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Resident Evil – Knife Walkthrough
Knife Walkthrough by J Woodrow
Updated: 03/03/02
RESIDENT EVIL (With a knife) - PlayStation STRATEGY GUIDE
by J Woodrow (email@example.com) 03/03/2002
Every guide to Resident Evil that I've seen recommends that you ditch the
knife in the first available Chest, simply to free up another slot in
your inventory. Someone in the team at Capcom surely took a good deal of
time to allow you to equip and use that apparently useless weapon, so out
of curiousity, I thought I'd give it a chance. (I don't imagine I'm the
only one ever to do this.) Once I'd figured out how to take on that first
Zombie without panicking and getting mauled in seconds, I got to
wondering just how far I could go without any other weapon and the answer
is: right to the very end! (Eventually.) You don't need any other weapon
whatsoever until Brad drops the Rocket Launcher. Now, I know what you
critics are thinking...
You mean the idea is to take on all those Zombies armed with just that
titchy little knife?
Even when they come mob-handed?
But what about the dogs?
-Them too.
But surely not the Hunters...
-Even the Hunters.
The giant Spider?
-Not a problem.
And the Lab Monsters?
-A mere distraction.
If you say so... Ah, but what about the Bosses? You always need your
biggest guns for them! I mean the Snake, and that Plant Virus thing!
-It's OK, honestly. Just the knife.
Stop right there. You CAN'T take on Tyrant with 'just' a knife.
-Well, I didn't say it was going to be easy...
Too right! It's madness! I just don't believe you can do it.
-I'm not going to. You are!
RESIDENT EVIL (With a knife)
First off, I'd better stress that this is a mission for experts only. If
you are reading this without having played the game much at all, then
it's just not for you; there are plenty of excellent guides available on
the net if you are looking for some tips on your first attempt. Good
luck, and come back when you've played through the whole game a couple of
times at least. I'm expecting you to know your way through the game to
the point where it has become a bit routine or even (gasp!) boring, and
that is the whole point of this little challenge. You need to recapture
the magic.
Remember the very first time you played this superb game? The feeling of
dread at your heavy footfall on the stairs, the apprehension at every
turn of a door handle and the rising panic at watching your stock of
bullets dwindle as an endless number of Zombies lurched toward you? You
won't jump at the dogs bursting through the windows again, but your heart
will beat faster as you limp along with damage on Red, desperately
evading the clutches of a corridor of undead, knowing that you are out of
Herbs and a long, long way from a typewriter. You owe it to yourself to
enjoy once again that sense of achievement as the Snake evaporates into
the lino or Plant 42 finally shrivels and dies. It's all very well
earning the Rocket Launcher, but you soon find it an empty experience,
having effortlessly blasted every last living thing off the map. This way
you will again have to think very carefully about your strategy, screwing
up the courage to leave the sanctuary of a Save Room and face the hungry
horde outside. You will collect and husband each precious Herb and fall
like a starving man on those all too scarce F-Aid Sprays - and you'll
probably need every last one. You might also want to think about risking
your neck to collect every available Ink Ribbon, because progress will be
slow and hard-fought, so you'll want to Save often. You probably know it
is usually best not to combine these, but keep them in ones and twos so
they leave your inventory clear, but this is not a problem in this
challenge, as you will always have plenty of slots free in your
inventory. At least you will save a lot of effort by not going into rooms
which have drawers containing 'only' Shotgun Shells etc. You already know
What to do and When to do it, so it's just a matter of collecting key
items and keeping yourself in one piece. On the plus side, it is
amazingly liberating, not having to worry about ammo or deciding which
weapon to select and carry; you just need to bring along some healing
Herbs and carry whichever key item you are using next. All right then -
Let's Go To Work...
Since you are a Resident Evil veteran, I will assume you play as Chris,
because he has a tougher time of it and fewer slots, although I've
noticed that girls especially seem to prefer to play as Jill. 'Girl
Power' I suppose, and why not? I've got a soft spot for her myself,
especially when you can let her dress in the rather fetching crop-top
outfit. She's an Amazon. You know the differences anyway, so please
disregard those references that don't apply to your preferred character.
I won't need to tell you anything about how to play the game either, so
this guide is really just to offer some tips on combat strategy which I
hope you find useful.
As soon as you have control of your character, equip the knife and take
the opportunity to practice your strokes. You will notice that you can
sweep nicely in front and also stab upwards (by holding the D-pad UP
button) and down (not surprisingly by holding the D-pad DOWN). These will
be useful in some situations. Move backwards around the table, slashing
and stepping back so you build up an instinctive rhythm: Slash and
Retreat. Slash and Retreat. Make this your mantra. As you step back, try
holding the edge of your thumb on left or right at the same time, and
notice how you weave from side to side. I don't want to tell you what you
already know, but of course this is not your everyday combat stance, so
practice it well, as you'll need to be perfect when you get into a
desperate fight. Now let's go and get that blade wet.
Your first encounter with the Zombie snacking on Kenneth gives you the
perfect opportunity to establish your technique one-on-one. It usually
seems to take seven or nine hits to polish a Zombie off (fewer if you
play as Jill), so get your first strike in as soon as you can. A downward
slash in the back is enough to get his attention, and then you'll have to
step back out of his way because he can turn unfeasibly quickly. It may
be best to turn and run back to the next camera view to give you time to
compose yourself. Don't be too hasty; just take one slash and then back
off fast. Now you can see the correct distance to leave so that you can
sweep safely at arms length. If you get it just right there is a
satisfying kerSCHNICKick! and then, as before, you should back off. If
you go for another hit then he is more likely to grab you for a good
necking, and although this is not an immediate hardship, you don't want
to waste your health on petty encounters like this. You already know how
to break free of his clutches should this happen, but when you throw him
off he stunbles two paces back (just out of slashing range), which makes
your next strike awkward, so it's best not to get involved in a wrestling
match in the first place. He can move forward a little faster than you
can step backwards, so a useful trick here is your 'left or right as you
step back' move, which will cause him to stagger off to one side instead
of lunging at you. If you haven't quite got the hang of it, then at this
early stage it's no dishonour to turn around instead and run to a clear
space for safety. If you go too far down the corridor you may not be able
to see what's going on very well, so now you can practice another useful
technique - the Bodyswerve. Step backwards towards one side as suggested
above, and as he lurches forward in pursuit, dash forward while holding
your thumb across left or right (as appropriate) and then switching to
the opposite direction AND forward the whole time. This will cause you to
run in a little S-shaped arc out of his reach and leave the poor sap
clutching at air. Taunt him with another backslash and retreat as before,
this time backing up the corridor. He should sink to his knees after
about five hits and then you can run around behind him to stand just
behind his ankles. Make a downward stab to bring him round and then step
back and take another slash just when he has regained his feet, which
should be enough to put him down for good. Phew! That wasn't so bad was
it? Now, I guess that when you are playing as Jill the game designers
hadn't expected any player to kill off this first Zombie, because when
you go back out to see Barry, the Zombie will still be in hot pursuit, as
in your earlier encounters. Ah, well.
Collect the Ribbon from the Entrance Hall, and take a few moments to use
the arches on either side to practise that Bodyswerve. Weave in and out,
running the whole time, up and down without bumping into the pillars,
until it is second nature. You just have to rock the edge of your thumb
on the left and then right button while holding Forward. Get it? Got it.
Good. Now head up to the Statue balcony.
Don't hang about here, but ignore the first Zombie and run and start to
push the statue. The second Zombie will stagger up to greet you, but you
can now shield yourself behind the statue and start slashing in complete
safety. You can easily get the first five hits in to put him down, so
quickly run to his ankles and go for the last couple of hits, then run
back and resume pushing the statue over the edge before Zombie Number One
comes up behind you (sometimes he seems a bit confused and stays on his
side of the gallery, which is a bonus). Just as he's nearly on you, run
away around the top of the gallery and exit the other door. If you are
too slow to take out that other Zombie then things get a little more
difficult. If he is down but not dead and Zombie One is nearly on you,
run past Zombie Two and turn around to face them both before he gets up.
You should now be able to slash two for the price of one! Again use your
Slash and Retreat technique, or if you are messing up your timing, pull
out and head up around the gallery to lure them away from the statue so
that you can go all the way around and finish pushing it while they are
still shambling after you. (If you are confident enough to run past
Zombie Two, you could do this anyway without fighting anybody.) You'll
still need to exit the other door, so all this may take a while. You'd
better get some practice in.
The twisty corridor is the perfect place to try out your Bodyswerve, and
since these Zombies only want to vomit on you (charming!), you should
shimmy past the lot of them without taking any damage at all, and then
quickly head down the stairs. Dive into the Save Room and take a
breather. How are you doing? If you have managed to get this far without
taking any damage, then you're a natural. More likely, you have taken
some damage but feel you're getting the hang of it. Collect the Sword
key, tell Rebecca 'No' and then head back out. You won't have to come
back here, so there is no need to mess with the three Zombies waiting in
this corridor (fancy footwork again), but as you know, the next area is
visited a couple of times, so for a quiet life you'd better clear it.
There are three ex-Lab Assistants to take care of, so get stuck in.
(Geddit?) Take on the chap in front of you before the second comes to
join the action, then deal with him in a similar manner - dodge around
and run toward the plant room and work backwards if they start to get you
cornered. Trot back around the corner to the Tiger room passage, where
number three is swaying gently, wondering where his next meal is coming
from. He'll have to go.
I don't know what your preferred route through the game is, but we're
going to leave Rebecca practicing at this point, before going for the
Chemicals. Go to the Map room through the blue double doors and get set
for a little light relief. Head into the ante-room and approach our
friend napping on the floor. Keep out of grabbable distance and run to
his ankles and start downward slashing. Remember the first time you
stepped over this guy and he made you jump out of your skin? Now it's
payback time. Watch him crawl helplessly in circles as you chase him
around the room like Homer Simpson with that poodle..."Hee-hee! C'mere
Fluffy! Hee-hee!" Priceless. Your real target is the Ink Ribbon, which is
not so useless to you this time around. Now use the Sword key to enter
the Dog corridor and suddenly things get serious.
The dogs like to attack from behind, so your strategy should be to keep
your back to the wall or stand between two cabinets. Alternatively, try
spinning gently around on the spot by holding left or right, which should
have him chasing his tail for a moment as he tries to work out exactly
where 'behind' is, and then you can get your all-important downward first
strike in. You'll need to stay calm, as putting the dogs down is hard
work and you will need deadly accuracy. You have to time your swipe after
he jumps (because a forward swipe is too high), and connect just before
he nips you. Too soon and you'll miss, too late and Chris (or Jill) will
recoil with the shock, and you'll be slashing at thin air and taking
rapid amounts of damage. However, if you get it just right the dog will
go down on his haunches, and then here is the tricky bit - you need to
dash forward and stab DOWN before he gets up and has another go at you.
The catch is that each blow knocks him back just out of range, so you'll
have to run forward to just the right place to stab down again, and don't
miss or you will have to start over. It's very satisfying when you have
it just right though, and only four blows will make that Devil Dog yelp
his last. I would say that you have no chance of doing this if the dogs
come at you more than one at a time, so perhaps it is better to chalk one
up to the dogs whenever you meet them, and start with a sprint through
this corridor. You won't be back at this stage anyway.
You are thankfully spared the task of getting the Shotgun, and you know
the drill with the next corridor of Zombies. You can try the 'double'
technique when the second joins the first, or swerve past before he
arrives and duck straight into the stair corridor, where you can take on
the lone Zombie for more practice. If you are Chris, it can sometimes
take up to thirteen hits if you encounter one of those barstools who get
up three times. There doesn't seem to be a predictable pattern, but
you'll know you are up against one of these because it's quite satisfying
to observe that you can slice his arm clean off for starters. If you run
to the stairs you get an impressive overhead view, so you can finally
judge your slashing distance exactly. All you are after here is the bag
of Chemicals and any health items going, so after another Save it's time
to go upstairs. Go left and take out the first Zombie before number two
comes up behind you. You can then turn to meet him and if you swerve past
to free up some space, you get another very nice camera angle so you can
again see (from the side this time) at exactly what distance to strike.
Having dealt with the first two Zombies, just for the hell of it run down
to the end of the corridor where a third is staying out of trouble around
the corner. A neat trick here is that you can stand right on the corner
and slash this hapless Zombie the necessary five times in complete safety
as he tries to grope forward, then finish him off from behind once he
slumps to his knees. Well, there's no point in taking senseless risks.
Now go out to the central corridor and you should have your technique
down by now, so that these boys present little obstacle. If you're still
struggling with your timing then you can easily run past them, but it's
better to take them on for the practice, since at this stage you have
nearly cleared your path of Zombies and soon the enemies will be a lot
tougher than these poor fools. Just remember not to be too cavalier - you
are not racing the clock this time, so it's Slash and Retreat, Slash and
Retreat, taking as long as necessary, and don't be tempted to take 'just
one more', or they will be on you and that precious Health is gone in no
time. It can help you to judge their grabbing distance if you look at
your respective shadows, although maybe not in this corridor, as it is
quite dark. (I reckon that the game as a whole could be greatly improved
if all the lighting was spooky like this.)
Go down to the main Entrance Hall and back into the dining room. Collect
the Blue Jewel and the Wooden Emblem and swap it for the Gold one.
Collect the Crest from the Tiger room and use the Chemicals to get the
Armor key and mix up all those lovely Herbs. Pick up the Shield key on
your way back through the dining room and Save on the stairs because the
slithery Snake is up next! You may first like to go into the other room
off the Entrance Hall, for a good opportunity to practice yet again in a
one-on-one encounter and then release your aggression on the Poodle in
the ballroom. The prize here is the Green Herbs. If you are having a
really torrid time of it, then you might want to use the Armor key to go
out to gather up all those Herbs out there with the dogs, although you
may lose more health than you gain. For now, you should have just your
Knife, the two Keys and lots of that precious Health because it's time to
visit the Attic.
Take the opportunity first to grab the Herbs beside Richard, then just
run up the stairs to avoid the Zombie there, and enter the Snake's lair.
If you are one of those people who are able to run rings around him to
grab the Crest and leave without a scratch, then I take my hat off to
you. Go with honour. For the rest of us, life is harder. Just for the
record, it takes a good seventeen hits to make him retreat with his tail
between his er, tail, and you've realistically got no chance of surviving
that long. Therefore I don't think you should resort to the knife on this
encounter. Instead, you'll have to lure him out and then retreat behind
the pillar to draw him to the left of screen, then dash back toward the
door and swerve and run around his tail and then feint to come around the
pillar again but loop back toward the barrels and turn at the last moment
to dash for the fireplace. With luck and good timing, your twisty turning
will have left him in knots long enough to grab the Crest, and now it
depends where he's managed to position himself whether you'll escape
without being poisoned. Check your health if you have taken more than a
couple of hits because you'll be on Danger, and with the next strike
you'll find that You Died. If he has you pinned in the fireplace area
then it's curtains I'm afraid. I hope you Saved when you had the chance?
If he is still by the pillars then you should be able to swerve one more
time, left or right as appropriate, and exit pronto. Phew! It's a bonus
not to have been poisoned, as you can pick up the Gas Room Crest and then
go straight down the back stairs to the Crow gallery. If Rebecca has
saved you then it's a bit of a trek back up here. But you already knew
You also know that you don't have to fight the Crows in the picture
gallery. Take the next opportunity to Save, having cleared your inventory
of everything except Knife and the four Crests. Go and use them now. If
you have a vicious streak, then you can try your luck with the dog out
here. Walk up and he'll prowl suspiciously - Nice Doggie. Who's a lovely
boy then? YOU'RE a lovely boy...yes, you ARE. Yes you...Take THAT! And
That. And That. And THAT!... Hah! Nice Doggie, me R's. Or you could carry
on calmly walking by and quickly place each Crest before he decides to
bound up to you. Clear off and leave him in peace then, you big softie.
Even if you got a clean kill that time, you honestly have no chance
against the pack coming up next, so bag the Crank (and the handy Small
Key if you are Chris), then go outside and collect as many Herbs as you
can before those dogs come to investigate. Walk as far as they let you,
then dash for the garden. Follow the same stealthy approach to get your
character safely into the Guardhouse.
Scoop up the F-Aid Spray and Save, then get the C. Room Key out of the
bath. You can duck in and out before trouble arrives, but then you have
to deal with the two Zombies to get the Red Book off the bed. There seems
to be plenty of fight in these boys, so keep your contact to a minimum. A
couple of strikes will take the first one down, then run to the bed
before the other one cuts you off. Turn and flee before that first one
comes round and exit quickly. Unless you are desperate for an Ink Ribbon,
there is no need to go into the Bar, so go to the Wasp's nest and get
that key. Now, I expect that every other time you came here the objective
was to grab the key and run for the door before those little buzzers got
to you? On this visit you effectively have unlimited ammo, so although it
is usually not worth killing any of the wasps (they don't reappear on the
next visit after all), now is the time to try something new. Move back up
the passage a little, so that you get the shot of the nest in the
foreground, and now you have plenty of time to see them coming. Stand
your ground and as the first little swarm attacks, start slashing. You
get a wonderful Technicolor effect as you slice three with one sweep, and
if one becomes tangled then your character gets annoyed and flings it to
the ground! Nice touch. It's best to bring one or two of those otherwise
fairly useless Blue Herbs because you will probably get stung. After
quite a long pause, another batch arrives. And another. And another. On
and on it goes, and I was just on the point of giving up when - WHAT
THE...! It's the Wasp Queen, and just look at the size of that thing!
That's a nice piece of programming, and just think - most people never
even bother to find it. However, Capcom let themselves down at this point
by sending yet more outsize wasps at infrequent intervals - at least a
dozen, as well as more of the smaller ones and then nothing happens at
all as far as my patience would allow. Boo. Needless to say, you are only
going to take this diversion if you are an Ace knife fighter, as you will
otherwise suffer a lot of damage, and a poisoning to boot, for no good
reason. You can simply waste all your Herbs here if you are curious, and
then resume the real game from your last Save.
Back to business, then, and after collecting the Herbs hidden behind the
statue outside Room 002, go and do the tedious mucking about in the
basement. It might interest you to know that you can fight the Sharks off
if you biff one on the nose (just like in the real world), but I don't
think you can kill them in the water. All you are after here is the 003
key, and of course the Green Herbs should be more than welcome. Take a
moment on the way out to despatch our flapping friends - it's the kindest
Now it is time to face Plant 42. Use the Small Key to get the Ink Ribbon
from the desk in Room 003 - remember how disappointed you were the first
time you wasted a key on that? If it is the only one you have left then
go and Save now; and bring lots of health because you may just need it.
In you go!
As soon as you gain control, get in close and start slashing. Dodge the
tentacles and try to find the 'exposed' area and get two or three hits
in, then run in a circle before they zero in and sweep across to knock
you back. As for the acidic white goo, if you can stay close there isn't
much of it. Every time you get thrown to the floor, check your health. As
you know, Caution means use a Green Herb or two and Danger needs a Mixed
Herb or F-Aid Spray. Don't be stingy with the healing - after all, this
thing, Snake and Tyrant are what you should have been saving them for,
and there are a couple of health items still to be found before you meet
the Snake again. After about thirteen strikes the first (and worst)
sequence of attacks is over. (If you are Jill, then you should have taken
the time to use the V-Jolt first, and then Barry will arrive now.) Chris
must wait and watch out for any stray blobs of goo, and then, when it
regenerates, move in for the kill. Stand close and stab upwards this
time. Those tentacles can still catch you, but there are fewer of them,
and after only about eleven strikes it plops to the floor. Well done! I
think that was easier than with a gun.
Weave your way carefully back past those suspicious dogs and prepare for
the arrival of the Hunters. Most reviewers seem to be of the opinion that
these enemies are the most troublesome in the game, and in a fair fight I
agree - they have that disconcerting habit of flip-flopping menacingly
toward you and then LEAPING as you fire off your Shotgun at thin air.
EEEYAAH! EEEYAAH-EEEEEEYAAAH! I don't know what they do to Chris or Jill,
but they frighten the bejaysus out of me! Of course, when you get the
Colt Python it is almost a pleasure to meet one - "Go Ahead, Punk..." But
right now you are as good as defenceless, so we need a different
strategy, and I think cowardice fits the bill nicely. That's right - Run,
Run, Run! As this first one arrives, duck into the office for the Doom
Book 1, and face up to the fact that you are going to have to go and save
Rebecca. What - you would think of leaving her to the mercy of these
dastardly creatures, after she risked herself for you? You cad! Pull
yourself together and get upstairs.
You should be quick enough to swing left and press Action immediately to
dive through the door to the stair corridor before that first Hunter
swipes you. Although you can stand a quick slashing, avoid it if you can,
because with these chaps it's three strikes and you're out. Now it's time
to try out your most valuable manoeuvre for this stage of the game. If
you didn't know it already, it may surprise you that you can easily run
STRAIGHT PAST the Hunters without a scratch. You just have to feint to
the right, then swing left as you brush past on their right side, and
although they swipe after your departing figure, it seems so half-hearted
that it is like a kitten with a ball of string. There is plenty of room
in this corridor to practice this ubermove, so wait for him to advance
around the corner to face you, and go for it. Watch out that he is not
ready to spring at you, though. Dive into the Save Room and grab every
piece of healing you have (leaving one slot for the Green Herb by the
fireplace upstairs) and Save, because now it is time to tackle the Snake.
Oh yes. Dash past the Hunter outside again, and this may be a good
opportunity to practice that Running Pass. Using the nice overhead view,
run past him on the right side, backwards and forwards beneath the
stairs, keeping tight to the wall, and notice how he swipes forlornly
only after you have passed. When you can do it half a dozen times without
a scratch, you can consider it learnt. Or if you have taken a lot of
slashing, simply give up on life and Load your game to be back in the
Save Room with nothing lost. There is another good opportunity to rush
the one off down to the left in the corridor upstairs to make sure you've
got it. You should be feeling quite pleased with yourself, as you realise
that those enemies you thought required nothing less than Shotgun Shells
are really not so fearsome after all.
Which can't be said about the Snake. No two ways about it, this is going
to hurt you just as much as it hurts him. You will probably need three
full doses of Health (Green Herb x 3 mixed or F-Aid Spray) plus any other
leftover Herbs. Trigger his arrival and strap yourself in for a rough
ride. Try to weave left and right to tangle him up and move around the
whole room, slashing any part of him that is trailing by, and watch for
the head to strike. Remember to slash down, one or two strokes at a time,
and keep moving away from the head. All you should worry about is the
number of hits you are taking. It seems that only about three will put
you in danger, so keep checking your health meter and, as with Plant 42,
use Green Herbs for condition Caution and don't waste valuable F-Aid
Spray unless you are in the Red. I think it will take about twenty-five
to thirty hits (possibly depending on where you strike) before he is done
for, so just keep plugging away and keep your health up. It's quite a
little rush when he finally gives up the ghost, especially if you have
used all your health and this is your ninth attempt! (Don't ask)
Winding through the Zombies in the cellars is a breeze. I suppose you
will have to risk going for the Green Herbs if your condition is Red.
Luring them away and jinking around those Greencoats is no problem after
what you've been through, so fill your boots. Your next objective is the
Battery, and of course the MO Disk. That's right - we're not only going
to rescue Rebecca, we're going to free Jill as well. Go on, get the
Battery AND the Disk and I'll see you back in the kitchen. Oh, and watch
out for that guy lying down over there... If you are low on health, you
should also risk some close combat to get some Herbs from the Zombie in
the corridor past the Battery cupboard, because you will definitely need
full health for your next battle.
Done all that? Good. While you were gone I tidied up a bit - these
bloodstains are just impossible. I expect that the first time you played
this game, then just like me you were on edge waiting for whatever the
hell was coming down the stairs to get you, and then couldn't believe it
when this character turned up. How come he's just about the only Zombie
in the entire game that knows how to open a door? Vent your indignation
by slicing him to ribbons. Or you could be nice, and lead him gently
around the kitchen table so you can exit upstairs.
Make it snappy as you brush aside the Hunter in the Kenneth corridor (on
his left side), and hurry through to go to the aid of Rebecca. Stay on
the side away from the Tiger passage and run to the Save Room corridor
with the thwarted Hunter hot on your heels. (Say that three times very
fast.) Now it is time to teach one of these abominations some manners.
You, Sir! Unhand that girl!
Forget trying to run around getting in opportune thrusts and parries - he
will simply leap around like a mad thing and give you a vicious headswipe
every time. There is really only one technique here, and you'll have to
steel yourself for it: go toe-to-toe and trade blows. Move forward to get
your slash in first to make him gasp, then you'll have to take his swipe
and you can go again. If he starts to creep around, just turn slightly to
meet him, keeping your thumb on the trigger as sometimes you'll manage
two hits on the trot. Luckily you can dish it longer than he can take it
(watch your health after taking a couple of hits though), and after only
five or six blows he is screaming for his Mummy. Now wasn't that worth it
to rescue Rebecca? Little Cutie! Look - she even uses the wrong hand to
salute, bless her...
Now don't imagine after this encounter that you can tackle any more of
the Hunters unless you are a glutton for punishment - Run, Run, Run past
the lot of them. Upstairs or down, there are plenty in your way, although
you already know how little a threat the giant Spiders pose, so that
route is probably best. There is another pussycat in the twisty corridor
(and didn't HE make you jump the first time?), don't forget the first one
is still there and by now you won't even notice the one playing sentry in
the outdoor passage. Creep past more pesky dogs, then use the
Battery...and this is normally when I remember I've forgotten to bring
the Crank. It's a short trip to the Guardhouse, so pick out an Ink Ribbon
while you're there, for use in the Underground Passage.
You will need to grab that vital F-Aid Spray down there, so get it before
all the mayhem kicks off. You may need to tempt the Hunter away from
Crank No. 2 before you can pick it up without being rudely manhandled.
The passage is wide enough to sprint past every one of these green
demons, including the last one by the Spider room, as long as you stay to
his right on rounding the corner. If you are playing as Chris, don't
forget to pick up the flame-thrower first, but you're not allowed to use
it - you will only be cheating yourself, you know... Come on, you can do
this. Now for the Spider!
Timing your attack on this little lady is tricky. For some reason, the
only strike that hits home is from directly in front, and as you know,
you get sprayed faster than a Bloomingdale's customer at the perfume
counter if you hang around there. She will hold you out of striking range
if you stand for too long between the front legs, so you have to move
forward and strike down just as she falls after spitting, and then pull
back and move around to make her scuttle to one side for another go.
Offering you her underbelly is a trick; it's one thing giving her a taste
of the Shotgun, but quite another to dive in there and attempt to stab it
- you'll only get a faceful of poison. Keep moving around in circles,
occasionally pausing to tempt her into chucking another spout of venom at
the spot you just left, and then you can dash in for another strike. It
will take twenty hits or more, during which you'll inevitably take a lot
of damage, which you can do without since you were saving that Spray for
Tyrant. This was so easy with the Colt...
Plan B: On entering her lair, dash straight for the webbed door and
simply start slashing. Look neither to the left nor the right; just stick
to it. You would have got a poisoning anyway, so take the hits and after
only six swipes you can get the hell out of there. (I said the Spider was
Not a Problem!) Come back another time with that fabulous Flame-thrower
and show her who's Boss. If you are so low on health that you cannot
afford to take another hit, then you could try standing in front of the
door and moving at the last moment so that her venom melts the webbing,
but I wouldn't reccommend it. It's a bit of a swizz that the game
designers take the trouble to give you a knife, and then the only time
you actually need the thing, they leave another one glinting away for any
idiot to pick up. Let them earn it like we've had to!
Go about your business in the last passage, and you ARE still collecting
the MO Disks, right? I have to ask because I know what you're like, and
you can't consider this challenge over unless you get the Good ending.
Down into the Lab and the end is in sight. Get rid of everything except
your trusty knife and the MO Disks, as we now need to collect every bit
of Health going. None of these Zombies should give you a scratch with
your swervy running skills, but actually you know you are back here
several times, so take the opportunity to kill them off right now. It
should be good fun - you can tempt them after you one by one, and pile
the bodies up neatly by the elevator. Head down and go and access the
computer locks - just in and out, nothing fancy. Back upstairs to collect
the Lab key and MO Disk, then go down again.
Now you will have to go and use the first of the MO Disks. Without a
distance weapon, the room full of naked Zombies is just about the
trickiest part of this whole challenge, and you may need to hone your
skills or Save elsewhere before attempting it. I can say that I tried
many times to take them on with the knife, but there are really just too
many in there. Even if you take out the first one or two with your expert
knifework, if more than one lines up to have a go at you your health goes
down very quickly. Your character throws off the first one, just in time
for the second to take his turn. Then number one has another go as number
two waits patiently etc. If three line up for a snack then it's almost
funny to watch, as you are completely powerless to do anything but watch
them thirstily sway in line, and that's it for you, without the chance to
even open your inventory, let alone fight back. No, for this task our
principal weapon must be cunning and guile. Our TWO principal weapons...
Enter the room, take one pace forward and STOP to attract the first two
Zombies. As they turn their attention to you, make a dash to your left
and hug the wall, and the others are already heading for the wrong spot.
Stick to the wall until you round the corner then pull an 'S' swerve to
fool the last Zombie, then it's a clear dash for the code machine to
obtain Pass Code01. Take a deep breathe and then resume. Now they have
zeroed on the corner with the machine, dash to your right, to the
bookcase, and hug it as you rush past the lot of them and swing around
the corner and head for the door. That woman had better appreciate
(On a footnote: for me, one of the best of the many great touches in
Director's Cut was arriving at this room to find it apparently empty. -
Strange..? This used to be about the toughest area, and now its... BU-
LUDDY HELL! - Just like in 'Young Winston'.)
Now you come to more naked Zombies. Sweet Fancy Moses. You know from your
previous encounter that these poor unfortunates are quite tricky if they
attack together, as they too will take it in turns to neck you.
Previously you would have shot them without a thought, but now you'll
have to brush up close. Even if you take them out in your expert manner,
they will somehow reappear on your subsequent visit - almost as if they
were 'undead' or something. As you exit that last corridor, stand at the
foot of the stairs for a moment to draw the first one toward the corner
there, then dash forward AND right to swing behind him toward the camera
and go straight ahead until the next camera view shows two more Zombies.
Once again, pause in the corner until they both lurch toward you, and
then do a U-turn to swerve around them as they bumble about in confusion,
and now make a dash for the Lab door and use the key to go through.
That's how you're gonna beat them, Butch...just keep underestimating
Next objective is Pass Code02. I guess it is a common complaint that you
can't see very well what is going on with the boxes in the Autopsy Room,
because if you have Director's Cut, then you know that this room is
completely redrawn, with better views and a floor grid. You know what to
do in there, and don't forget the Red Herb, as you will need it soon.
No need to bother with the ex-Lab Assistants on your return; a quick
swerve and a dash into the Save Room will bring you a Green Herb to mix
with the Red one you just got. If you have a couple of Ribbons left, then
Save before you mix it with the Lab Monsters, or risk it if you are
feeling confident. Dodge the poor fools in the corridor and head for the
Power Room. If you know where the Lab Monsters hang out (Stop it, you're
killing me), then it is quite easy to dash into each room and simply
swerve as they attempt to slash you going by. Don't bother to use your
knife unless you want a faceful of maggotty monster. You can quite easily
kill the ones on the floor with ten or twelve hits, but knocking them
down is another story. The first one is hanging by the power panel off to
the left, as you can see on your approach. He is easily avoided by
swerving when you get to the corner by that machine. Watch his shadow to
let you know where he is above you as you leave, and swerve again at the
last moment. The next one is scuttling about on the deck, and he is even
easier to run past than a Hunter. Go to the corner and turn right, (not
the first right, since there is another one waiting there), and then go
straight down and through the door. The next one is readying himself for
a swipe at you. Give him the soft-shoe shuffle: advance within range and
then pull a swift U-turn and run back a pace or two as he slashes, then
another U-turn and a swerve and continue your dash past as he swings
about like a lemon. You almost feel sorry for them. After accessing Pass
Code03, pull the pause-and-dash trick when he has another go, then take
the middle branch past two more feeble floorwalkers and go and switch the
power on. Take a deep breathe and start your journey back, noting that
the monsters outside have reversed their positions floorwise. Hang back
on the first section until these two swing into view, then swerve as you
did for the first one, and then simply run for the door as number three
comes scuttling after you. Too late, my friend. Stick to the wall going
out through the last room, but dodge the one swinging down by the door
and emerge without a scratch, to find that the Zombies in this corridor
have gone! Now, you might not have known they clear off by themselves
because every other time you came here you gave them a taste of hot lead.
That's what they mean when they say "Fighting foes is not the only way",
And now the end is near - it's Tyrant time. If you have two Ink Ribbons,
first gather all available Health items and then Save right now. In fact,
if you have not Saved for a while, then definitely use even your last one
because your character WILL die. (Several times probably.) Learn from
each experience and get back up there, Soldier. Head on up now, to find
that Wesker has done you up like a kipper. He gets what he deserves, but
you will not want that little cut scene to end, because that means it is
time for you to Put Up or Shut Up. Why did you ever start this? Well,
there is good news and bad. The good news is that it takes just 23
strikes to put him down. The bad news is...you'll take 69 hits. OK that's
an exaggeration, but this is a battle of attrition, so expect to get
sliced up Big Time.
Take to your heels anti-clockwise around the glass tubes before you pause
to arm yourself with your pathetic knife. As you know well, Tyrant is no
brainless Zombie; he will stalk you until you are cornered and then whack
you with his appalling combo's before slashing out your heart and
flinging you to the floor. And you don't want that. Watch your opponent
carefully and anticipate his moves. He paces slowly until he zeros you,
and then comes a swift blow which is hard to avoid. ("Call that a knife?
THIS...") Don't just stand there dazed, because another three slashes are
following in succession, and then comes a final fatal stab. Check your
damage immediately, as this is usually the coup de grace, but you can
neutralise it if you heal yourself in time.
All very well, but how can you fight back? Not easily, as I said at the
start. Tyrant is a tough opponent but he has one very obvious flaw - he
can only slash what's in front of him! You, on the other hand, are
practised at the stab in the back... So what you have to do is try to get
behind him and stay behind him long enough to get a hit in. There is
really only one way of striking him up close, which is to get him to
follow you into the open at either end of the room, dash past wide on his
blind side and start to circle behind him. Never at any time just stand
in front or he will strike quickly. Try to keep moving backwards and
forwards as appropriate in a bid to stay behind him, and suddenly he will
lose patience and take a stab at you. With luck(!) he will miss, and then
he will pause as if surprised not to be holding your kidneys. This is
your only realistic chance to hit him, so turn in to face his back or
side (or backside) and quickly SLASH and then RUN. Remember, it is the
only way to strike him without taking a hit, so get the timing right and
you are halfway there. Take your time, and pull out if you can't set him
up just right; as you have done throughout the game, show some patience
and you will succeed. Run around the next corner and repeat the tactic as
well as you can, but don't get over-confident - he can finish you in
seconds. Even if you only get in one hit per 'lap' that is just fine; the
clock is not ticking. ONE strike only remember; no more and no less
(ideally). Count each strike, and when you have twenty you know you are
on the home stretch. Stick to it. As in your previous battles, I hope you
brought plenty of health, but don't waste an F-Aid Spray on anything less
than Danger, although don't hold off until you find You Died either. How
well you eke out your healing items will dictate how long you can stay in
the battle, so judge it well. I don't think I would have believed it
until I saw it, but eventually he WILL go down! I bet you are feeling
pretty good about that, but I don't want you to feel Pretty Good. I want
you to feel Great! You're nearly there.
Become reunited with Rebecca, and then you can easily outrun the grounded
Lab Monsters to go and free Jill. Look at that reception you get... Trust
me, mate - you're Golden. Don't forget there is a Green Herb in that
Mirror room if you need a security net for your final confrontation. No
need to tangle with these last Zombies if your health is low - fancy
footwork yet again.
I hope that you are well practised against Tyrant's attack when he makes
his reappearance. You should know the tactic of running diagonally as far
as you can, pulling a wide U-turn to the left at the last moment as he
rushes up behind you, and then doubling back to pause and do it again. In
this way you won't receive a single hit, just your nerves will be
shredded by that hideous chalkboard screech. Needless to say, the knife
is about as much use as a chocolate teapot, so the moment you get the
Rocket Launcher - Use It! And with that I think we can call it a day.
(And I just love that theme tune...)
What a tough guy! You've closed this case completely!
PS - Try RE2 with a knife - it's even more fun! I'll write a FAQ if there
is any interest... Or I'd like to read yours?
Copyright (c) 2002 J Woodrow
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Chicken vindaloo
From Cookipedia
Vindaloo is an Indian curry dish popular in the region of Goa. The cuisine of the Mumbai based East Indians also includes a variation of the dish. However, it is known globally in its Anglo Indian form as a staple of curry house menus. Make this one at home!
Create a printable shopping list for this recipe's recipeIngredient
- 2 tablespoons of ghee or vegetable oil
- 2 medium onions, peeled and chopped
- 6 chicken pieces (legs or breast - skin removed)
- ½ teaspoon of salt
- ½ teaspoon freshly ground black pepper
- 1 teaspoon turmeric
- 4 whole cloves, ground
- ½ teaspoon cinnamon powder or ¾" of rolled cinnamon stick, ground
- 1 teaspoon turmeric powder
- ½ teaspoon mustard powder
- 1 teaspoon of black mustard seeds
- 1 teaspoon chili powder (or to taste)
- 2 teaspoons paprika powder
- 1 teaspoon freshly ground cumin seeds
- 2 teaspoons tomato puree
- 2 teaspoons sugar
- ½ teaspoon ground fenugreek seeds
- 1" ginger, grated
- 2 cloves of garlic
- 2 tablespoons brandy (sherry will do)
- 2 tablespoons malt vinegar (leftover red wine works)
- 1 whole dried chili, crushed
- Make a paste with all of the marinade spices, brandy and vinegar
- Cut a few slashes right down to the bone in each piece to allow the marinade to penetrate.
- Put the marinade and the chicken pieces in a Lock and Lock-style box, fit the lid and shake like mad!
- Marinade overnight in a refrigerator
- Fry the onions in a tablespoon of ghee until brown
- Fry the meat for a few minutes with the onion
- Cover, lower the heat and cook gently for 35 to 40 minutes
- Add a little water or chicken stock if it starts to dry out.
Serving suggestions
Serve with plain boiled rice and a mint and onion raita.
Chef's notes
Recently made this with 3 large dried chile de árbol (powdered) and no chilli powder. It was warm and spicy with a bite, but not too hot.
See also
- A selection of vindaloo recipes
- Get chicken pieces the economical way, joint the chicken yourself
Peeling ginger
There is no need to peel ginger. As a result of attending a Thai cookery demo, we have learnt that peeling ginger is unnecessary unless for aesthetic purposes as the skin is high in fibre and full of flavour. However, do remove any bits that have become tough or woody.
Graph your Body Mass Index
See your personal Body Mass Index (BMI) plotted on a graph against national averages.

subset: commoncrawl


text:
*Reborns as 90% board games, 10% everything else, 5% lard, 15% not familiar with percentages.*
Monday, April 23, 2012
Kingdom Hearts: 358/2 Days...finished!! And self-imposing Kingdom Hearts catch-up challenge!
In an effort much like my self-initiated challenges for Final Fantasy XIII and Disgaea 3, I've begun the progress to get myself up to speed on the Kingdom Hearts saga. I've already completed both Kingdom Hearts 1 and 2 (secret movies unlocked for both) and Kingdom Hearts: Chain of Memories (on the GBA, not the PS2 remake). Now, I can add Kingdom Hearts: 358/2 Days to that list of completed titles!
Posted by Unknown at 4:07 PM 0 comments
Tuesday, April 17, 2012
Uncharted 3...finished on crushing!!
Back when I finished Uncharted 2 on Crushing Mode, I really didn't think much about it. Sure, the game was harder, but not by much. Uncharted 3, however...I knew at least 3-4 key moments in the game where I would have extreme difficulty. Sadly I was wrong; there would be more moments than that.
Posted by Unknown at 9:34 AM 0 comments
Monday, April 16, 2012
Kid Icarus: Uprising arrives
Even though I've played Kid Icarus when I was young, and enjoyed his appearance in Super Smash Bros. Brawl, I really didn't know what to expect with Kid Icarus: Uprising for the Nintendo 3DS. The original Kid Icarus was very much so - a platformer with Zelda-like dungeon qualities in-between with the finale as a side shooter. Kid Icarus on the NES was a unique game ahead of its time, and its 3DS incarnation is set to do just the same.
Posted by Unknown at 8:43 AM 0 comments
Thursday, April 5, 2012
Purchased Journey, went on journey...finished!!
While the release dates from ThatGameCompany are lengthy and sporadic, their games are ironically not. Given their track record of Flow and Flower, however, you can safely assume that whatever they create will be breath-taking. After what seems like a lifetime, their laitest
Posted by Unknown at 3:22 PM 0 comments
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Latest // Archive
|15 January 2013 // Subtle facelift
The characteristic Max Havelaarflat in Amsterdam has obtained a subtle and timeless facelift. The plinth zone has been fitted with a semi-transparent brick screen and new garage gates. Furthermore all entrance halls were renovated and the lighting improved.
|15 Oktober 2012 // Long live the post-war school
LOOS ARCHITECTS has been asked by the municipality of Amsterdam and the Mevrouw Meijer foundation to come up with a study for the renovation and extension of a post-war primary school. The radically modest proposal emphasises the spirit of this little gem.
|08 August 2012 // Renovation started
After a long period of waiting the renovation works for the Max Havelaarflat at the Jephtastraat in Amsterdam have finally started. The plan foresees a thorough adjustment of the two lower levels of the building. Completion is due at the end of 2012.
|15 May 2012 // Finalist Amsterdam Architecture Prize 2012
Despite the heavy competition our housing scheme on IJburg is amongst de 9 finalists for the Amsterdam Architecture Prize of 2012. The project is therefore now published in the ARCAM pocket guidebook. Buy the publication here online before it is sold out!
|25 April 2012 // Project blok 64 hits the media
It is nice to see that our housing project is attracting as much as attention on the media as our previous projects. The project has for example been recommended by the archdaily editorial office and there are publications on architectenweb.nl and on dearchitect.nl.
|25 Januari 2012 // Nomination for Amsterdam Architecture Award
We are proud to announce that our housing project Block 64 is a candidate for the Amsterdam Architecture Award 2012. The winner will be announced in April, and all nominated projects will be featured in an exhibition and publication by architecture center ARCAM.
|28 November 2011 // Block 64 is completed
Our project on IJburg is finally finished. It has turned out as we imagined: straight forward on the outside, spacious and colourful on the inside. The collective garden has also become a real beauty. But most importantly: the new inhabitants are just as proud as we are.
|11 July 2011 // Block 64 close to completion
Stripped from its scaffolding our housing project on IJburg is now approaching completion in big steps. The recognizable volume, the special colours and the subtle details are already very well visible. Completion is planned for october 2011.
|9 June 2011 // Lecture TU Stuttgart: Blockbusting
The urban planning department of the Technical University Stuttgart has invited Miguel Loos for a lecture about housing blocks. Main focus of his lecture was the special relation of public, collective and private spaces in the projects of LOOS ARCHITECTS.
|10 January 2011 // Advisor architecture and urbanism
Since the end of 2010 Miguel Loos is also working as advisor for architecture and urbanism at Bureau Spoorbouwmeester in Utrecht. Together with a team of colleagues he advises NS and PorRail on development, building and renovation projects.
|10 December 2010 // Interview in Architectuur NL
Recently Miguel Loos has been interviewed by the Dutch magazine Architectuur NL. In the interview his personal view on architecture and urbanism are discussed in relation to several of his recent projects. See the interview here...
|20 October 2010 // Urban plan for Florakade in Groningen
The urban planning department of Groningen and developer BAM / AM Wonen have asked us to elaborate our high-density low-rise plan in the city of Groningen. Apparently our proposal for the Intense Laagbouw Manifestation is one of the few plans that might be realized.
|10 October 2010 // Transformation of a 60ies office building
LOOS ARCHITECTS has recently collaborated with other advisors and developers on a renovation concept for a partially abandoned office building in Amsterdam.
Read more about the project here...
|5 October 2010 // "Aaaand.........ACTION!"
Our IJburg construction site has been scouted by Locatiegoed as a set for two movie productions. One is a children's movie due next year. The other is a TV commercial made by Bonkers for Rabobank showing two proud "owners" visiting their new home. See spot here...
|13 July 2010 // Smells of concrete
Walking through the construction site of our IJburg blok 64 project, we're reminded why we love our profession so much: the smell of concrete is just irresistible! But obviously it is not only a delight for the nose. See more construction site photos here...
|4 May 2010 // Lecture Strategies in Architecture
Miguel Loos has been asked to give a lecture about strategies in architecture at the Academy in Amsterdam. His key statement is that it is essential to skillfully communicate in the beautiful language of diagrams. And that we owe it all to ISOTYPE by Otto Neurath...
|30 April 2010 // Bewitched by Benidorm
What is the secret of success of Mediterranean Mini-Manhattan Benidorm on the Spanish coast? Intrigued by this question, a field trip was done, resulting in an article written by Anneke Bokern for German magazine Baunetzwoche, including photos by Miguel Loos...
|27 April 2010 // Genielink
How to renovate a UNESCO monument military barrack into a sustainable arts galery and visitor centre? See our entry for the Kunstfort Vijfhuizen Genieloods competition here...
|19 March 2010 // Masterplan in media
Gateway Gardens has found broad attention in German newspapers. The masterplan designed by ASTOC and LOOS ARCHITECTS was published in: Frankfurter Allgemeine Zeitung, Bild, Frankfurter Rundschau, Offenbach Post
|15 March 2010 // Max Havelaar revisited
We have been commissioned to strategically renovate the icono- graphic 50ies flat "Max Havelaar", located next to the A10 Amsterdam ring road. A new façade on the lower floors will make the building fit for the upcoming restructuring of the neighbourhood. More info soon...
|12 February 2010 // Frostbite fatigue
We would have loved to inform you about the advances on the construction site of our project in IJburg. But due to Siberian temperatures it's only possible to ice-skate in the half-finished garage of the housing block. So we keep staring at the model...
|31 December 2009 // Goodbye 2009, hello 2010!
2009 has been a very busy year for us - despite the crisis. Therefore we would like to thank all our clients, collaborators, colleagues and friends for their trust in LOOS ARCHITECTS. We wish you all a very prosperous 2010!
|05 November 2009 // Second live
Another project in Amsterdam North for LOOS ARCHITECTS. We have been asked by EIGEN HAARD to come up with a proposal for a temporary use of the former site of the STORK factory. The area will accommodate a unique mix of cultural en commercial functions.
|30 October 2009 // Going zero
The team of ASR, LOOS ARCHITECTS and DGMR have been selected for the second round of the mixed-use-zero-emission-building competition. The two plots in Amsterdam are actually in the backyard of our office. The results of the selection are due in February 2010.
|15 October 2009 // On Top
What should be an innovative urban living condition for young families?
See our answer to this competition brief for a plot on the fringe of the Delft city centre here...
|01 August 2009 // Must move MUST
The Amsterdam based urban design office MUST has commissioned us to design their new office interior. The brief is to "design furniture that can absorb the extensive archive whilst keeping the space as open as possible". No problem!
|26 June 2009 // Delivery nightmare
LOOS ARCHITECTS and bureau SLA have joined forces and produced a beautiful proposal for the National Museum design competition in Oslo. Unfortunately DHL delivered the documents too late. Due to the competition rules we are now out of the race. Unbelievable...
|24 June 2009 // Official last pile
Maarten van Poelgeest, the alderman of the Amsterdam city council has officially opened the building site of block 64. After a round table discussion with representatives of the developer and the city planning department he rammed the last foundation pile into the ground.
|15 June 2009 // IJburg in "Deadline today!" exhibition in Vienna
'Deadline Today!' is an exhibition by Wonderland / Platform for Architecture that provides an extensive overview of the European architecture competition landscape, including our design for housing block 64 on IJburg in Amsterdam. See exhibition info here...
|15 June 2009 // Exhibition "Towards a new social housing"
Our project The Salamander is exhibited once again. This time at the Contemporary & Modern Gallery of the Cité de l'architecture et du patrimoine in Paris.
Find more information about the exhibition here...
|01 June 2009 // Gateway Gardens extended
Our commission for the urban development of the Gateway Gardens has again been extended. Together with our colleagues from ASTOC we are now researching different prototypical typologies and facade systems for several building plots.
|15 May 2009 // Relaxed Intense
Last month we presented our design for the Alva Laval site in the Oosterpark area in Groningen. The winner of the selection will be announced at the end of June.
See the project here...
|20 February 2009 // Ok - let's go
We are very happy to announce that our housing project on IJburg is on its way to be build. The constructor De Nijs is currently preparing the sandy site so that the first pile can be hit into the ground at the 2nd week of May.
|13 February 2009 // Intensive lowrise housing
The project developer BAM and the planning department of Groningen have invited us to propose a high density housing project in the Ooster-park area. The result of the study will be presented on the opening of the "Intense Laagbouw" exhibition on the 3rd of April in Groningen.
|10 February 2009 // Study windmill site
LOOS ARCHITECTS have been asked to do a programmatic and spatial study for a historic windmill site. The result will be due in April.
|05 January 2009 // Caracas revisited
Several magazines have recently published articles written by Anneke Bokern about Caracas, illustrated with photos taken by Miguel Loos.
See article: Baunetz Magazine, DAMn Magazine, MARK Magazine


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Everything from Nintendo's Digital Event and more!!
Support us and cool artists by buying a shirt from this link!
Bis – Statement of Intent
Screeching Weasel – Cool Kids
Check out Part 1 of Nintendo @ E3 here (Skyrim, FIFA, Minecraft, and more!)


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About Wpromote
Here at Wpromote, one of the nation's leading digital marketing firms, we invite you to "Think Like A Challenger" and push our clients to take on the 800 lb. gorillas of their industries. Our crew of 300+ digital marketers breathes in marketing and exhales ROI, and we challenge our clients and ourselves each and every day to surpass yesterday's expectations! Our award-winning campaigns have helped hundreds of companies from startups to Fortune 500 brands thrive. If you've heard of Forever 21, Verizon, Papyrus, TOMS, Wienerschnitzel, or Zenni Optical, you've heard of our clients. And we want you to join us in making our clients even better.
The Perks
If you're not already convinced, our amazing perks have made us one of the Best Places to Work in the US two years running according to Ad Age, and one of Los Angeles' best places to work 5 years in a row. Here's why:
The Role
Wpromote is looking for a bright, enthusiastic Digital Marketing Manager to become the next member of our growing Small-Medium Business team. The candidate will work closely with other team members to drive strategy for small business/mid market clients. You will execute thoughtful, strategic digital marketing campaigns for our clients using best practices in SEO, Paid Search, Paid & Earned Social and Email Marketing. Maintaining a high client retention rate through personalized account management and client service will be your daily ambition. The ideal candidate will proactively develop a knowledge base and skill set in digital marketing to further both your own personal expertise and the department's goals.
You Will Be
You Must Have


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We worry and sit and scroll and sip, whilst we check our bank balances, and worry about the name of our car, or the typography on our tops, we flick through feeds filled with designer labels and wish we could have more…
But what are we actually in hope for, there will always be someone richer than you, a house bigger than yours, a new make or model will always come out, but do you actually want it or is what you have sufficient? Are we chasing materialistic items to fill a space that needs much more than a Louis Vuitton bag or a red sole shoe? Are we always going to treasure it? Does having a 6 digit bank balance truly make us happy?
Don't get me wrong, we can all buy nice things and enjoy them if God has given us the means to do so…. but it shouldn't be our aim, our worry, our goal. Work hard, yes. But if you're doing your best and you have a loving family, a house over your head, food to eat, be GREATFUL. You can have all the money in the world but if your child or partner or parent was killed or was severely injured would the look of your bank account make any difference to you? Would anything be able to fill such a hole in your life? I doubt it.
Same way, we need to learn to fill the holes in our hearts with rememberance of the one who has control over all things. It's so so easy to forget that we don't ALWAYS have control over the things in our life. You can only do the best you can do. God deals with the rest. God fills the gaps because he is the one who knows they're there without you having to even say that they're there.
Now we have parents worrying about their 16 year olds antics. How they have no control. But we forget that we don't always have control. We forget that there's a supreme being who takes these things out of our hands simply so we can turn to him and trust him. So we can talk to him. Believe in him.
With all the physical conflicts of today's climate, we forget to deal with our inner conflicts. With all the distractions placed around us we start to chase the wrong things. We start to get blinded by the flashy lights that we forget what we're given. We need to be more open hearted, open minded, engaging, loving, and trusting. We need to remember that god controls all things, and we just have to do our bit and trust him. No matter how hard that may be. Try it. You'll feel the piece of peace you've been searching for, even when the situation couldn't get any worse. Allah will hold your worries and replace them with divine comforts of knowing that he is in control. Just turn to him.
Find the missing piece of peace, it's just a step away….


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Urban Wind Turbines
As the fall of the economy continues to impact everyone, major states with large cities, like New York, have turned to wind turbine energy to power businesses, apartments, and homes. This major improvement of natural, clean energy has proven to provide wind power for homes, reducing the annual cost of energy.
Beginning of Wind Turbines
In around 200 BC, Persia was known to be using wind powered machines. It wasn't until 1888, when a man named Charles F. Brush built the first one to touch down in American soil. He had built it in Cleveland, Ohio.
Today, many can be seen in the rural parts of the world powering farms, or supplementing energy companies' power supply. They are manmade beasts, standing from 30-60 meters tall, with blades with lengths from 20-40 meters. They are usually painted light grey in order to blend in with clouds, and obtain a flashing red light for airplanes to see them.
Urban Wind Turbines
These giant creations are not the ones being found in compact cities. There are newly created urban wind turbines, which are much smaller and look very similar to in-house fans. These new creations can be expected to produce one-kilowatt of power, which with multiple running, it would be able to power all the interior common area lights, like elevators, stairwells, hallways and surrounding building lights. They also are different as they do not give power to the energy companies; rather give power directly to the homes that have
purchased them.
Costs and Benifits
Wind turbine energy is not a new source of energy at all, but its integration into the city lifestyle has great effects on prices of living. Many housing units, called "affordable living facilities" are found trying to incorporate them into their buildings, with backup power sources in case there is no wind. The wind turbine costs about $10,000 for a small residential wind generator turbine, but is supposed to be able to cut annual energy costs up to $1,200. It has been known for these turbines to be able to power one-half to two thirds of a three to four bedroom house.
Urban wind power turbines are suppose to be able to drop prices of bigger buildings, like the ones seen along the New York skyline, up to half the amount of the original bill. This will make the cost of living substantially less than it used to be.
The only problem is the large initial cost of these urban wind turbines. Ranging from $8,000-$12,000, they are surely a large investment. In this type of economy, it may be hard for people to cough up that kind of money. The benefit, however, is the amount of money you will save over time. In just a couple years, the urban wind turbine will have paid itself off, but numbers show it does not affect anyone's decision to rush into buying one.
New York has offered to cover half of the cost for the initial installment of the turbines; however, there is hardly anyone taking advantage of the discounted price. Just recently, the government has offered a 30% tax break, with a cap of $4,000, in hopes to generate a bigger desire to turn to wind power for homes.
Some Current Disadvantages
There are also many disadvantages to these newly created urban wind turbines. They must be raised high above the ground, as they will not work close to the surface of the earth. City buildings usually prevent large gusts of wind to pass through the city, limiting the amount of power these urban wind turbines generate. They also vibrate, which may cause wear and tear on the weaker buildings and homes who decide to invest in them. The wind powered turbines must be placed in a spot to get wind from multiple directions, in order to always be creating power.
Promising Future
These urban wind turbines are still being worked on and constantly having new breakthroughs, but one thing is certain, once the bumps in the creation of wind powered sources of energy are fixed, many people can expect to see more fan-like turbines spinning on top or urban houses and buildings!
Source of Initial information:


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It's been one sorry, sorry, SORRY winter for snow. Usually by this time of year I've had my snow shovel out at least 8 times and have created at least 4 snowmen. But this year I haven't even dusted off my snow boots. And that bums me out because they're cute. And warm. And I love 'em.
So just when I've finished all my kvetching about no snow and finally weaned myself from the longing for a big old fashioned winter dump, what happens? It snows this morning. Really? Really you swarmy groundhog Punxsutawney Phil? I was finally dreaming of blossoming cherry trees, swimming pools and lemonade and here we go, more winter. I wonder if the Leap Year had anything to do with it. Hmmm, a metaphysical diabolical scheme.
Luckily, I had a quick and easy winter soup recipe at the ready. continue to the recipe… about Craving > Spicy Hominy and Chicken Soup for SoupaPalooza


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Hollywood couple Jennifer Aniston and Justin Theroux have reportedly set a date for their wedding.
According to US OK! Magazine, the 45-year-old Friends actress will walk down the aisle very soon.
"It's really happening! Jen is excited beyond belief. She says it will be the best day of her life," the source said.
The We're The Millers actress and Theroux, 42, announced their engagement in August 2012 after dating for 15 months. Though there were reports that the couple's relationship is on shaky grounds, the two have ignored the rumours and are still going strong with their romance.
"If you try asking, she'll change the subject to keep everybody guessing," the insider added. "Neither of them wants a huge, glitzy wedding."
Meanwhile, during an interview with Australia's TV Week magazine, the 43-year-old actor revealed that there is a lot of pressure from the public on getting married.
"There is this hum of pressure that - I can't stress enough - I just don't pay any attention to," Theroux said.
"But I am not going to let a tabloid tell me what to do. ...I'm not going to watch them tap their watch. What the hell are you telling me to do?
"We're just doing our own thing. We are completely happy, obviously, but we're not on anyone else's timeframe," he added.
Aniston was previously married to Brad Pitt while this will be Theroux's first marriage.
The Horrible Bosses actress previously admitted she was in no hurry to get married.
"We just want to do it when it's perfect, and we're not rushed, and no one is rushing from a job or rushing to a job," she said.


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- This event has passed.
Lunch n' Learn
Event Description
Lunch n' Learns provide an open environment for students, faculty and staff to learn about important issues, share their truths, and create dialogue. A free lunch is provided by Diversity Advocacy.
If you will need special accommodations, please contact the event organizer.


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Beautiful buttery-golden pound cake, faintly flavored with vanilla and almond, is the perfect summer dessert.
It's simple and pretty, not to mention it's a fantastic vessel for topping with some of summer's beautiful bounty: fresh strawberries, blueberries, peaches, apricots, or cherries.
This recipe is the traditional pound cake recipe, with just a couple modifications. I cut it in half (so instead of being 1 pound each of flour, butter, eggs, and sugar, it's half a pound of each) because I only wanted to make one loaf. Also, I added a touch of vanilla extract, almond extract, and salt to give the cake more flavor. Don't be tempted to add a leavening agent – this cake does not need it! (The cake will rise and split on the top without any leavener.)
I do have a couple tips to share for making the best pound cake: 1) since it's flavor will be pronounced, use the best quality butter you can find (I like Kerrygold unsalted), 2) don't over-mix the batter, and 3) don't over-bake the cake. Just be mindful of these things and this cake is virtually impossible to mess up.
Oh, and the strawberry sauce couldn't be easier…all you have to do is combine sliced berries with rosewater and sugar, and let them sit! After an hour in the fridge the sugar will be dissolved and the berries will be coated in a sticky-sweet syrup that is absolutely perfect for topping pound cake. Or for a lighter dessert when there isn't time to bake a cake, just eat the strawberries with a spoon…maybe topped with a dollop of whipped cream.
A quick note on the rosewater for the strawberry sauce – you can find it in Middle Eastern or Indian groceries, in the international aisle of some regular grocery stores, or online. Or if you're feeling adventurous, you can try your hand at making it yourself. Of course, if the slightly perfume-y quality that rosewater imparts on desserts isn't your thing, you can swap it out for vanilla extract.
For more inspiration, here are a few other beautiful pound cakes from around the web:
Lemon Pound Cake with Cherry Compote from Cooking Light
Chocolate Pound Cake from Tutti Dolci
Fruit Skewers with Pound Cake & Chocolate from Late to Create
Cardamom Pound Cake with Roasted Late Summer Fruit from Martha Stewart
Chocolate Chip-Peanut Butter Pound Cake with Peanut Butter Glaze from Recipe Girl
Passion Fruit Poppy Seed Pound Cake from Technicolor Kitchen
Cinnamon Roll Pound Cake from Grandbaby Cakes
Pound Cake with Lemon Basil Glaze from Cooking Light
Strawberry Swirl Cream Cheese Pound Cake from Brown Eyed Baker
Very Berry Pound Cake from A Cowboy's Wife
- Butter, to grease the pan
- ½ lb (227 g) unsalted butter (16 tablespoons or 2 sticks), at room temperature
- 2 teaspoons pure vanilla extract
- 1 teaspoon pure almond extract (or use an additional 1 teaspoon pure vanilla extract)
- ½ lb (227 g) sugar (about 1 cup + 2 tablespoons)
- ½ lb (227 g) eggs (4 large eggs + 1 large egg yolk)
- ½ lb (227 g) all-purpose flour (about 1¾ cup)
- ½ teaspoon salt
- 3 cups (17.5 oz/500 g) sliced strawberries
- 3 tablespoons sugar
- ½ teaspoon rosewater
- For the cake, preheat oven to 325F; grease a 9 by 5-inch loaf pan (preferably a glass pan) with butter and line the bottom of the pan with parchment paper.
- Use a handheld electric mixer to beat the butter and extracts together in a large bowl. Cream in the sugar. Add the eggs 1 at a time, beating until fully incorporated and fluffy before adding another. Once the eggs are added, beat until the mixture is light and fluffy. Add the flour and salt and use a wooden spoon to stir just until combined, being careful not to over-mix.
- Pour the batter into the prepared pan and bake until the loaf is golden on all sides, split on top, and a toothpick inserted inside comes out with just a couple crumbs (not completely dry), about 1 hour 15 minutes.
- Cool for 20 minutes in the pan, and then run a knife along the perimeter and slide the loaf out. Transfer it to a wire rack to cool completely before slicing.
- For the strawberry sauce, combine all ingredients and let them sit for an hour in the fridge.
- Serve each slice of pound cake topped with strawberry sauce, and of course you can also add a dollop of whipped cream if you like.
Disclosure: This post contains Amazon affiliate links to products I believe in, which means that even though it doesn't cost you anything extra, I will receive a small amount of money from the sale of these items, which helps me keep this site alive – thank you for helping to support An Edible Mosaic!


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Reservations suggested
Call 831-426-3564
farm to table
Because we have space in our dining room for parties of 5 to 40, we recommend you reserve in advance for parties of 5 or more. Banquets and Catering available.
Open for Dinner and Cocktails, Brunch on Saturday and Sunday
Inspired by the rich availability of Local organic produce, sustainable seafood and naturally raised beef, our dining experience is itself a destination. Immerse yourself in Santa Cruz and what it has to offer.
Designed by Chef Art Russell, our menu selections will delight the eye and the palette.
Serving Breakfast, Lunch and Dinner.
Banquets and Catering available.


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08.09.2017 - Database or not: still interesting
(ls) It's perhaps not exactly a database, but still the website "The Philatelic Database" has a lot to offer. It can be described (as the American philatelic magazine "Linn's Stamp News" does) as "a well-organized, somewhat eclectic collection of information about stamps". Have you become curious? Then have a look; the internet address is www.philatelicdatabase.com


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The five-star Hotel Camiral near Girona offer a...
The Gran Hotel Bahia del Duque in Tenerife is a...
Complimentary access to Mas Spa, outdoor pool, tennis and paddle courts, bicycles. Complimentary WiFi and minibar in the room.
Expressions Holidays includes scheduled flights with British Airways London Gatwick to Barcelona, hire-car and bed and breakfast.
Sample prices for a luxury
holiday to Mas de Torrent Hotel & Spa are per person based on two people
sharing a Garden Suite.Low season from £1760 for 7 nights.High season
from £2660 for 7 nights.The prices displayed here are a guide only for
this hotel and each holiday price will be tailor-made at the time of booking to
reflect the actual flight costs and all up-to-date special
Mas de Torrent is a luxurious hotel with a very special feel, offering a peaceful haven only a few minutes away from the busy resorts of the Costa Brava. All the different accommodation options are all superb, some with stunning views over the surrounding countryside, and others with outdoor spaces which ensure privacy.
The five-star Mas de Torrent is a luxurious Relais & Chateaux hotel built around a converted 18th century farmhouse in the Empordà region of Catalonia, only a few miles from the Costa Brava. From the outset, guests will notice the very special ambience created by the lovely grounds, where cypress trees climb upwards and bougainvillea blossoms add a fresh vibrancy to authentic architecture. The main building dates back to 1751 and is the heart of the estate, with its original façade, interior arches and sloping rooftop. You enter the reception through a huge, semi-circle archway into former stable buildings and into an environment of effusive charm, filled with the antique furniture of a traditional Catalan home. Lounge areas on the first and second floors enjoy stunning views of the surrounding countryside, with huge windows looking out towards picturesque hill towns. The spacious guestrooms within the main building are traditionally furnished to an extremely high standard, some with a balcony. Further buildings on the estate are more recent additions to the grounds and sit in perfect harmony with the original structure. These single storey buildings are home to both the Garden Suites and the Pool Suites. The former are stylish rooms with modern furnishings, each enjoying the use of a private patio with sun loungers which can be accessed directly through a gate so that guests don't have to walk through their bedroom when they return from the swimming pool. The seven Pool Suites allow guests to relax by the pool which is set within their private terrace, boasting separate living rooms and blending traditional furnishings with a more contemporary style. The exclusive property has two restaurants, offering varied settings for dining on local cuisine. Mas de Torrent Restaurant is well-known in the region for its Catalan market cuisine on a menu that rotates four times a year to ensure guests benefit from the freshest seasonal produce. A choice of 400 labels from the wine cellar is available to help you wash your meal down. For more informal dining, Restaurant Piscina offers simple Mediterranean cuisine in the summer months from a pavilion-style timber structure beside the outdoor swimming pool. Just set apart is Mas Spa; contemporary and refined, its angular design betrays an experience of utter relaxation, with a gym, sauna, hammam, Jacuzzi and an exquisite indoor pool. Mas de Torrent is a truly special hotel in a stunning setting, perfectly located for a luxury holiday which combines rural relaxation with sightseeing, all only a short distance away from the Costa Brava.
In the small village of Torrent, only a few miles away from the mediaeval town of Torrent and fifteen minutes' drive from the coast.
March 16th to January 1st January.
Girona-Costa Brava Airport 32 miles, Barcelona Airport 86 miles.
Girona-Costa Brava Airport
Mas de Torrent offers 39 suites featuring air conditioning, direct line phone, complimentary minibar, WiFi, satellite TV, DVD, safe, bathrobes and slippers. Suites are divided into the following categories:Garden Suite - bright, modern suite with private terrace and direct pool access.Masia Suite - spacious suite with 18th centrury farmhouse features, offering views of the Emporda.Pool Suite - exclusive, secluded suite with a private pool.Nature Suite- located in the gardens with private terrace. Mas Suite - new exclusive suite of 145 sqm overlooking the garden and heated pool.
Two restaurants, Bar, Indoor pool, Outdoor pool, Spa and Sauna, Hammam, Jacuzzi, Paddle tennis, Tennis courts, Bicycle rental, 24-hour room service, Valet parking, Laundry service, Carwash, Heliport, Luggage room.
Paddle tennis, Tennis, Bicycles.
Close to the mediaeval villages of Pals and Peratallada, and just a few miles away from the beaches of the Costa Brava. The hotel can organise boat trips.
Horse riding and boat trips arranged by the hotel.
Babysitting available on demand. Cots can be provided free of charge for infants up to 3 years old in the Garden and Pool Suites. Extra beds can also be added to these suite categories for a fee.
Complete a simple booking form and e-mail it to us.
We are open Mon-Fri 9-17.30 Sat 9.30-16.00.
Let us know a convenient time to call you back to discuss your holiday.
E-mail us with an outline of your holiday requirements.
Finca Cortesin is an elegant hotel with plenty of special touches to guarantee a
Anse Chastanet is an enticing, relaxed and charming hotel with abundant local fl
A valuable addition to our range of hotels in Provence, the Hôtel Jules César of
"A Cretan Palace on a magnificent stretch of beach"
The Hotel Villa di Monte Solare is one of the most charming, romantic and charac
This enchanting hotel in Portugal is well-suited to both long and short stays in
Find out more about Spain
CapitalMadrid Airportthe main gateway to Spain is Madrid's Barajas airport, although many airlines serve other centres, particularly Barcelona, Malaga, Palma de Mallorca and Valencia. CurrencyEuro (£1=1.24 Euros) Size195,000 sq miles Population46 million Average temperatureClimate varies dramatically from region to region, with the meseta (high tableland of central Spain), Ebro basin and Andalucia scorching in summer (up to 45 degrees Centigrade), cold and dry in winter. The Mediterranean coast and Balearic Islands get a little more rain than Madrid, and the south can be even hotter in summer. The Mediterranean, particularly around Alicante, also provides Spain's warmest waters (reaching 27°C or so in August). Barcelona's weather is typical of the coast – milder than in inland cities but more humid.
Rail holidays and train journeys, tailor-made.
Italian garden holidays and tours for individuals and small groups
Visit our selection of tailor-made family holidays to selected hotels and resorts around the world.
Tailor-made cookery holidays in Italy
Rejuvenating, relaxing, refreshing, good for the body and the soul; spa and well-being worldwide
Our selection of authentic experience and special interest holidays.
Luxury tours for individuals around the world
Summer holiday ideas in France, Italy an
A new Marine Biology Centre as opened at Kanuhura in the Maldives.
Read more
Three new Grand Suites will be introduced for 2020 on the Venice Simplon Orient Express
Mount Cinnamon will be introducing 6 new Cinnamon suites in time for the festive season.
Ten newly refurbished Crusoe Suites at Soneva Fushi will be ready to welcome guests in December
The Hotel Botanico in Tenerife is introducing a new 'Slim and Wellness Programme' from June 2019
The luxury Al Andalus train departure dates for 2020
The Eremo della Giubiliana has announced the themes for its cookery lessons
The redesigned Aqua Park at The Westin Resort Costa Navarino opens end of April 2019.


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Quality Construction Throughout
WorkSpace garage cabinets are designed for the garage environment.
We start with strong cabinet boxes built from 3/4" M2 Industrial Melamine for durability and long life. Cabinet doors and drawer fronts are built from high quality MDF and powder coated for durability. Powder coating is impervious to humidity and highly resistant to most household chemicals. And the beautiful finish withstands most normal wear and tear and will not fade over time.
Top your cabinets off with our industrial-strength countertops. Choose from durable solid 1-1/4" maple butcher block or, for ultimate durability, our chemical and impact-resistant polyurethane Impact Coating.
Finally, everything is built to your order using state-of-the-art manufacturing in our factory in northern Illinois to ensure consistent quality. And we back our quality with a 10-year Warranty on WorkSpace Cabinets. Take a look at these inspiring, organized garage photos.
Our drawer boxes are built to withstand a lifetime of use. We build our boxes using high quality birch plywood for strength. The sides of the box are joined together using superior dovetail construction. Dovetail joints are extremely strong and are used for the entire box, ensuring a long life. Finally, durable powder-coated drawer fronts are attached to the box.
We complete our drawer boxes with heavy-duty full extension drawer glides that are rated at 100 lb. capacity. Our door boxes are shipped assembled, so all you need to do is attach the glides to the cabinet boxes, attach the powder-coated front panel and stainless steel handles and slip your drawer boxes into your cabinets.


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One of the factors of whisky production that can't have escaped the notice of any serious drammer in recent years is the emergence of various new producers of premium-standard malt whisky from countries not traditionally associated with the craft. One such country with a high quality output of single malts right now is India, and no distillery from the sub-continent is making more of a noise than Paul John Whiskies, nestled a few miles inland from the Goan coastline on India's own answer to Route 66.
In fact, the Paul John Peated Select Cask expression we reviewed in this episode has just won the Best Indian Single Malt at the World Whiskies Awards to set alongside a host of other selections and commendations.
We were first introduced to this whisky at Newcastle Whisky Festival 2017 in March this year by brand exhibitors, Sorren Krebs and Craig Watson, who were kind enough to join us for a virtual tasting and general whisky chat over FaceTime for this podcast.
We were also delighted to have some input into this episode from Shilton Almeida, UK Regional Manager for Paul John Whiskies, who gave us some fantastic insight over email into what goes into making peated whisky in Goa.
"We are perhaps the first to use peat from two different regions of Scotland, from Islay and Aberdeen, adding several dimensions to the character of our whiskies. Of course due to the environment in India whisky matures differently. The uniform temperature through the year helps the whisky interact with wood rapidly. Every region has its own pros and cons, and in India, especially in Goa, we lose much alcohol as angel share, yet at the same time the whisky is ready for bottling after just 4 years."
For the playlist we selected – amongst others – some Indian-inspired jazz, The Beatles (Paul John accounting for half the line-up after all), a Rajasthani brass band, Australian-Indian rock and Goan pop.
The conversation with Shilton Almeida, UK Regional Manager for Paul John Whiskies continues…
TIMD: We understand some of your casks are kept above ground, and some below ground. What difference in taste does this provide?
Shilton: In order to provide two different environments within the distillery we have two warehouses at different levels. The underground cellar is cooler and less humid compared to the one at ground level. Whiskies from the underground cellar are elegant and easy drinkable ones, whilst the whisky matured in the upper warehouse is more robust and with a mineral character.
TIMD: The Peated select cask is a NAS whisky – can you give us any idea as to how old the whisky is, and what was behind the decision to go without an age statement?
Shilton: The Peated Select Cask is a 7 YO whisky. In general, whisky consumers tend to compare whiskies, and 7 years is sometimes considered pretty low when it comes to maturation, but what consumers are unaware of is the fact that one year in India is almost equivalent to 4 years in Scotland in terms of maturation.
TIMD: Are there any new or exciting Paul John expressions planned for the near future?
Shilton: After the success of the Oloroso cask release, we plan to have more sherry releases in the future. Also, there are two new limited edition releases to hit the market later this year.
TIMD: What is your personal favourite of the Paul John whisky range of expressions?
Shilton: Being a peat freak, my personal favourite is the Bold. For me its a very well balanced peated whisky.
TIMD: As part of our podcast, we like to create playlists to go with the whiskies we review. This episode will feature a playlist of Indian music. Do you have any suggestions of Indian music for us to add to the playlist?
Shilton: Coming from Goa, I would definitely suggest some Goan folk music. Well, I enjoy this with my whiskies.
Thanks very much to Shilton, Sorren and Craig for taking the time to bring us up to speed with Paul John Whiskies and for their generous input to this podcast.


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Member Core Committee
Jahangir Khan Tareen
Born in 1953, Mr. Tareen received his early education from Saint Mary Rawalpindi and Sadiq Public School, Bahawalpur and stood for his matric and F. Sc. Exams from Karachi. He graduated from F.C. College in Lahore. Upon graduation, he proceeded to the United States of America for higher education and was awarded the degree of Masters in Business Administration from the University of North Carolina in 1974.
Mr. Tareen brings with him, rich and varied experiences in the private as well as the public sector. After a teaching stint in the Department of Public Administration, University of the Punjab, Mr. Tareen joined Grindlays Bank, Lahore for a short period of three years.
After leaving the Bank in 1978, Mr. Tareen ventured into Farming at his family farm in Lodhran. He... FULL PROFILE
Knowing others is intelligence Knowing yourself is true wisdom Mastering others is strength Mastering yourself is true power


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How to serve in tennis?
by MairaS on January 20, 2011
in General Information
The top tennis players are judged from their tennis serves. A strong and controlled serve could win a match for tennis players. As serve in tennis is the starting point of game, so excelling in serving a tennis ball is like building a base for a long-lasting and successful career. Serving a ball in tennis takes a few lessons, time, and months upon months of practice. For excelling in advanced serves, you need to have a grip on crucial basic serve. The basic tennis serve is played by following few steps:
1) Stand behind the baseline of the court and hold racket in your dominant hand with a basic or continental serve grip. Position yourself to the right or left side of the central mark on the court baseline and turn slightly sideways to net.
2) Now take the ball in your non-dominant hand and toss it in the air. The ball should be tossed high enough in the air so that when you use your racket to make contact with the ball, you arm is fully stretched in the air. Keep this momentum and hit your racket through the ball. Let your arm follow naturally into the downward movement.
3) In case your first attempt fails and hits into the net or goes into the incorrect service box, try another serve till you correctly locate it. You must keep in mind that your foot should not touch or step over the baseline prior to ball contact.
And keep practising. Without practice, you wouldn't be able to have a winning serve.


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I also like the Richie Havens version.
Thursday, January 28, 2016
Just Like a Woman by Manfred Mann - Bob Dylan Cover of the Day
I also like the Richie Havens version.
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Bruce Slutsky was born in New York City in 1949. I recently retired after working as a Science/Engineering Librarian at the New Jersey Institute of Technology in Newark for 25 years. I have been married to Karen since 1983. We have a son Lee who is now 30 years old. I am very much interested in the popular music of the 1960s especially Bob Dylan and the Beatles. I am interested in rock and roll radio. Since the inception of the team in 1962 I have been a big fan of the New York Mets.


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The Eagle subohm tank is like no other.
The Eagle features a fancier build qualtiy, its rewickable allowing users to replace the exterior cotton instead of the coil head while offering the purity of taste, easy coil cleaning-remove existing cotton and heat the coils until they glow to get rid of any impuritys.
The Eagle tank top airflow also has improved airflow.
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