SysTem-X for editing and fixing my grammatical errors. Jamie Cain, for spotting and fixing even more errors, and a prank played on me by my last editor. ( :P ) Brakman 18 for pointing out that the Zoom feature isn't useless, and for giving me some more information about the ubiquitous Combine Soldier. Drago for pointing out numerous additions and information placement. Kay Abendroth and Knut T. Oulie for suggesting that you can move turrets around in the Entanglement Chapter. Mark Trombino for suggesting an alternate solution to the second Entanglement Turret Puzzle. Pete Starr for suggesting even more solutions for BOTH Turret Puzzles. Jackson "Marcom" Dang for suggesting yet another permutation that may help you with the second Entanglement Turret Puzzle. Bertel for the amusing trick involving Dog's "Ball". Joshua Rodriguez for informing me of Drone #4's proper name - Shield Scanner Wietze Groenhof for reminding me about a LAMBDA symbol I missed in Water Hazard Robert Fremin for cluing me in to the machine gun's real name - H&K MP7 PDK The many people who have sent me G-Man sightings, including but not limited to: Radoslav Robert Espinosa Aaron Chong Ken Yeoh John Fogarty P 3 Joe Dillon And thank you to many, many people who have written with feed back and suggestions. Always appreciated. Please direct all problems and/or errors to firstname.lastname@example.com *Note: Please put "HL2 FAQ" in the header. I didn't realize I would actually get comments and feed back, but I have been, and quite a bit. This will make it easier for me to find and reply to your stuff. [HALF LIFE 2] 1) Introduction 2) Getting to know Gordon 3) Your Arsenal 4) Your Rides 5) Allies 6) Enemies 7) Walkthrough (FINISHED!!) 8) SCIENCE: The Gravity Gun and You (Work in Progress) 9) G-Man Sightings (Work in Progress) 10) The Console (Coming) -= HL2 =- 1) Introduction The sequel to what many call the greatest shooter ever, Half Life 2 again seats you in the pants of Gordon Freeman. Gordon, an M.I.T. graduate with a doctorate in Theoretical Physics, is not your typical action hero. He is, for all intents and purposes, a nerd. But what he lacks in sheer testosterone, YOU make up for. Half Life 2 begins a number of years after the ending of Half Life. Having been corrected on how long that has been, I'm not sure if revealing it would ruin the game or not. The only things that have remained the same are yourself, and the G-Man. The G-Man is an enigma. He can move in and out of your world with effortless ease, and always seems to be twelve steps ahead of you. If you recall from Half Life's finale, the G-Man had given you a choice. In a manner of speaking. You could either follow him through a teleportation ring and accept a job... or stay behind in the border world Xen to fight an endless stream of alien Grunts. The correct "choice" was to accept his proposal. This left you stranded in a limbo like dimension. Until now. From out of the void the G-Man's all too familiar, halting speech reaches you. It seems the time has come for your, as he puts it, limitless potential to be tapped. For some reason that is beyond your scope, you have been chosen to once again be the right man in the wrong place. -= HL2 =- 2) Getting to know Gordon This time around Gordon has a few new tricks to pull out of his miraculous HEV suit. An upgraded version of your suit, dubbed the Mark V, has a number of improvements over the old one. Lets go over them, as knowing when to use each ability has tremendous advantages. - The Zoom Function Contrary to the demos shown at E3, you CAN NOT fire while zoomed in. The only weapon in the game that allows for zoomed firing is the new Crossbow. The HEV suit's zoom is merely for scouting purposes. Don't overlook that. Just because you can't zoom in with your pistol doesn't mean the zoom is useless. To use the Zoom function, press and hold the "Z" key. *Note: Thanks to Brakman 18 for pointing out that the Zoom Function can be used with Vehicle weapons. -Speed Booster Drawing on your suits new Auxiliary Power unit, mechanics in your legs can boost your running speed CONSIDERABLY as long as you hold down the SHIFT key. The only drawback is that you can only run at top speed until your Auxiliary Power unit is drained. Keep this ability in mind in the later stages, particularly "Sandtraps", as you can outrun the Antlions long enough to get back on to rock and then proceed to take them out safely. It is also useful as it makes it much safer to run between cover while dodging machinegun emplacements. -Flashlight The only notable change to the flashlight is that it also draws power away from the Auxiliary Power unit. Don't forget that! It's generally best to turn your flashlight off before using other abilities, especially the oxygen tank. -Oxygen Tank In Half Life 2 there is actually a functional meter for your O2 levels while underwater. The downside is that your suit's re-breather runs off the Auxiliary Power unit. And thus, if used in conjunction with other suit abilities, cuts your time underwater in half, at least. -Charger Interface Dr. Kleiner has adapted the charger couplings of the HEV suit to work with Combine technology, allowing you the opportunity to run up the bad guy's electric bill whenever you find their chargers laying around. -= HL2 =- 3) Your Arsenal A few new weapons, a few old ones, but everything has changed, with the exception of the good old Crowbar. I've ordered the weapons in the manner that they appear on your HUD. [Crowbar] Ammo: N/A Effective Range: Melee Once again your first weapon is the Crowbar. Don't fret though, a few whacks from this will drop any Combine foot soldiers that are hassling you. And then you can take THEIR weapons. You'll mainly use the Crowbar for breaking planks, boxes, and grates. It's a tool more then a weapon. [Gravity Gun] Ammo: N/A Effective Range: Medium. I'm hoping to better detail the Gravity Gun in section 8 of this FAQ. Bear with me while I fine tune. [USP Match 9mm] Ammo: 18 Round Magazine, 150 Rounds in Reserve Effective Range: Medium The pistol this time around is surprisingly potent. While it's best to give it the shaft when you pick up the machine gun, it can drop Combine foot soldiers just fine. I would like to point out, however, that you generally have plenty of ammo for the pistol, and should use it for picking off Tripwire Bombs, Explosive Barrels, Headcrabs, etc. Things where you could conserve ammo from heavier weapons. (Thanks to Drago for prompting me about that.) *Note: The pistol is apparently packing a new trick. First, hold down secondary fire. Then, hold down primary fire. Count to about ten (or longer). When you see an enemy, aim at him and release secondary fire. You will unleash a large number of bullets simultainiously. I don't know why, but it does work. Just bear in mind that you can usualy only do this once, as a surprise attack. (Thank you to Zero for letting me in on this little trick) *Note: A recent patch to the HL2DM mod removed the bullet charging trick. I'm not sure if it affects single player at the moment. [.357 Magnum Revolver] Ammo: 6 rounds chambered, 12 in reserve Effective Range: Medium to Long The Python makes it's triumphant return. This thing packs even more punch then it did in Half Life, thanks to the physics system. Enemies will literally be blown back by the force of it's bullets. Keep in mind, however, that while this gun can drop Combine foot soldiers in one head shot, Zombies are not as susceptible. Use the Magnum primarily for picking off targets at medium to long range, as it's very accurate. At close range, other weapons do the job better. EXCEPT! Except for the "Leaper" Zombies in Ravenholm. When those bastards are climbing up the rain gutters to get you, stand on the ledges and fire into their headcrab head. This will drop them in one shot, before they can get to you. Very handy. Also bear in mind that the Magnum takes a bit longer to reload then most of your other weapons, and it's generally a good idea to switch to something else if you're still under fire, rather then wait for the reload. Granted, if you can find cover, it's not a problem. [H&K MP7 PDK - Machine Gun] Ammo: 45 round magazine, 225 rounds in reserve ; 3 contact grenades Effective Range: Medium The Machine gun has changed substantially. No longer the military issue MP5 from Half Life, this baby will keep you wanting for ammo. The secondary fire is still the contact grenade, however these new grenades have a much wider blast radius (Which is good). Remember that you have to "indirectly" fire the contact grenades, as they travel in a slight arc. The farther from you the target is, the more of an arc you need to land the grenade at his feet. Take the opportunity to practice - Quick save when you have some grenades and try lobbing them around. Then just load your game back up and keep moving. [Pulse Rifle] Ammo: 30 rounds in magazine, 60 rounds in reserve ; 3 energy cores Effective Range: Medium to just under Long This baby is truly kick ass. It can drop soldiers in just a few rounds. The real problem is you'll run out of ammo real quick. Thankfully, most Combine platoons have a few pulse rifles amongst them, so you can usually replenish your supply after a fire fight. BE CAREFUL WITH THE SECONDARY FIRE. Myself and most of my friends were not ready for the Energy Core, and sometimes accidentally took out allies with it. When you fire the secondary mode of the Pulse Rifle, a large pulsing ball of light will shoot out of the gun, and ricochet around the area for a few seconds. Try to fire it INTO groups of enemies, not at their feet, but INTO them. Laugh as they are disintegrated, but make sure it doesn't hit you on it's way around the room. [Shotgun] Ammo: 6 rounds loaded, 30 rounds in reserve Effective Range: Close to Medium The biggest change to the shotgun, aside from looks, is the reduced amount of ammo you can carry. In Half Life, you could hold up to 125 rounds of 12 gauge - This time around it's only 30. You get the Shotgun for the first time in Ravenholm, from Father Gregori. USE IT. You will need it. Ammo will be a bit short but Zombies go down fast in front of buckshot. Always aim for the head of your target, and wait until they are at CLOSE RANGE. You can still hit things that are farther away, but you won't do nearly as much damage. As before, the Shotgun's secondary fire mode is to unleash two shots at once. Always use that at CLOSE range, and only on the tougher "Leaper" zombies. Never on the standard ones. It's a waste of ammo. [Crossbow] Ammo: 1 round onboard, 10 rounds in reserve Effective Range: Very Long This crossbow is very different from the one in Half Life in two important ways. First off, it only fires a single shot before you have to reload it, but during the reload you WILL NOT lose your zoom. That's handy. Secondly, at extreme range the Crossbow "bolt" (which is actually superheated rebar) arcs down a bit. So make sure you aim just above the heads of distant enemies. That ensures a body shot, which is all you need to kill someone with the Crossbow. [Grenade] Ammo: 5 grenades in reserve Effective Range: Just beyond Medium Grenades are different! Very different. First of all, you throw them harder and straighter then you could in Half Life. Secondly, no matter what you do, the grenade will have a five second fuse as soon as it leaves your hand, and not a moment sooner. This means you may have to anticipate enemy movement to score a good hit. But For the most part, if you only use grenades for room clearing and for taking out snipers (That is detailed later), they work just fine. Secondary fire is a very gentle lob, as opposed to the stronger throw you make with Primary fire. Still a five second fuse though. [RPG] Ammo: 3 rockets onboard Effective Range: Long Rockets have changed too. For starters, you don't have to reload the launcher, there's just a short pause in between shots. Secondly, you only have three rockets at any given time. Don't fret, though. Whenever you're faced with a Gunship, an enemy that can only be brought down by Rockets, there will always be an ammo crate SOMEWHERE that you can utilize. Now, the Rocket only has one firing mode - Laser Guided. And it will FOLLOW that laser. You can execute some pretty impressive acrobatics with the rocket. And you'll have to – Gun ships can shoot down Rockets that fly directly at them. You'll need to weave the rocket around, and sometimes behind, the Gunship before bringing it in for the kill. It takes five to six rockets to destroy a gunship, so make sure you know where ammo is incase you miss. [Pheremone Gland; "Bug Bait"] Ammo: Unlimited Effective Range: Close to Long, Arcing Shot This isn't so much a weapon as it is chaos in the palm of your hand. When you get this, Drone Antlions will no longer attack you. Instead, they will follow and protect you! Keep in mind a few things, however. First being that Antlions can go places you can't. If there's an enemy shooting at you way up high, just toss a Pheremone Gland up to him and your Antlion army will FLY up there to eviscerate him. If you want to call them back, just use secondary fire to squeeze your Gland, and the Antlions will return chittering happily. The big warning, however, is that this will not work on Antlion Warriors. So don't even bother. Another note - The large ground pounders that keep Antlions away will confuse any Antlions following you. It's best to send them to a spot away from the pounder by chucking a Gland where you want them to go, and then returning to turn off the Pounder by yourself. The Antlions will quickly return to you once the pounder stops. -= HL2 =- 4) Your Rides Vehicles in Half Life. Mmm mmm. And these actually work, unlike the fantastic failures of many Half Life 1 mods. Now, you won't exactly have GTA freedom when it comes to the vehicles, you generally have them for a few levels and then the game moves on. But boy howdy, fun stuff. Doing them in order: [Air Boat] Controls E - Enter/Exit W - Forward S - Backward A - Left D - Right F - Headlight On/Off Mouse 1 - Machine Gun (When acquired) Mouse look - Aim Machine Gun (when acquired) *Note: Thanks to Brakman 18 for pointing out that you can use your HEV suit's Zoom Function to zoom in and fire the Machine Gun. The Air Boat is amphibious, moving on and off land with relative ease. However, bear in mind that the boat will have a harder time turning on dry land. When you hit the water after a jump, be careful about leaning on the controls, as the boat will instantly JERK in the direction you're holding. The boat will not flip, however, as you won't have the Gravity Gun at that point in the game and you'd never be able to right the boat on your own. You will have to dodge a number of obstacles, ranging from floating barrels of explosives to magnetic mines to Barnacle tendrils under bridges. If you touch a Barnacle tendril you will be taken out of the boat and dragged upward. Immediately shoot the damn thing so that it drops you, and then just hit your USE key to reenter the boat. You can also exit the boat at any time (And you will need to) by simply pressing your USE key. Once you have made it through the "Water Hazard" chapter, you will come across a Resistance way station and a Vortigaunt. The helpful alien will attach a stolen Combine machinegun to your boat, giving you the power you need to take out the roving Hunter helicopters (more on this later). The machinegun has unlimited ammo, but operates on a "Charge" system. You need to let it rest once the ammo meter hits zero, and it will quickly be ready to fire again. [Scout Car] Controls E - Enter/Exit W - Accelerate S - Brake/Reverse A - Left D - Right Shift - Turbo Space - Handbrake Mouse 1 - Fire Tau Cannon Mouse 2 - Charge Tau Cannon (Release to fire a charged shot) Mouse Look - Aim Tau Cannon *Note: Thanks to Brakman 18 for pointing out that you can use your HEV suit's Zoom Function to zoom in and fire with the Tau Cannon. Spiffy. The Scout Car is a very jittery thing that can roll easily, but the levels in which you have it are perhaps my favorite out of the entire game. It's sort of like Mad Max from that point on, until you lose the car later. But I digress: *note: Don't forget that your car has a machinegun ammo crate on the back. If you need ammo for the machine gun, simply go to the back of the car and hit your USE key. You NEED the car. Like the boat, it is the only way you'll make it through. And if for some reason you chuck the car off a cliff or let it get blown up or crushed or any number of things that would destroy it (Which is hard) the game ends. You will be driving over rough terrain. Highway 17 is badly in need of repairs that it won't be getting, and sections of the road may be blocked - or may have been blown away altogether. Using the Gravity Gun you can clear a path for the Scout Car, and using your head you can find ways around gaps in the freeway. The car, while it looks fragile, can easily tear through wooden fences and run over Combine Foot Soldiers and Antlions with out trouble. The biggest obstacles to your car are Roller Mines and getting flipped on it's back. Roller mines will cling to the car and send jolts through it every few seconds, damaging you. The best way to remove them is not your crowbar, but the Gravity Gun. Use secondary fire to pry the Roller Mine(s) away from the car, and then use Primary fire to shoot them into the ocean, where they will explode. Yay. When your car is flipped, immediately get out and hit your "G" key to whip out the Gravity Gun. Use Primary fire to flip your car back upright, and then get in. Don't bother wasting time with Antlions, you can just run them over. If you have to leave your car for any reason, and you're in Antlion territory, try to park it inside the radius of a Pounder. You'll know them when you see them. Pounders will keep Antlions occupied while you do whatever you need to do. Well. For the most part. Sometimes they work their way around the Pounder and come after you, but at least your car will be safe. *note: At the urging of a Steam buyer of HL2, Aaron Sharpe, I will put a reference for the Crane here. [Crane] W - Swing arm out S - Pull arm back D - Swing Crane Right A - Swing Crane Left Mouse 1 - Drop Magnet Mouse 1 (When Carrying Object) - Drop Object -= HL2 =- 5) Allies A number of your associates and coworkers from Black Mesa have survived during your absence. Flying the Lambda symbol as their flag, these charismatic and brilliant individuals have rallied humanity to the cause of freedom. The Resistance will help you whenever, and where ever, they can. *Note: Thank you to Silvio for pointing out that Essential NPC's CAN die. That tip was much appreciated. [Barney Calhoun] We loved him. We hated him. We made him talk to his clones. Barney is back. You first encounter him in Chapter One, "Point Insertion". This is mostly story and I'll leave that for you to enjoy, but the gist is Barney has infiltrated "Civil Protection", the politically correct term for the Combine militia. He will help you escape capture a number of times, and you'll get the chance to save his ass later on. [Dr. Issac Kleiner] Quite possibly the same Kleiner that got Gordon his job at Black Mesa, the good doctor is a bit... absent minded. Though undeniably brilliant, he also keeps a de-beaked headcrab as a pet (Lamar). Vital to the story, and the one who gives you your upgraded HEV suit, the Mark V. [Lamar] Is a de-beaked Headcrab. She's harmless. Mostly. (Yes, she) [Dr. Eli Vance] A pioneer of the technology behind Teleportation, Dr. Vance has been a driving force behind the resistance. He's missing a leg, and is a bit grey on top, but this is the same Dr. Vance who asked you for help after you caused the resonance cascade at Black Mesa. Makes you wonder about just how long you've been gone. [Dr. Judith Mossman] One of the main contributors to the teleporter project, Dr. Mossman is a big fan of yours, or at least comes off that way. She doesn't get along too well with Alyx, something that will be readily apparent to you. She'll talk your ear off about science. Don't worry if you can't understand her. [Alyx Vance] Has the hots for you. Seriously. She's the daughter of Eli Vance, and is brilliant in her own right. She's responsible for the "growth" of her robotic companion, Dog, and will lead you through a number of tight spots in the game. Well. And she sends you to Ravenholm. Bitch. [Dog] This guy is fun. I know he seems goofy when you first meet him, but give him a chance to show you how much ass he can kick, and you will be impressed. Oh, uh. Alyx's fiercely loyal companion. [Father Gregori] Is insane. But that's ok. He gives you a Shotgun, and a bunch of traps you can play with. Lighting zombies on fire should always be this much fun. [Resistance Militia] An assortment of citizens armed and ready to give their lives to combat the Combine. They arm themselves with whatever is available, but you typically see them carrying Shotguns, Machineguns, and Pulse Rifles. Rarely you'll find one with an RPG, but that's usually a tell tale sign that a Strider is near by. There are also Medics mixed in with the regular Infantry, and you can easily spot them thanks to the bright Red Cross emblem. They will pass out medkits to both you and any other injured soldier in the squad. Try to keep them alive. These men and women will follow you everywhere, and obey your commands unquestioningly. To order them to a position, simply look at it with your reticule (crosshair), and press your "C" key. Tapping C twice will cause your squad to briefly stop following you. Pressing C again, or just waiting too long, will cause them to resume their following. [Vortigaunts] You will also encounter a number of friendly Vortigaunts, which you might know better as "Alien Slaves". Freed from their oppression by your triumph over Nihilanth in the first game, the Vortigaunt bear you no ill will for the lives of those you killed. But they also don't offer any forgiveness. As the one who tells you this says, "It is not mine to give". They will do a number of interesting things for you, cool things, that I'll leave you to be surprised by. -= HL2 =- 6) Enemies Where you meet 'em, how to beat 'em. *Please note that all descriptions are based on playing the game at the Normal difficulty setting. Toughness in Hard will undoubtedly be greater. [Combine Foot Soldier] These guys are omnipresent, literally everywhere. You will always have plenty of them to fight, and will have to adapt to their tactics. If you don't see any, you can usually bet that a Drop ship is on the way to dump some off for you. When it comes to beating the standard Foot Soldier, just shoot them. Be on the look out for grenade throwers, and be ESPECIALLY careful of Foot Soldiers with Pulse Rifles - They might use the Energy Core secondary attack, and if you're on the ball, you can catch it with your Gravity Gun and fling it back at them. The easiest way to tell that Foot Soldiers are around is their distinctive radio chatter. You'll know. *Note: Thanks to Brakman 18 for pointing out the "Ranks" of foot soldiers: [Metro Cops] These are the first Combine Soldiers you interact with. As Brakman pointed out to me, they're armed only with Pistols and Stun Wands. [Combine Soldier] Wearing black armor, these are the bulk of what you encounter for the rest of the game. Armed with Machine Guns and Pulse Rifles. [Elites / "Assassins"] Wearing white armor, with red glowing eyes, these soldiers are tougher then the black armored counterparts, and will always be wielding Pulse Rifles. They are also the only Soldiers that use the Energy Core secondary fire on the Pulse Rifle. [Combine Snipers] Easily noticed by the distinctive blue laser beams they use to target enemies, Snipers will be holed up in small, inaccessible rooms. Your only option in dealing with them is to use cover until you are close enough to their window to lob a grenade inside. If the grenade goes into the window, you have a kill. [Headcrabs] These little bastards come in three flavors this time. Your standard head crab, the "super leaper" headcrab, and the "Black Super Leaper" headcrab. The Combine have mortar rounds that don't explode, and instead open up to offload one of the three headcrab types. BE WARNED. [Standard] Easy enough. They don't do much damage, but they can get annoying. Plus, even these little bastards have a new trick up their sleeves. When you kill a zombie now, it's Headcrab might not die, and will instead fall off, get up, and come after you. Make sure it's dead. [Super Leaper] Easily identifiable by the longer legs. They move like spiders, and are much faster then normal headcrabs. Again, not very dangerous, but they can surprise you. The biggest problem with these guys is the zombies they make. The "Leaper" Zombies are noisy, fast, and dangerous. Very unlike the standard Zombie. [Black Super Leaper] These guys are NOT fun. If they bite you, they inject a neurotoxin that instantly reduces your health to 1 point. You heard me. 1 point. Your suit will immediately administer an antidote, but that takes time. You need to kill these things before they hit you, or at least make sure that it's only them you have to worry about. Another enemy could just waltz up and smack you after you've been stung, and that would be it. The Zombies these guys make are almost worse then the "Leaper" Zombies. But that's next. [Zombies] Oh we hate them. Oh they're everywhere. Ravenholm is Zombie central, but it won't be the last you see of them. As with the headcrabs, there are now THREE types of Zombies, as follows. [Standard Zombie] They make a lot more noise now. Try lighting one on fire. You almost feel bad for it. But you won't. As stated above, make sure the headcrab is dead. If you shoot the Zombie in the chest, there's a good chance the Headcrab will just drop off and attack you. Go for headshots. Be elite. [Leaper Zombie] These things are just muscle and bones. No skin. And they MOVE. They can leap over obstacles, leap at you, climb walls, jump from rooftops, basically everything normal zombies can't do, these CAN. You'll know they're coming when you hear the telltale howling, almost like a monkey being run over very slowly by a steamroller. You want to make these things dead, and fast. Shotgun to the Headcrab is your best bet. Go double shot if you have to. And MAKE SURE THE HEADCRAB IS DEAD. [Piggy Back Zombie] This is what the Black Leapers do. There will never be more then two of these fighting you, and for good reason. The Black Super Leaper that controls the Zombie will be giving about three other Black Super Leapers a ride. The Zombie will, when it sees you, allow the Black Leapers on it's back to jump at you. This is bad news. And even if you manage to take out the carrier zombie, the Black Super Leapers just jump off and run at you. Don't forget about that, you want to have something to take out the passengers. Large objects like fan blades can sometimes kill a Piggy Back Zombie in one hit. Use your Gravity Gun to fling the objects. [Robot Drones] These are Combine drones, and they get annoying. And they all fly! [Scanners] These don't do much, but they will tell Guards where you are. You may or may not see results. If they get in your face, just use your crowbar on them, no need to waste ammo. On the upside, they sometimes drop batteries. [Man Hacks] Flying buzz saws. They whiz around, bouncing off walls, coming in through windows or pipes or air ducts, and then they zero in on you and try to cut you. Use your Crowbar or Gravity Gun. If you get them with the Gravity Gun, Shoot them INTO a wall, don't just chuck them. If you don't break them, they WILL come back. Soldiers will sometimes carry these things, and you can actually watch them being launched by hand. Shoot the guy before the Man Hack comes online. [Flash Bulbs] Think of an intelligent flashbang grenade. That's about what these things are. They blind you, so that Combine Soldiers can have an easy time of picking you off. SHOOT THESE. They stay at a distance, so your only option is to use a gun. You don't want to use the Gravity Gun because if you pull them in close and they go off, you'll be blind for a good while. [Shield Scanners] You encounter these in the Anticitizen One chapter, where they will continually pose a threat by dropping Hoppers on you. Their body consists of a cylindrical part, and then a long, stretching and expanding arm which they use to drop the Hoppers. (I was clued in to the name by Joshua Rodriguez) [Barnacles] They're back. They look different, but they're still the same deal. Just like before, Barnacles hang out on Ceilings. If you get caught by a Barnacle, it will pull you up into it's mouth. Don't let it. Look straight up and unload on the corpulent bastard. It shouldn't take much to kill one, and you're rewarded by it's death animation in which it vomits the remains of it's last meal on you. Yay. (Thanks to Drago for suggesting I place this earlier in the FAQ) You should also be aware that you can feed Barnacles just about anything. They will chew on bits of trash, barrels, even enemies - I've watched happily as a Barnacle has eaten a Headcrab that got caught in mid leap. But perhaps the most useful thing you can feed it is an Explosive Barrel. Give the Barrel to the Barnacle's tendril, then back up and shoot it until it lights on fire (The Barrel, stupid). The resulting explosion will kill the Barnacle and most likely any other Barnacles near by. [Antlions] There are two different types of Antlions, the Drones and the Warriors. The Warriors attack you at predetermined points along the story, but the Antlions show up during "Highway 17" and stick with you all the way through "Nova Prospekt" although by then they are on your side, thanks to the Pheremone Gland. [Antlion Drones] Are annoying. They are attracted to noise, and your little car makes a lot of it. Once they start coming, they won't stop. So keep moving. If you have to deal with them, use the Shotgun or machinegun. But your best bet is to keep moving! During the second half of "Sand Traps" you'll need to stick to the rocks to avoid stirring up angry Antlions. If you happen to fall on the sand, get to a rock before you start attacking the Antlions. That way, you can deal with the ones that pop up, and not an endless wave of them. [Antlion Warriors] These suckers are big. They will knock you around quite a bit if they manage to hit you. Don't stand still when facing a Warrior, keep moving. Circle strafe. And focus as much damage as you can on it. Unlike the Gargantuas from Half Life 1, these enemies seem to be susceptible to all types of weapon fire, though I strongly suggest you use your heaviest weapons first. A few rockets and clips of pulse rifle ammo would be well spent on taking one of these down. When attacking, the warrior will charge you, which is why you keep moving. You can even do a bull fighting maneuver and steer the Warrior into a wall. This will stun it for a few brief seconds, believe it or not, but then it will quickly turn to face you. Just keep up a steady stream of fire while dodging it's charges and you'll be fine. [Roller Mines] Usualy buried in the ground waiting to spring up at you, these annoying, magnetic enemies can also be dropped from passing Combine dropships. These are quite prolific along "Highway 17", but are surprisingly easy to deal with. Simply use your Gravity Gun's secondary fire to grab a hold of the Roller Mine, and then turn and throw them into the ocean or off a cliff. And trust me, there will be a cliff near by, or the ocean, or both. [Striders] Striders are literally gigantic. They tower over you, standing at least 3 stories in height, and it takes a lot of fire power to bring down one of these bastards. A Strider takes at least six rocket hits before going down, and this will require you to find an ammo crate so that you'll have enough rockets to do the job. Resistance rocket infantry can also help you, but you can't always count on having one near by. The best advice I can give you is to stay the hell away from Striders whenever possible. When you must fight them, try to do so from as far away as possible, or from an elevated position. I say this because Striders can not only shoot at you, but also step on you, resulting in instant death. Striders are also equipped with some kind of blue Combine energy beam that disintegrates anything caught in a direct blast. Normally you'll get hit by the splash damage, and it's damn hard to avoid, but that's just one more reason to take Striders down as quickly as possible. [Hunter Helicopters] One of the less alien vehicles used against you, the Hunter Helicopters are most prolific during your Air Boat ride. Most of them will do diving attacks at you, spraying machine gun fire all over the place. You have to simply avoid them as best you can until you acquire the Combine Machine Gun for your air boat. Once you have the gun, you'll be able to take out the Helicopters. You should also be wary of the mine laying helicopters - These helicopters will fly back and forth above you, dropping row after row of magnetic floater mines. Keep moving, and dodge the mines as best you can. If you do get hit, don't panic, just adjust your steering to compensate for the blast. [Armored Cars] You'll see a lot of these through out the game, but for the most part they'll be stationary. The only time you really have to worry about them is during "Water Hazard". They will be parked on the various docks along the canal and will fire barrages of rockets at you. At first, you can only dodge the rockets. But once you have acquired the Combine Machine Gun, you'll be able to blow them up. Do so. [Sentry Guns] There are a few varieties of Sentry guns, and different ways to deal with each of them. [Tripod Sentries] *Special thanks to Silvio for pointing out that the Gravity Gun is more proficient at knocking these things over then regular gunfire. These freestanding sentry guns are fairly annoying, and different then their Half Life 1 counterparts. In order to disable these guns you will either need to get on the side of them and knock them over with gun fire, or throw a well placed grenade and hope the blast knocks them over. Don't be too quick to run by them if you do manage to knock them over, as they will continue to fire erratically for a few moments. At a later point in the game you will have to set these guns up yourself and use them to defend key points in the "Entanglement" level. To do so, simply open the locker they are stored in, and then hit your USE key to pick them up. Carry them to a spot that offers them a good field of fire, and hit your USE key again to drop them. If they are knocked over by enemy fire, just run over and hit your USE key again to pick them up. You may have to shake your view around a bit to get the sentry gun up right, but once it is just drop it so it can resume firing. [Pop up Sentries] These guys are hidden beneath floor tiles, and will only pop up once you trip their laser sensor. When they do pop up, a second laser will begin sweeping the floor in front of them. If you trip this laser, they will open fire so do your best to avoid it. The only way to deal with these annoyances is to lob a grenade INTO their cavity. Once the grenade is inside the sentry gun, just get out of the way and wait for the boom. [Gunships] These bio-mechanical, aerial enemies are quite dangerous. Despite their large size they are incredibly maneuverable, and will perform all sorts of acrobatic tricks to keep you in sight of their machine gun nose. Gunships can only be taken out with RPGs, and it takes a total of five to six rockets to bring one down. You have to weave the rocket around the Gunship, however, as a direct attack will allow the Gunship to shoot the rocket down easily. Try firing away from the Gunship, and then bringing the rocket back towards the Gunship from a different direction. Don't forget that your Rockets are MUCH more responsive in this game, and any movement you make with the laser sight will be followed by the rocket, even barrel rolls and loops. If you miss with one of your rockets, don't fret - There WILL be a supply crate or ammo box near by to keep you loaded up during any of the Gunship fights. [Hoppers] Hoppers are semi intelligent land mines. They can distinguish between friend and foe. If you get too close to one, it will literally hop into the air and try to land on your head, where it will then explode. Regardless of whether it hits you or not, it will explode. The best way to deal with Hoppers is to use your Gravity Gun's secondary fire to yank them out of the ground. This will reset a Hopper, making it friendly to you. You can then either throw it at someone or drop it gently with secondary fire to make your own land mine. The best way to tell if a Hopper is around is to listen. They will click and chitter if anyone gets close enough to them. Whenever you hear that noise, freeze, and look around. You'll find it if you just use some observational skills. -= HL2 =- 7) Walkthrough The big one. This is a work in progress! As requested, Chapter List: Point Insertion A Red Letter Day Route Kanal Water Hazard Black Mesa East "We don't go to Ravenholm..." Highway 17 Sandtraps Nova Prospekt Entanglement Anticitizen One "Follow Freeman!" Our Benefactors Dark Energy A) [Chapter One: Point Insertion] You will begin this chapter with a visit from the G-Man. That's for you to enjoy. Suffice it to say that the game doesn't really start yet, so take the time to orient yourself with your new surroundings. Talk to people, pick things up with your USE key (Yes, you can pick things up without the Gravity Gun). Take in the sights and sounds of the oppressed populace. But do so while working your way through the customs gate. *Note of Interest: As you first exit the train, follow the two gentlemen who are in front of you. When they turn left, you turn right. Go to the fence there and get your first look at a Vortigaunt that is still enslaved by the Combine. There's nothing you can do for him now, so give him a little wave and move on. After looking at the poor Vortigaunt, do a 180 and head past the baggage cart, and through the Turnstyle. Welcome to City 17. *Note of Interest: Try making a phone call with your USE key. You'll find that all communication with the outside has been cut off by Civil Protection. Continue moving through the train station, weaving through the fences erected around the guard checkpoint. The guards will wave through the people in front of you, but ask you to stop. They will direct you towards an ominous train marked "Nova Prospekt", but thankfully you won't make it that far. You will be trapped in a small enclosure, and a side door will open. A guard will step out and order you to follow him. Do so. Follow him down the corridor, past what appears to be an interrogation room (The guard inside will slam the eye slit on you if you try to look in), and will stop outside an empty interrogation room. You'll be ordered inside, and you have no choice but to obey. Don't get too excited though. The guard will put on a show like he's going to beat the crap out of you, but it's not really a guard... *Note of Interest: It's really Barney Calhoun, your security guard buddy from Black Mesa. After some more story chatter which I again leave for you to enjoy, a knock will come at the door. Barney will panic, and shove you into a back room. He tells you to pile up some boxes to escape out the window, and to make your way to the plaza. Use that USE key and get stacking. In case you didn't notice, the window is on the second floor loft, so climb the ladder first and THEN use a box to get out the upper window. Don't worry about the fall, the box will break it for you. Continue through the door to your right and up a flight of stairs. Use your USE key to open the door, and then turn left. You find yourself now in what must have been the ticket area of the Train Station. A guard will confront you here, knocking a can onto the floor and ordering you to pick it up. Do so, and then throw it into the trash can. The guard will get a hoot out of that and leave you alone. Feel free to throw some garbage at the Guard if you don't mind getting a few whacks from the Stun Baton. Continue forward past the guard, and through the opening on the far left. There will be a large double door. Open it with your USE key and behold the square. There's a lot going on out there, but don't neglect to view the large blue building in the distance - The Citadel. It is an ever present symbol of oppression, and the source of all Combine incursions into the city. After you're done looking around, head down the alley way to the right of the Train Station entrance. Any other way is blocked by force fields. Down this alley, you'll see a door to your left that is blocked by a Guard - Ignore it, you ain't going that way. Farther down the street is a roadblock - Not going that way. Instead, turn right again into a smaller alley, and use a dumpster to boost yourself up to a Fire Escape. Go up the ladder and then turn to your right and drop through the hole there, which will deposit you on the other side of the fence that was previously blocking your way. Down this alley you'll see a bust going down to your left - Avoid that. Go to your right instead and talk to the civilians that are watching a pair of Civil Protection soldiers break into an apartment. Things could get dicey. *Note of Interest: You can play with all the playground equipment. Use your body, and your USE key to flip X's and O's, spin the merry go round, and smack the swings. Fun. Head towards the pair of guards, but duck into a building to the left. Follow the hallway until you reach a spiral staircase going around an elevator. Take the stairs up. Work your way through the apartment building, it's not difficult, just avoid the guards. They will "Herd" you towards where you're supposed to go anyway. Things will get a bit heated as Civil Protection rushes the building, and all you really need to do is not go in the direction of the guards. Wherever there's an open path, go. Eventually, you meet a gentlemen holding a door open for you, who asks you to come inside. He'll slam the door shut and hold off the guards while you get to the roof. Once on the roof, MOVE. Combine Soldiers with pistols are now on your tail and they are going to shoot at you. Follow the roof up and then to the left. You'll drop down onto a ledge on your right, and hug the building until you reach a pair of open windows. Go down the stairs, and then you'll be cornered. Don't worry though, they will knock you out, but someone comes to your rescue. When you come to, all the guards are dead and the only one in sight is... a girl. That should tell you immediately how dangerous she is. Despite that, follow her through a series of secret passages... B) [Chapter Two: A Red Letter Day] Follow Alyx to Dr. Kleiner's lab. And then enjoy the show. *Notes of Interest: Take a look around the good doctor's lab, especially the far wall with the bulletin board. There are a few interesting pictures there. You'll see. I'll catch up with you after the lab. *Note of Interest: If you take a look at the monitor that Barney activates when he first enters the lab, you can change it's channel to get a good look at the G-Man. He only stands still briefly before noticing the camera on him and walking away. Hrm... Well, following those incidents, you will find yourself outside the lab, unarmed, and under the intrusive eyes of a pair of Scanners. Time to move. Jump down and move through the Transformers (The large power things) and under the overhang. You'll come out on the other side where your path will be blocked by a few planks across an opening. Don't worry, Barney to the rescue. He'll be behind and above you, and will toss you a Crowbar. Once you have it, move forward, bashing through those planks. Go forward into the somewhat dark passage ahead, and then you'll drop down into a train yard. Immediately turn left after you drop down, and use the plastic boxes on the ground to boost yourself into the open train car. Bash your way through the boxes and debris, and then kick open the doors on the other side of the car. When you drop down, immediately back up against the car and crouch down. A train will come blowing by, and if you're not out of the way it will crush you. When the train has passed, turn to the right and move along the parked train car that was across from you. When you reach the end of it, turn left and then left again. You'll see another car with open doors now, and you want to get inside it. Did I mention that combine soldiers are shooting at you the whole time? In any case, climb the ladder inside the train car, then turn to your left. Jump from the roof of that train car to the train car that should now be in front of you, then jump again over the fence in front of you, and hit the ground running. Break through the planks blocking your path, and then head down the dimly lit tunnel. After the map loads, you'll head down another hall way. C) [Chapter Three: Route Kanal] Take the opportunity to use the Medical Console on the left hand wall if you took some bad hits back in the train yard.
Another Half-Life 2 Walkthrough :
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3


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June 13, 2013
Professor Melissa Brown talks about financial safety for seniors at the Senior Financial
& Health Safety Fair on the morning of Sat. April 6, 2013.
Elder abuse, financial abuse, in particular is a major problem in our society. According
to the 2010 Investor Protection Trust Elder Fraud Survey, over seven million older
Americans (one in five) have been victimized by a financial swindle1. Victims of abuse in later life are three times more likely to die prematurely than
non-abused age elders2. The cost of financial exploitation of seniors is astronomical; a 2011 study estimated
that older victims lose $2.9 billion annually3. As the population increases rates of financial abuse and exploitation and its cost
on society are also anticipated to increase.
Unfortunately, seniors are often the target of scammers and unscrupulous business
practices. At the McGeorge Elder and Health Law Clinic, law students advocate for
senior consumers who have been victims of financial elder abuse. We see a wide range
of financial exploitation from scams such as the Jamaican Lottery where there is no
product or service being provided to shady business practices where seniors are pressured
into buying unnecessary or unsuitable products. Clinical students have successfully
negotiated refunds for consumers who have purchased unnecessary hearing aids and home
improvement services.
A recent case in the Elder and Health Law Clinic shows that these scammers are professionals
who have perfected their trade targeting seniors. Mrs. H, a 90-year-old widow, lives
independently in her home. Her husband managed their finances before his death but
she has since learned to carefully manage her limited income from Social Security.
One afternoon, Mrs. H noticed handsome young man pull up outside her mobile home in
an expensive car and wondered who could be visiting her on a weekday morning. The
man knocked on her door, which she opened for him. Pretty soon the man had invited
himself into her house and after three hours of his presence, she found herself signing
a contract and writing a check for the deposit for a $14,000 bathtub she neither wanted
nor could afford. Mrs. H commented on how nice and charming the man was when he first
arrived but that after three hours she would do anything to get him out of her house.
She was too embarrassed to call her children to tell them what had happened out of
fear they would think she could no longer manager her money. She became physically
ill from stress and confided in a volunteer who visit her home. The volunteer connected
Mrs. H with the McGeorge Elder and Health Law Clinic for legal assistance.
Financial exploitation of seniors is a crime! Report financial abuse to your local
police. You can also contact Sacramento Adult Protective Services at 916.874.9377
if you suspect abuse. The McGeorge Elder and Health Law Clinic is able to assist low
income Sacramento County seniors who have been victims of financial abuse. Please
call 916.340.6080 for an intake. McGeorge Elder and Health Law Clinic law students
are also available for presentations on Financial Safety and Scams affecting Seniors.
Melissa Brown, Supervising Attorney, McGeorge Elder Law and Health Clinic Email | 916.739.77378
1 Investor Protection Trust. Elder Investment Fraud and Financial Exploitation. 2010;
3. 2 Lachs, M., Williams, C., O'Brien, S., Pillemer, K., Charlson, M., The Mortality of
Elder Mistreatment. The Journal of the American Medical Association, 1998. 3 Karp, N., Wilson, R. Protecting the Older Investor. AARP Public Policy Institute
2011; 1.
Tags: 2013, elder-health-law
McGeorge offers Yellow Ribbon full tuition benefits to U.S. Veterans.
Learn more about job preparedness and employment opportunities.
Learn more about the McGeorge Alumni Advisor Network and register.
Four bills drafted by students in the clinic became law.


text:
Eugenie Groh was born in what is known today as the Czech Republic. She came from an artistic family - both her parents encouraged her from childhood to express her creativity. She recalled her father buying her her first paint sets in oil and watercolours. Her mother's fashion magazines fascinated her and were her childhood inspiration.
Groh remembered with great fondness Sunday coffee house visits with her mother and sister.
They gave her the opportunity "to dive into glossy foreign magazines, Femina, Harper's Bazaar, Vogue, etc., which were hanging off a wall on rattan spines" where she caught her first glimpses of the work of fashion illustration masters like Carl (Eric) Erikson and René Bouché.
Later, when her college studies in art were disrupted by the war, she was at least able to take away three important lessons about the nature of fashion illustration:
One: drawings need not be realistic; simplicity is very powerful.
Two: fashion colours have a philosophy of their own; they should not be too clean.
Three: fashion figure should never be static; quick sketches reveal the essence of fashion, which is momentum.
In 1943, Groh was hired to work in the art department at Prague's largest publishing house, Melantrich, where she did illustrations for fashion and women's interest articles. After the war ended, she took on the editorship of Malé Mody, a then-new monthly fashion magazine - but it was discontinued by the ruling communist party in 1948. In '49 Groh and her husband left Prague for Canada. They settling in Montreal.
Eugenie Groh began securing freelance fashion art assignments almost immediately from Ogilvy's department store and rival, T. Eaton's Co. Only six weeks after arriving in Montreal, she secured a staff position in Eaton's art department. Recalling those early days in Montreal she said she was "burdened by emotional and economic problems of a political refugee. For some time, only some of my energy could go into my work."
Be that as it may, Groh expressed great excitement at the prospect of adapting to what was for her a dramatically different culture of fashion illustration in her new home. In Prague, fashions were made to measure - everyone had a dressmaker. In Canada, the focus was on ready-to-wear, and subsequently fashion illustration reflected that marketing sensibility.
Groh said, "All the time I was learning new ways and absorbing new information." She poured through American and Canadian magazines, which were dominated by the popular "Expressionist" sketch style of Eric, Bouché and other pre-war fashion illustration giants.
Most large U.S. department store chains employed artists who worked in this style. At the time Groh landed her staff position at Eaton's in Montreal, Morgan's, Ogilvy's, Simpson's and other Canadian stores did so as well. Groh remembered how, when she arrived in 1949, ads from the New York Times and other publications were clipped and saved in the Eaton's art department and "used as textbooks."
In 1953, Eugenie Groh became aware of a new style emerging in some U.S. fashion advertising. She said, "a very stylized advertising art started surfacing from a few prestige stores in Texas and California. I saw just a few bits of evidence of what was being done at Joseph Magnin in San Fransisco and Neiman-Marcus in Dallas. This new style was in line with my own tendency to change the technique currently being used and greatly encouraged me to do so."
Groh must surely be talking about the work of Betty Brader at Joseph Magnin in SF...
... and Merle Basset who had worked with Brader before being head-hunted by N-M in Dallas.
When I interviewed Merle for TI, he told me "It was a great time... each day was an adventure — I never knew what I'd be illustrating when I came to work. We were allowed to experiment and do things that had not been done before in newspaper advertising. Neiman-Marcus was getting a lot of attention and so were the artists involved. Up until then, retail store illustrators were really not well respected and never represented in the AD annuals."
In Montreal, Eugenie Groh and Eaton's were discovering similar results. Initially, no one at Eaton's could quite understand what Groh was up to, but when the new style ads began attracting attention, Groh said "this was good for business and Eaton's of Montreal got the message."
* Continued next week.
* Information about and quotes from Eugenie Groh in today's post are from Katherine Bosnitch's thesis, which is © 2000, Katherine Bosnitch.


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Lesson Plan
Sharing Favorite Books Using Interactive Character Trading Cards
|3 – 5
|Lesson Plan Type
|Standard Lesson
|Estimated Time
|Two 60-minute sessions
|Lesson Author
Trumbull, Connecticut
Good readers recommend books to others and read books based on recommendations. This lesson uses trading cards-a popular culture text-as a means of encouraging students to make and receive these kinds of recommendations. Students work collaboratively to create a trading card based on a character from a familiar text. They create their own cards, which are placed with the classroom library for reading and using when making book selections. Students are encouraged to think about why a book and character are appealing to them as well as what they can say to make the book appealing to someone else.
Trading Card Creator tool: Students create trading cards for fictional character to show comprehension in a fun way.
Trading Cards mobile app: Engage students with the ability to create a fictional character trading card on a mobile app.
Xu S.H., Perkins, R.S., & Zunich, L.O. (2005). Trading cards to comic strips: Popular culture texts and literacy learning in grades K8. Newark, DE: International Reading Association.
- A New Literacies Study (NLS) perspective views literacy as moving beyond merely reading and writing printed words and traditional texts. This perspective includes popular culture "texts" including video games and trading cards as literacy tools.
- An emerging body of research has documented that an integration of popular culture texts into teaching offers students an alternative way to demonstrate their literacy knowledge and skills and to engage in meaningful literary practices.
- The use of popular culture texts may provide a source of increased motivation for many students and may provide literacy learning opportunities that are especially effective with reluctant or struggling readers.


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Marijuana Facts for Teens
You may have heard it called pot, weed, grass or dope, but marijuana by any other name is still a dangerous drug.
Marijuana is dangerous to your health. It makes you cough and catch colds more often. It can make your heart race and cause panic attacks. It can give you high blood pressure and memory problems. It's even worse for your lungs than tobacco.
Marijuana can mess up your future. It can make learning difficult and cause you to make bad decisions. It makes you not want to do the things you usually do. It can get in the way of goals like doing well in school or sports.
Marijuana is illegal. You can be arrested and go to jail for using, buying or selling marijuana. You can also be expelled from school. Being caught with marijuana will hurt your chances of getting a job in the future.
Marijuana is not always what it seems. Sometimes marijuana has other dangerous drugs added to it before it's sold. "Blunts" (cigars filled with marijuana) sometimes have crack cocaine or embalming fluid added to them.
You can get hooked on marijuana. Once you start, you may find it hard to stop. The more marijuana you smoke, the more you will need to get high.
Marijuana won't solve your problems. It will only make them worse. If you need help with your problems, talk to an adult you can trust.
Marijuana can make you do stupid things. It makes you lose self-control so you do things you normally wouldn't do. It makes it hard to think clearly and make good decisions. It makes you more likely to do other risky things, like having unsafe sex.
Everyone isn't doing it! It may seem that way sometimes, but it's not true. Most kids (86 out of 100) between 12 and 17 years old have never even tried marijuana.
This material was developed by the TRUE Family Program, Department of Family Medicine, Case Western Reserve University, and adapted for use on NetWellness with permission, 2011.
Learn more:
- Alcohol Facts for Teens
- Helping Teens Make Good Choices
- Raising a Drug Free Family
- Raising a Healthy Family
- Tobacco Facts for Teens
For more information:
Go to the Addiction and Substance Abuse health topic.


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What is leg laser hair removal
With the development of laser technology in cosmetology, leg laser hair removal, many treatments have actually become very easy to do. Actually, a laser implies a high-energy light source that can be concentrated and changed right into a narrow beam. One of the approaches of laser modern technology in cosmetology is leg laser hair removal.
Health and wellness and leg laser hair removal
In our gorgeous time, laser hair removal, leg laser hair removal, is just one of the fastest and also most reliable ways to get rid of excess hair finally. In just a couple of treatments, you can accomplish a smooth and also delicate skin on almost any kind of component of the face and also a body. With all the demands for the procedure, leg laser hair removal, it is completely safe as well as does not trigger damage to health and wellness.
Price of leg laser hair removal
According to 2017 stats from the American Society of Plastic Surgeons, the typical price of leg laser hair removal is roughly $293. However, with the rise in popularity of at-home therapies, this price has risen and fall depending upon availability.
Typically, the price of leg laser hair removal in the smaller sized, swimsuit location is in between $350 as well as $500. By comparison, the cost of dealing with a bigger area, such as the back, averages between $600 and also $900 per therapy session. However, therapy of the breast will just set you back between $350 and $600. Do leg laser hair removal and be happy!


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Work by Alberto Aguilar, Peter Fagundo, Julia Fish, Michelle Grabner, Jessica Labatte, Nick Ostoff and Allison Wade. Organized by Michael Milano and Jeff M. Ward.
Adds Donna is located at 4223 W. Lake St. Reception Sunday, 4-7pm.
2. Ill Form and Void Full at Valerie Carberry Gallery
Work by Laura Letinsky.
Valerie Carberry Gallery is located at 875 N. Michigan Ave. #2510. Reception Friday, 5:30-8pm.
3. Blood Work at the International Museum of Surgical Science
Work by Jordan Eagles.
International Museum of Surgical Science is located at 1524 N. Lake Shore Dr. Reception Friday, 5-9pm.
4. The Great Refusal: Taking on New Queer Aesthetics at Sullivan Galleries
Curated by Oliverio Rodriguez, with work by Jordan Avery, Beatriz Aquino, Shandi Hass, Kiam-Marcelo Junio, Nicole Ricket, Jackie Rivas, Hannah Rodriguez, Ali Scott, Jannah Tate, Dana West, Sky White, and Nikki Woloshy.
Sullivan Galleries is located at 33 S. State St. 7th Fl. Reception Friday, 4:30-7pm.
5. Alleys and Parking Lots at moniquemeloche
Work by Joel Ross and Jason Creps.
moniquemeloche is located at 2154 W. Division St. Reception 4-7pm.
Latest posts by stephanieburke (see all)
- 10 Shows to See Friday After EXPO - September 17, 2015
- Top 10 Weekend Picks! (9/4-9/6) - September 3, 2015
- Top 5 Weekend Picks! (8/21-8/23) - August 20, 2015


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Nazi and Imperial Japanese symbols on public train cars in 2015—no one should be offended about that, right?
Amazon has asked New York's public transit to remove an ad campaign promoting the company's new alternate history TV series The Man in the High Castle after severe backlash from the public, according to Mashable.
The campaign, meant to show what a train car would look like if the United States lost WWII, used Nazi emblems and Japanese Imperial imagery on seats.
New York Mayor Bill de Blasio has called the ads offensive.
"While these ads technically may be within MTA guidelines, they're irresponsible and offensive to World War II and Holocaust survivors, their families, and countless other New Yorkers," he said in a statement.
"Amazon should take them down."


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Divine Blessing God's Hand
per item
Note: Shipping rates may vary based on size of painting and destination country. You'll get the Shipping Costs once you'll insert your shipping address.
Secured payments through both PayPal and major credit cards like Visa, MasterCard, Discover and American Express.
- 100% hand painted on cotton canvas
- The painting is stretched on a wooden frame , so no framing is required as I have painted the edges.
- Final coats of high quality varnish have been applied to protect the painting
from dust and UV rays.
- Signed with certificate of authenticity.
- In the "Gallery" are visible all the paintings created subdivided by collections with HD photos and details.
NOTE: If your country is not listed on our shipping page, please contact me and I will try to assist you with your order and shipping if possible.
1 available


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Flashpoint Guide: The Battle for Ilum (Normal & Hardmode)
Updated for 1.1 to reflect the change in Krel Thak's diffculty
This guide is co-owned and first released on
Hey everyone, today I will cover the flashpoint The Battle for Ilum. This is one of three level 50 flashpoints. It is a medium sized flashpoint, taking on average about 30 minutes to complete.


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Join Online Now
It's time to practice your NLP skills!
Here is your chance to practice some of your NLP skills, learn something new and meet other NLPers.
Each month we have two Practice Groups: on the 2nd Tuesday and 4th Wednesday and of each month starting at 6:00pm.
The Practice Groups are being held at the NLP Training Centre located at Level 9, 143 York Street - opposite the QVB near Town Hall. When you arrive, please ring 90 on the intercom at street level and we will open the glass doors for you.
At the meeting, you will be using your NLP skills to coach and be coached by another NLP Practitioner or Master Practitioner. There is a prerequisite of having completed your NLP Certification training to attend this Practice Group.
NLP Master Practitioners Des Lowe and Marisa Lyons are the facilitators of this group, they are both very skilled at using their NLP skills and will help you to further develop your own!
See you there!


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The & provides comfortable accommodations for business... Show More
Baltimore, MD
15.82 miles away
Nestled in the foothills of the Blue Ridge Mountains near the Shenandoah Valley, is & ... Show More
Middleburg, VA
52.00 miles away
Certificate bookings.
Building on the best that Rehoboth has to offer, the , a casual and contemporary boutique-style
Rehoboth Beach, DE
90.39 miles away
4 Bedroom/ 2 Bathroom
Our exciting oceanfront condo is ideal for families looking for a fun-filled, relaxing vacation. Just step out the door and over the dunes to the beach. These special... Show More
Dewey Beach, DE
91.93 miles away
Sunday through Thursday only. No holidays
Welcome to the Hotel, a national historic building in Cape May, New Jersey. Built in 1882 and... Show More
Cape May, NJ
96.27 miles away
2 Night Minimum
is located in the foothills of the Blue Ridge Mountains near Luray in Virginia's Valley.... Show More
Stanley, VA
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combines Southern Hospitality, Lasting History and Exceptional Service to make your stay the most comfortable and... Show More
Richmond, VA
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and sits at 3,000 feet on a mountaintop less than three... Show More
Deer Run, WV
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Nestled atop the Blue Ridge Mountains in Central Virginia, this 2 bedroom/2 bath condo is perfect for a weekend getaway or a family vacation. The condo sleeps six. It has one queen, two twins, and queen... Show More
Wintergreen, VA
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Horizon Village is a community based on respect & shared appreciation for the land with approximately 25 families and 40 lots. The house within this village offers 3 bedrooms,... Show More
Nellysford, VA
146.17 miles away


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Suggestions for Giving Good Critique
1. Be specific and constructive. Instead of saying "There's something wrong with the sealing," it is more helpful for you to say "The ends seem loose." Giving specific details makes it easier for someone to improve from your critique. If possible, combine your specific comment with how something can be fixed.
2. Be tactful. If you feel a piece can be improved, please be aware of your wording. Gently worded (not sugar coated) critique is easier to accept and process.
3. Be sincere. There is no need to tell someone that they're good if you don't feel they are. If you feel a piece is not well made, simply don't comment rather than leave a false compliment or an unhelpful criticism.
4. Comment on the good as well as the bad.
Suggestions For Accepting Critique Gracefully
1. Be prepared for suggestions. Though all comments you receive should be polite and constructive, not all of them will be positive. If you're easily hurt by suggestions and will become defensive, please don't post work for critique.
2. Be specific when you ask for critique. If there are particular things you would like feedback on, mention them. If there are things you don't want commented on, mention that as well.
3. Don't argue with every suggestion, you did, after all, asked for critique!
How to critique!
Critical observations about your technique for installations, wear or use.
Forum rules
1. Stay on topic. Be specific and to the point.
2. Be polite. Flaming and personal attacks may result in a ban.
1. Stay on topic. Be specific and to the point.
2. Be polite. Flaming and personal attacks may result in a ban.
Post Reply
1 post • Page 1 of 1
- LittlePinkFaery
- Posts: 2488
- Joined: Tue Aug 19, 2008 3:57 am
- Location: Derby,UK
How to critique!
Last edited by doclocks on Wed Aug 20, 2008 8:41 pm, edited 1 time in total.
Reason: Making this a sticky! :)
Reason: Making this a sticky! :)
Post Reply
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text: I used to enjoy all the discussions and information that was shared here. Now I check-in here and sometimes it is a full week and there are no new posts. What happened? I still post responses here and there but there is not much to respond to lately. Is there something that made everyone stop?


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Liberation-Based Healing Conference garners media attention
October 12, 2012
The Liberation-Based Healing Conference—coordinated by the Lewis & Clark Graduate School of Education and Counseling—applies the principles of social justice to discussions about the criminal justice system, community and domestic violence, education, immigration policy, mental health and wellness, religious and spiritual practices, poverty, and youth empowerment.
The conference also offers an opportunity for community members to come together for a day of dialogue aimed at promoting equity, bolstering family and community resilience, and opening up possibilities for community solutions.
The focus on grassroots community change has drawn the attention of local media outlets, including KBOO radio, The Skanner, Portland Community Media's Ghetto Rise, and Colors of Influence.
As cofounder Andrae Brown, assistant professor of counseling psychology, told The Skanner, "Portland is known as a pretty liberal place, but how does that play out in reality, when it comes to supporting issues of equity? What we are trying to do is move beyond the lip service of liberalism and empower our communities to move forward in creating social justice. This conference is a welcoming space for us, an an entire community, to engage in dialogue that is empowering and uplifting."


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Umpires overturn homer after fan interference
CINCINNNATI -- It wasn't exactly a Jeffrey Maier moment, but the spectator interference rule came into play at Great American Ball Park on Sunday.
Batting with one out in the second inning and the Reds already leading, 2-0, Cincinnati second baseman Ramon Santiago hit a Yovani Gallardo pitch to deep right field, where Milwaukee's Logan Schafer timed his leap. At the same time, a red-shirted fan reached his own glove over the wall and attempted a catch.
As the baseball fell to the ground, Schafer turned his gaze upward to see who had interfered. At the same time, Santiago circled the bases for what initially was ruled an inside-the-park home run. Not so fast. Brewers manager Ron Roenicke asked the umpires to confer, and crew chief Jerry Meals eventually initiated a review. After 3 minutes and 46 seconds, the call was overturned and Santiago was called out.
"It was the first time in my life I was truly confused in the outfield," said Schafer, who started because Ryan Braun had back spasms. "I literally was timing it the whole way, I knew I had it, I knew where the fence was and where I was and where my glove was going to be. I jumped up, waiting for it to come into my glove, and I just never felt anything.
"So I was like, 'Hmm.' That's why, when I came down, I was a little confused. I saw the ball come down, I looked up at the fans and was like, 'What just happened?' He was still running and [center fielder Carlos Gomez] was yelling at me to throw it in. … In retrospect, I probably should have just grabbed it and thrown it in anyway, just because I didn't know what was going on. I knew I had it off the bat. If it was playable, I knew I was going to catch it."
The rule in question was 3.16, which says:
When there is spectator interference with any thrown or batted ball, the ball shall be dead at the moment of interference and the umpire shall impose such penalties as in his opinion will nullify the act of interference.
APPROVED RULING: If spectator interference clearly prevents a fielder from catching a fly ball, the umpire shall declare the batter out.
A comment to the rule provides further clarification, stating that, "No interference shall be allowed when a fielder reaches over a fence, railing, rope or into a stand to catch a ball. He does so at his own risk. However, should a spectator reach out on the playing field side of such fence, railing or rope, and plainly prevent the fielder from catching the ball, then the batsman should be called out for the spectator's interference."
After the play, Schafer said the man put a hand over his heart in a conciliatory gesture, "and kind of said, 'My bad, my bad,'" Schafer said. "I'm surprised he was still there the rest of the game. Not to say I like fans getting kicked out. I don't think he did it with any negativity. I think he just was like, 'Here's the ball, I'll try and catch it.' Usually they kick people out, but he sat there and enjoyed the rest of the game. Good for him."
The stakes were higher when Maier, then 12, deflected a Derek Jeter fly ball into the seats during Game 1 of the 1996 American League Championship Series. In that instance, umpires ruled the play a home run, and the Yankees went on to win the game and the series.


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netpoet wrote:hey, I was receiving some complaints that it was slowing down my links page, so I've gone ahead and removed the dropdown box. Go ahead and remove me from your list, sorry about that.
I notice the same problem with my links page because of the dropdown, but I don't mind much.


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Greg Lindstrom
Greg Lindstrom
Greg Lindstrom
16 raw prawns or large shrimp, peeled and deveined, tails left on
1/4 cup cornstarch
1/4 cup white sesame seeds
Oil, for frying
1/4 cup honey
Batter ingredients
1 cup self-rising flour or 1 cup all-purpose flour combined with 11/2 teaspoon baking powder and 1/2 teaspoon salt
1/4 cup cornstarch
1 cup water
1/4 teaspoon lemon juice
1 tablespoon oil
Dust the prawns or shrimp with the cornstarch. Toast the sesame seeds in a dry pan over medium heat until the seeds are golden brown. Remove from pan to cool. To make the batter, sift together the flour and cornstarch in a medium bowl. In a separate bowl, combine the water, lemon juice and oil. Make a well in the center of the flour mixture and add the liquid. Beat well to make a smooth batter.
Heat the oil in a large deep pan until moderately hot. Dip the prawns in the batter. Drain excess. Add to hot oil. Cook for 2 to 3 minutes until they are crisp and golden. Drain on paper towels and keep warm.
Gently warm the honey in a large pan over low heat. Do not caramelize. Place the cooked prawns in the pan with the warmed honey and toss gently to coat. Transfer to a serving plate and sprinkle with the sesame seeds. Serve immediately.
Yield: 4 servings
Source: Colorado State Beekeepers Association.
Visit the Colorado State Beekeepers Association at coloradobeekepers.org; The Honey Board at http://honey.com/contact or Bee Squared Apiary at BethsBees.com.
BERTHOUD — Beth Conrey and others in the beekeeping world harbor mixed feelings about that plastic bear with the spout on its head, the one that sits on the breakfast table filled with honey to drizzle on toast.
"We want people to use honey generally, but there are lots of other uses," she said.
As president of the Colorado Beekeeper's Association and owner of the Berthoud-based Bee Squared Apiary — a honey business she runs with 50 hives in Boulder, Weld and Larimer counties — Conrey taste-tests honey and tries it in novel ways every season.
Besides savoring exotic lavender honey from Spain laced on feta-stuffed strawberries or orange blossom honey baked into shortbread, she notes that Loveland-based Spring 44 even distills a honey vodka.
Beekeepers in the United States alone produce 300 types of honey, all of them with slightly different flavor profiles and tasty uses depending on the nectar tapped by the bees, according to The Honey Board, a national Firestone-based booster organization.
Conrey said the rule of thumb is: The lighter the color, the milder the flavor, and the darker the color, the stronger the flavor.
In late May, she twisted the cap off her own Bee Squared Apiary honey made from alfalfa blossom nectar.
"It tastes like an alfalfa field smells in full bloom," she said, scooping a sample of it from the jar with a tiny plastic silver spoon.
To enjoy her product beyond its usual condiment use, she credits Asian cooks for calling for the ingredient in so many dishes.
Exhibit A might be the honey prawn recipe featured on the Colorado State Beekeepers Association's website.
"It's just like the tempura batter, just kicked up a notch with honey," she said.
As the American honey industry becomes better regulated and promoted, said she hopes more consumers will prize honey as she does, as that sweet something with so many healthful properties, too.
Honey has no shelf life because it is antifungal, antibacterial, antiviral and a humectant, which means that it attracts moisture — something bakers in Colorado's dry climate appreciate.
Because honey is sweeter than sugar, Conrey converts recipes by using 7/8 cup of honey for every 1 cup of sugar.
"And if I pour a little more than a cup? Oh, well. It will just be sweeter," she said.
Pam Mellskog can be reached at email@example.com or 303-746-0942.


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New York — Last month, New York Yankees shortstop Derek Jeter signed up with 24 Hour Fitness. Jeter is the latest in a line of celebrity athletes to lend his name to 24 Hour Fitness clubs.
Three Derek Jeter-styled clubs will open in New York, the first one slated for June in New York's Madison Square Park, according to published reports. The other two clubs are scheduled to open in SoHo in August and in the Citicorp building this fall, 24 Hour CEO Carl Liebert told The New York Observer.
Not only is Jeter lending his name to the clubs, but he is also an equity partner who has been involved in the design of his clubs. The project has taken a couple of years to develop, says Jeter, who adds that his clubs are for everyone, not just baseball fans. Jeter joins Andre Agassi, Shaquille O'Neal and Lance Armstrong as athletes who have partnered with 24 Hour for its signature clubs.


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I can now go 8 generations back on my direct maternal line. All of the ladies listed here were born in Northumberland, England. As you can see they did not apply much imagination to naming their daughters. I am grateful my mother decided there had been enough Margarets and Marys by the time they got to me.
My mtDNA haplogroup is U5a1b1*. The asterisk indicates that there are not enough people tested who share the exact mutations to be able to assign the next level. The last three on the list are shown with "unknown confidence" as I do not yet have DNA evidence to confirm my paper trail.


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Business tag
12 result(s) displayed for Business (1 - 12 of 12):
VoIP Peering is now Infrastructure Peering
After many years of covering only VoIP Peering I have now decided to expand my coverage of the developing network landscape and not only cover VoIP Peering, but also more broadly - Infrastructure. From my recent Internet Telephony article Infrastructure Peering -... Full Story
Posted on February 11, 2011 1:51 AM
All Peering Starts With Infrastructure
VoIP, as it is in any application, needs the wonderful world of Layer 1 in order to exist at all.On a personal note - Allied Fiber has news in this regardhttp://www.marketwire.com/press-release/Allied-Fiber-Complete-Construction-1300-Route-Mile-Phase-One-Component-Nationwide-Carrier-1358123.htmOf course, none of the Layer 1 infrastructure is any... Full Story
Posted on November 23, 2010 8:17 PM
Multi-lateral VoIP Peering in South Africa
If you did not believe multi-lateral VoIP Peering was real it is time to get real - even South Africa has a multi-lateral VoIP Peering platform! Thanks to XConnect and Multisource this developing market on a quickly developing continent now has... Full Story
Posted on April 25, 2010 11:08 PM
Raising Capital For Your VoIP Company
On Feb 9th, 2010 I participated on a panel titled "Raising Venture Capital in a Difficult Market" at an Atlanta Telecom Professionals event in Atlanta, GA. The panelists included Gordon Rogers of Atlanta Technology Angels and Alan Urech of Stoney... Full Story
Posted on February 14, 2010 3:42 PM
XConnect Revenue Doubled in 2009
XConnect will announce tomorrow that their revenue doubled in 2009. This is great news and yet another positive sign that there is growth in VoIP Peering. Whether it is private peered traffic, or through a VoIP Peering service provider such... Full Story
Posted on February 3, 2010 7:06 PM
AT&T "Declares" PSTN a Relic - It Already Was
AT&T declared the PSTN and POTS a relic of the past in this announcement and asked the FCC for a timeline to shut-down.This is ironic for several reasons1. In the 2003 Triennial Review the FCC gave the RBOC's Broadband Relief in... Full Story
Posted on January 10, 2010 7:09 PM
Pathfinder Needs to Find a New Way
In a recent blog post from Jim Dalton on the TransNexus website, Jim discusses Pathfinder, which is the GMSA's new number portability database service managed by Neustar. I find this to be a very important piece of the VoIP Peering puzzle and an increasingly... Full Story
Posted on November 22, 2009 4:24 PM
Sprint Launches VoIP Peering Exchange
From the Sprint announcementThere are several key items to point out about this move, but here a are few highlights:1. This is a major US carrier not only endorsing VoIP Peering, but launching their own VoIP Peering service.Major IXC's have... Full Story
Posted on November 16, 2009 12:25 AM
AT&T Sees the VoIP
In a "reversal" AT&T said that it will now allow VoIP apps to run on their network using the iPhone.Smart move. Given that they are getting increasing customer complaints about poor service and coverage for their 3G network driven by... Full Story
Posted on October 7, 2009 7:22 PM
There Goes Voice
When the broadband mobile data pipe can be used to carry skype/VoIP and it is supported by the mobile service provider it's all over for the traditional mobile voice minutes business.O2 allows mobile VoIP use, launches new wholesale broadband offeringWe have arrived. Well,... Full Story
Posted on August 19, 2009 2:12 PM
Stimulating Conversations at IT Expo West
The upcoming IT Expo West in LA, CA September 1-3 will undoubtedly be stacked with several valuable sessions as always. I will be covering a couple of known subjects around a timely phenomenon - The Broadband Stimulus. The focus will... Full Story
Posted on May 24, 2009 1:49 AM
Internet-based VoIP Peering
This is the way it works for huge corporations too. Multi-lateral on-net callng cuts costs and can save enough to keep jobs, buy new gear, finance the business, year-end bonuses, whatever... Full Story
Posted on January 22, 2009 3:34 PM
Page Not Found
Error: widgetset 3-column layout - Primary Sidebar is empty.


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Imagining the future, GROHE products are designed to last a lifetime. Advanced engineering and elegance provide the GROHE customer with products that are investment pieces ensuring years of reliable performance. Enjoy water. Enjoy GROHE.
When used in conjunction with the required volume control valve, the GROHE Geneva Volume Control Trim Kit functions as an on/off and volume control to a single outlet. Does NOT control water temperature. If temperature control is needed, please add a thermostatic trim kit and valve.
Available in multiple finishes.
A trim kit is the perfect choice for a hassle-free faucet upgrade or replacement without the added cost of new hardware. Includes only the exterior elements. Valves and plumbing not included.
View Spec Sheet


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Currently 2.88/512345 Rating: 2.9/5 (Total votes: 69)
Rating: 2.9/5 (Total votes: 69)
What's New in This Release:
· Listen to YouTube videos while you read!
· Fixed volume key navigation in reader
· Other bug fixes and stability improvements
What's New in 4.7:
· Quote sharing updates
· Search pagination
· Muting users
· Improved localization
· New swipe to refresh
· Other bug fixes
What's New in 4.4.3:
· New writing screens
· Signup with Google+
· Bonus Chapters
What's New in 4.3.5:
· New end of part screen
What's New in 4.3:
· Updated reader with embedded images
· New profile view
· Faster syncing
· Bug fixes
What's New in 4.2:
· New messaging UI
· Sharing reading lists/stories
· Delete/flag inappropriate comments
· Expanded notification centre
· Bug/crash fixes
What's New in 4.1.0:
· Notification center: get notified for new followers, when someone votes or comments on your story, replies to comments and more
· Quote sharing: Share story quotes to your favourite image sharing network
· Message users you're not following from inbox
· Much faster library loading
· Navigate easily between inline comments
· Bug fixes
What's New in 4.0:
· Brand new reading experience
· Share your reading lists
· Bug fixes
What's New in 3.9.7:
· Newsfeed
· New sidebar navigation
· Bug fixes and speed improvements
What's New in 3.8.11:
· Fix for stories not opening
· New onboarding experience
· Faster and more responsive reading experience
What's New in 3.8.10:
· Update your status to 'what I'm reading'
· Share to multiple social networks while your reading
· Share when you comment or vote on a story
What's New in 3.7.2:
· NEW LIBRARY: A faster, slicker, completely redesigned Wattpad library experience!
· Bug fixes to improve stability and performance.
What's New in 3.7.0:
· NEW DISCOVER: Discover new featured and recommended content with our brand new Discover experience.
What's New in 3.7.0:
· FIND YOUR FRIENDS: Find your Facebook friends on Wattpad to read and share stories together
What's New in 3.3.0:
· IMPROVED SETTINGS: Manage fonts, brightness, and other reading settings with ease in the reading view.
· EASY SHARING: Easier commenting, voting and sharing stories to Facebook/Twitter while you're reading
· Bug fixes to improve stability and performance.
What's New in 3.2.1:
· Fix for not saving reading position
· Fix for screen timing out while reading
· Fix for story parts not advancing
· Brand new reader that has rich text (bold, italics), drag to scroll, faster and smoother with page transition animations
· Bug fixes
What's New in 3.2.0:
· Brand new reader that has rich text (bold, italics), drag to scroll, faster and smoother with page transition animations
· Bug fixes
What's New in 3.0.8:
· Crash on startup fix
What's New in 3.0.1:
· Ability to create and edit your stories
· Bug fixes
What's New in 2.8.3:
· Get notifications for story updates
· Important bug fixes
What's New in 2.7.7:
· New navigation bar
· Bug fixes
What's New in 2.6.2:
· Fix login problem
· Fix saving last reading position
· Fix language setting stickiness
· Speed up loading
What's New in 2.6.1:
· Fix saving last reading position
· Day/night reading mode
· Screen brightness controls
· Improve swiping controls
· Fix language setting stickiness
What's New in 2.5.6:
· Fix saving to library
What's New in 2.5.3:
· Fix for Android 1.5 compatibility
· Update library without login
· Grid and list library view
· Upload your own profile pic
What's New in 2.4.0:
· Improve app stability.
What's New in 2.4.0:
· Sync your reading library to other devices. Bug fixes.
What's New in 2.1.7:
· Improve chapter navigation and app stability, fix font sizes and trackball controls
What's New in 2.1.4:
» show more