text: Call of Duty 4 - Modern Warfare xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Call of Duty 4: Modern Warfare (PC) Complete Walkthrough v.1.30 Last update: 11/20/07 Created by: JediMeister (firstname.lastname@example.com) Copyright 2007 Alvin Shek Table of Contents ----------------- 1. Introduction - Legal Info - Version History - About the Author 2. Level Maps 2.0 PROLOGUE 2.0.1 - 'F.N.G.' 2.0.2 - 'Crew Expendable' 2.0.3 - 'The Coup' 2.1 ACT I 2.1.1 - 'Blackout' 2.1.2 - 'Charlie Don't Surf' 2.1.3 - 'The Bog' 2.1.4 - 'Hunted' 2.1.5 - 'Death From Above' 2.1.6 - 'War Pig' 2.1.7 - 'Shock and Awe' 2.2 ACT II 2.2.1 - 'Safehouse' 2.2.2 - 'All Ghillied Up' 2.2.3 - 'One Shot, One Kill' 2.2.4 - 'Heat' 2.2.5 - 'Sins of the Father' 2.3 ACT III 2.3.1 - 'Ultimatum' 2.3.2 - 'All In' 2.3.3 - 'No Fighting In The War Room' 2.3.4 - 'Game Over' 2.4 Epilogue 2.4.1 - 'Mile High Club' 3. Intel Locations 4. Cheat Codes 5. Credits 1. Introduction Legal Info This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Version History: v 0.10 - Played through the demo, finding the enemy intelligence. v 0.50 - Bought the game, played through until 'One Shot, One Kill' while writing the walkthrough. Took a short break in frustration with dying over and over because the helicopter was so far away. v 1.00 - Finished the game and polished up the walkthrough as much as possible. Found 12/30 piece of intelligence. v 1.10 - Began going through the missions again to find the missing pieces of intelligence. Was not published to any site. v 1.20 - Thanks to Kevin and some other kind souls on the GameFAQs boards I've updated this walkthrough with the location of all 30 intel pieces, and included cheat codes for those of you who want 'em. v 1.30 - Added some minor details regarding 'All Ghillied Up', 'One Shot, One Kill' and 'All In.' Also expanded the section below. About the Author This is my fourth game walkthrough. I haven't written a walkthrough for a couple years but since I'm about to start working again, I decided to give it one last go. Any and all suggestions and tips are welcome, please email me at the address posted above. P.S. I completed the game on Hardened difficulty. As far as I can tell, the difficulty meter determines how quickly you accumulate damage, lowers certain time restraints, and increases the chance of being on the receiving end of multiple grenades whenever you camp in one spot. 2.0 PROLOGUE 2.0.1 'F.N.G.' This is a tutorial level, like all Call of Duty games start. Pick up the rifle and proceed to the firing range. Shoot the targets as directed. CoD now features bullet velocity so you can shoot through certain types of materials to hit the enemy taking cover behind. Go back to the armory and pick up your pistol. Knife the watermelon and head outside. If you're ever lost, hit escape and a mini-map should give you an overhead view of the surrounding area. You'll pass a fuel tanker on the right, and then go through the hangar doors to join your team. You'll receive new orders from Captain Price. Climb the ladder to an observation post. While he gives you new orders, take a look at the area below. You'll proceed from checkpoint 1 to checkpoint 4. It can get a little confusing while clearing the area so I'll try to give as best a description as I can. Climb down the rope and shoot the 3 targets through the windows. Proceed around the wall and enter the structure, hugging the wall to climb down the ladder. Shoot the target that appears and head left. Throw a flashbang into the next room and shoot the two targets within. Go left through the doorway and shoot the targets in front of you and to your right. Turn left, throw a flashbang into the next room and shoot both targets within. Without entering the room, exit the mock structure to the right sprinting, following the arrows on the floor to the finish line. I don't think you get anything special for completing it at the best IW time, so its up to you if you want to try for it. When you're done, approach the team by the monitors to receive your new briefing. You will now get to choose the difficulty you want to play the game at. 2.0.2 'Crew Expendable' After the loading screen, you'll be in a helicopter ready to board the freighter. Kill the enemies in the bridge. Follow your team through the corridors, nabbing the laptop intelligence (1/30) from the crew quarters. Exit back onto the deck, and go down the stairs in front of you to follow your team towards the aft of the ship. The helicopter will kill the enemies shooting at you from the windows above and then report bingo fuel and return to base. Follow Price and the rest of the team through the watertight door, being sure to sweep both the left and right fire lanes. Head down the stairs and around the corner your team will come under fire from enemies down a hallway. Kill them and proceed to the red-lit area. Wait for a teammate to throw a flashbang into the area before heading through the door and killing two more crewmembers. Go up the short flight of stairs and kill the crewmember who appears from the right. Follow your team through the stacks of boxes to another door, which Price kicks in. As you go down the stairs, pick up laptop #2 from a table at the foot of the stairs (2/30). Move with your team, eliminating crewmembers on the catwalks above as well as ones hiding among the boxes. Flush them out with frag grenades and eventually you'll clear the area. Proceed towards the blue cargo container. Grab the manifest (its the flashing clipboard) resting on top of the crate within, and prepare for all hell to break loose. Follow your team up the stairs to the catwalks, and don't get left behind! Once on the deck, make a jump for the hovering helicopter. 2.0.3 'The Coup' You'll assume another person's body for a ride in a car through a city. Watch the chaos on the streets with your almost 200 degree field of movement. I don't know about you, but I get the feeling something bad is going to happen to you... 2.1 ACT I 2.1.1 'Blackout' Kill the two soldiers standing guard outside the house, as well as the two within. Use the silenced M4 so they don't hear you coming. Grab the laptop inside to secure a piece of intelligence (3/30). Follow your team and clear the next grouping of houses. Follow Price into a house and exit into an open field for a rendezvous with Russian troops. Follow your team up the hill and get ready to make use of your sniper rifle. Help out where you can, but kill the machine gunners when ordered. Follow Kamarov through a building and back outside. Take cover in the building from the troops charging down the hill. Make a run up the hill when you don't see any more approaching and then help the Russians take the town by sniping enemy troops from your high vantage point. Continue up the hill to the power station. Rappel down the cliffside and jump over the wall. Head into the village through the open garage and take cover behind the desk to kill the three soldiers that exit through the doorway. Jump out the window and go up the hill to the marked house. Equip your nightvision while you wait for Price to take point. Go through the house eliminating the soldiers guarding the informant. Go upstairs and clear all the rooms, including a bathroom on the second floor which contains another piece of intelligence (4/30). A good habit to form is to throw a flashbang into a room before you rush in, it could save your life. Follow the team outside to escort the informant to the waiting helicopter. 2.1.2 'Charlie Don't Surf' Enjoy the ride into town aboard a Blackhawk helicopter. Rappel down and follow your squad down the alley to the left. Breach the door and head right, down the stairs. Kill the soldiers and clear the room to the left to pick up a laptop with enemy intelligence (5/30). Next, clear the rooms along the right, using flashbang grenades to disorient the enemy. Follow the objective marker back out of the building, and follow the squad through the gap in the low wall. Kill the soldiers hiding out behind the tan car in front of you and head in their direction. Turn left down the alleyway and turn right at the sheets of metal. Kill the two soldiers who drop down from the rooftop, and any opposition as you head for the TV station. Watch out for snipers on the second floors. Turn right and go through an open doorway and up some stairs to get a piece of enemy intel (6/30). Go back down and turn east towards your objective. You'll see a pile of burnt cars and just past it a rooftop with several RPG troops and infantry. Throw a grenade up top to clear it and then climb the stairs on the second building to the south to find another piece of intel (7/30). The TV station with the satellite dish mounted on top is your objective. Get to the door indicated on your compass. Breach, and follow Vasquez and Hatch into the electronics room. You'll enter the office area just ahead. Instead of going through the cubicles, I find its easier to go straight across into the offices since you're less exposed to enemy fire from that path. When you've made enough progress, you'll be able to get to the area left of the giant map of the world. Vasquez will open the door and you'll enter the lobby area of the the TV station. Follow Vasquez up the stairs and through the doors up to the roof. Go through a few more doors until you reach the objective marker. Hold position outside the room and help clear the room. 2.1.3 'The Bog' Follow your squad until you come under fire. Use the car flipped on its side as cover until you're ordered to take point. Run down the steps adjacent to the building and turn left while activating your night vision. Kill the four enemies hiding behind the low wall and go through the hole in the building. Turn right and follow your squadmate up the stairs, feel free to dispatch his attacker with a swift knife to the back. Continue up, and hold position near your end of the hallway. Toss a grenade in to soften the resistance and clear to the furthest room. Use the M60 to mow down the enemies in the building across the way. Exit back into the hallway and follow the Marines clearing the side room. Pick up the laptop on the table to the left to pick up the piece of enemy intelligence (8/30). Go back the way you came down to the first floor. Take a right into the first doorway, and continue through the rooms to the end. Eliminate the enemy troops on the rooftops before crossing to the adjacent building. When you get the order to pick up the Javelin rocket launcher, kill as many opposition troops on the overpass as you can, because they can ruin your day with a lucky shot. The Javelin is found in the open courtyard where the heavy firefight was just taking place. Equip it and find the green squares as quickly as possible. Lock the crosshairs and when you hear a solid tone, let fly a rocket. There are four armored vehicles in total, but I believe you only have to kill two to complete the objective. Follow your squad through the hole in the fence and take a short breather as you follow them through the bazaar. When there is a path to the left, take it, and turn left again when you see the refrigerator. The piece of intelligence is hidden behind some boxes to the left (9/30). Eventually you'll reach an open field of sorts, with a friendly tank in the middle. Towards the south and the west are hordes of enemies intent on taking out the tank. Prioritize your targets, the fighters armed with RPGs first, those armed with rifles and other assorted weaponry second. Take cover behind the dumpster or the tank, but don't stand near any cars as they can take you out when they explode. Also, try not to stay in one single spot with your sights up, because the enemy will continually throw grenades at you. When you've cleared the area to the south, head west, picking off the stragglers. You'll know when you've cleared enough, because you'll receive new orders to take out the AAA gun to the southwest. The little area with the AAA gun is only accessible through the building to the east of the gate. Kill the three men within and plant the C4 on the indicated area of the gun. Clear the building before you detonate the explosive. Return to the open field and make a beeline for the beacon marker. Drop it and see the awesome firepower wielded by Cobra helicopter gunners. Return to the tank to end the mission. 2.1.4 'Hunted' You have your pick of weapons here, an M4, a G36, and an MP5. If I were you, I'd grab one with a scope instead of iron sights. Head towards the marker and follow the team into an archway under the bridge. Price will take point and move into a garage. Take aim at the soldier threatening the old man, and pull the trigger when Price gives the order. You team will make short work of the others. Jump over the fence and go prone behind the wheel of hay. After the helicopter passes by, follow Price and the others to the next farmhouse. Behind you, more enemy soldiers will arrive on truck, and a helicopter provides air support. Delay them while Gaz busts open the basement door and then dive in yourself. Find Nikolai and head upstairs. The front door will suddenly open and an enemy flashbang will come in. Don't be standing in the middle of the room when it goes off. Exit the house and grab the enemy laptop in the house with the soda machine in front (10/30). Kill the dogs that are released and follow Nikolai. Continue eliminating soldiers until the area's quiet. Follow Price and the others through the chain link gate. Slide down into the drainage ditch and don't move until Price gives the OK. Follow the team onto a flat open field. Despite how tempting it might be to pop some heads of the search party, hold your fire, and move when your team does. Eventually you'll be compromised, but hopefully after most of the enemy soldiers have moved away, leaving you with only maybe four or five opposing forces at best. Move into the greenhouse where you once again come under fire. Kill the opposition and head towards the marker on your compass through another greenhouse. Eventually you'll find yourself back outside. Turn left as soon as you exit the second greenhouse, and jump over the burnt windowsill into the remains of a building. Across from you is a barn. Kill the soldiers that rush out and grab the laptop from atop the barrels in front of you (11/30). The helicopter will make another pass, but you can kill the gunner momentarily to take some heat off your back by taking aim at the gunnery door and firing in short bursts of 2-3 rounds. I say momentarily because eventually a new gunner will appear. Get into the barn with a red tractor. Swap a weapon for the Stinger launcher. The first one will miss because the helicopter drops flares, but pick up another one and finish it off. Follow Price out the door and you'll hear a transmission telling you of the arrival of an allied gunship. Stop in the ditch before you reach the road. Price will call down an airstrike, but feel free to cap some infantry while they're distracted by the gunship. Walk past the burning vehicles to end mission. 2.1.5 'Death From Above' This mission you're going to be in the hot seat on a AC-130 Spectre gunship. The 105mm cannon takes too long to reload in my opinion, so you're better off using the other two weapons. The 25mm machine guns zoom in pretty far, so use it to pick off single targets, whereas the 40mm is better suited to saturation targeting. Make sure you keep the IR viewer on so you don't accidentally shoot friendlies. Eventually, Price and his men will commandeer civilian vehicles. Keep switching between the different weapons systems to keep watch over the friendlies so that you aren't stuck with a narrow view of the battleground. Friendly Chinook helicopters will come upon the scene and lift the soldiers below to safety. 2.1.6 'War Pig' Immediately take cover behind the car in front of you. Make the enemy soldiers in the bus your first priority. When you are able, advance towards the junk pile. A squadmate will announce the arrival of enemy troop helicopters. Run around either the bus or the blue cargo container to find a stash of RPGs which you can use to shoot down the helicopters before they drop off all the enemy reinforcements. All of the enemy resistance will suddenly slacken and you're free to follow your squad to the objective marker. Follow the tank through the massive archway but don't rely on the cars nearby for cover. Shoot at the RPG troopers on the rooftops. Hug the right wall and flank the enemy by making your approach through buildings rather than on the street. After passing the cars and the dumpster on the right side, jump over a low wall, and go up the stairs to the right. The first room on your left on the second floor holds a piece of intelligence on the dresser. Continue from building to building on the right side of the road. When the tank comes to a stop, enter the restaurant building directly behind it, and one of the second floor rooms has a laptop of enemy intelligence on the bed (13/30). Exit down to ground level, and hug the left wall. Jump through the gap and engage the enemy head-on. Follow the objective marker to a back alley where one of the soldiers is leaning against a dumpster to move it towards the barricaded enemy. Snipe the two men manning the machine guns in the building ahead and enter. The room with the machine gun next has another laptop (14/30). Follow your team to a hole in the building overlooking an intersection guarded by an enemy tank. Sit back and watch the pretty explosion. Go down to ground level and take point to the LZ. 2.1.7 'Shock And Awe' You'll start out the mission as a gunner on a Chinook. You're horribly exposed so just keep an eye on the temperature gauge on the right hand side of the screen and let fly the mortars. Your biggest threat are the RPG troopers and the anti-aircraft vehicles. I personally thought that this was the section that most frustrated me because I had the misfortune of being killed by infantry with automatic weapons more times than I'd like to count. Eventually you will clear the rooftops and the helicopter will land to let off some troops. The helicopter will take off again and this time you will allowed to attack on foot. Follow the squad into the building and clear the first floor, then head up the stairs to the second. Nab the laptop in the corner (15/30). Drop down to ground level and take cover behind the cargo container. Go around it to the right and walk through the door. Clear the upstairs, and check the closet for another laptop (16/30). Go back downstairs and follow the marker to get to the helicopter and temporary safety. On the way back, two enemy soldiers attack from the alley to the right. Board the helicopter, and you'll see an escorting Cobra attack helicopter get shot down. Shoot the RPG troopers on the rooftops and the infantry on the ground level before the helicopter can touch down. You are tasked with grabbing the pilot and dragging her back to the Chinook. Wait for your squad to fully deploy and take up defensive positions around the crash site before attempting to drag her to safety. Once you have her, run as fast as possible back to the Chinook. Your seat is right next to the ramp, so cover your team as they board. And then...just watch... Crawl up out of the wreckage and off the ramp to the ground below. Somewhere along the road, you'll get the bad news. 2.2 ACT III 2.2.1 'Safehouse' Follow your team up the dirt path. Troops will attack from the bell tower to the left. Call in an airstrike on the building closer of the two marked on the compass and clear both floors. There's a laptop resting on a dresser on the second floor (17/30). Clear the next furthest building on the right, and another piece of enemy intelligence is yours for the taking in the dining booths (18/30). Go up onto the second floor and grab and RPG if you haven't already killed the armored vehicle. Exit the door leading to the water tower, but turn right instead of heading for the marker. You're going to make a wide loop, following the wire fence around the corrugated sheet building to the left, and ending up at the designated building. The building at the top of hill overlooking the village has no intelligence within, so keep going counter-clockwise around the town. Once you've cleared all of the buildings, one marker remains. The area is quiet, but that all changes as you close to within 70 meters of the final target building. Use your nightvision goggles to your advantage and with your team's help you'll make it to the barn. Wait for Price to break down the door and open up a can of whoopass on Al-Asad. GG indeed. Now its time for a trip down memory lane. 2.2.2 'All Ghillied Up' Follow MacMillan into the structure and then go prone before the patrol sees you. Pull out your silenced pistol and tail them until they both turn around. Kill one, and MacMillan will take out the other. Hug the building and MacMillan will let you decide the fate of the soldier by the car. The both of you will jump over the fence and then MacMillan will stop when he sees the lookout in the tower. Snipe him and the patrolling guard that MacMillan notices. Go into the church and climb the ladder up to the observation post. Grab the laptop (19/30). Follow MacMillan out the door and past a gap in a low wall. Jump over the pipe and get ready for a tense situation. Two APCs and accompanying Russian troops approach from the East-Southeast. Try not to get run over by an APC and anticipate the vector the troops are moving at so that you won't get stepped on. The best idea is to go prone and stay right behind MacMillan, and move ONLY when he does. Another option provided by Devon Mathis suggests the following: "A much easier way is to look to your left, there will be two trees. They are both close to each other. lay behind the one DIRECTLY behind up and as close as you can get up against it. The enemy will have to move around the tree, therefor going around you, and therefor you don't have to move at all." Eventually he'll stand behind a caterpillar tractor. You have a choice now. You can either kill the troops or sneak around. Whatever you decide, take the lead as you head southeast towards a group of cargo containers. MacMillan will then take point and knock out the guard patrolling around. Turn south and go prone as you go between two cargo containers. You should see a laptop in the middle of the enemy camp atop some blue barrels (20/30). The guy leaning back in the chair is half-asleep so pop up quickly and grab it before rejoining MacMillan. Watch out that you don't walk into the path of another patrolling soldier. Follow MacMillan through a series of containers until you reach one with a crack between the doors. MacMillan will lead the way past the soldiers and under a truck. A new truck will pull up right behind the first one, stay under both. Wait for the troops to walk away and then you're sprinting to cover once again. MacMillan will then order you to kill the sniper on the 4th floor fire escape on the side of the building. Go all the way up the stairs and jump into the window on the 4th floor to pick up another laptop (21/30). Go back down and jump in the broken window on the 2nd floor, then drop down to street level out the other side. No matter what you do, don't shoot the dog, just keep moving. If it starts growling or barking, move faster. If you kill the dog, eight or nine wild dogs will charge you and MacMillan and you'll be in the fight of your life. Stay right behind MacMillan and all will be fine. After passing through another crumbling building, you'll see a hotel in sight. 2.2.3 'One Shot, One Kill' Take a look at the picture of zakhaev before you start aiming with the rifle. MacMillan will make positive ID, so you have about 30 seconds from the meeting until Zakhaev turns around and leaves. MacMillan will let you know right before Zakhaev leaves. Zoom in so that you have Zakhaev and the flag on the nearby car in the scope. You'll need to account for the direction of the wind, so compensate by moving the rifle in the direction opposite the flag. Another option is to wait for the wind to die down when Zakhaev raises his arms in frustration and take the shot there. Remember to aim a bit high to account for the Coriolis effect. If you miss with the first shot, quickly take another. You'll blow off his arm, but zoom back out and kill the helicopter pilot and/or gunner to buy some time to escape. Turn around as soon as you can and go up the short flight of stairs. Begin rappeling down before MacMillan reaches you or else you might not make it in time before the upper floor explodes in flames. Help MacMillan take out some of the soldiers taking cover among the cars and then run away from the ones behind you at full speed. At some point you'll notice a timer counting down from 20 minutes. You have this much time to make it to the rendezvous point near an abandoned fairgrounds. Head in the hallway on the left and wait for MacMillan to open the door. Follow him through both broken windows, after shooting the dog on the other side of the chain link fence. Kill all of the soldiers outside in the playground area. Switch to your sniper rifle and shoot down the helicopter. Turn around and run so that you have less distance to run to pick up MacMillan from under a rotor blade and go through the gate towards the objective. Release MacMillan near the bumpers of one of the cars and kill the soldiers who attack. Pick him back up, and proceed past the burning barrel and wrecked car. Hug the right wall, releasing MacMillan if you need, then pick him up and head for the apartments ahead. Go in the door to the right, and right again, up a ramp of smouldering debris. Turn left into the room and head for the stairwell. Turn right into the room on the other side. Drop MacMillan near the right doorway. Kill the dogs and two soldiers. The soldiers are waiting in the room across the hallway. Pick MacMillan up exit the building into a courtyard. Drop MacMillan and go up the nearby ladder to the fire escape and climb up to the top level. Pick up the laptop and go back down (22/30). Go into the other building and turn left or right into either locker room. Follow the corridor around into the swimming pool area. Stay away from the dogs by hugging the left wall around to the hole in the wall to the grassy field beyond. Head towards the ferris wheel, and snipe the two guards in your way. The timer stops as soon as you reach the field. The upcoming section of the level is quite possibly the hardest in the game so far so take a deep breath. You'll have to hold your position by the ferris wheel until the helicopter (which is 10 km away mind you) arrives. You can use your claymore mines and C4 to set up defenses around you and MacMillan, but between you and me, he can take care of himself. From what I've seen, the best places to hide out are on the far side of the bumper cars, which is south of the ferris wheel, or camp by MacMillan. There are no autosaves after the 6 km point, when enemy helicopters lower additional troops into the area. Holding out isn't really a problem unless you're unlucky and all the troops throw grenades at you at the same time. Its making it to the chopper that's the hard bit. My recommendation is to plant C4 near the far groupings of cars as you carry MacMillan to his sniping position by the ferris wheel. If you get too far away from him, he'll die. The groups of two to three cars mark where the enemy troops will be lowered from the helicopters. When the helicopters finish dropping off their loads, detonate the C4 and run to the south side of the bumper cars area. You can hold out here until the chopper arrives. On Hardened difficulty, you'll be pelted with flashbangs and grenades at this position, so be forewarned, this is no cakewalk. At some point, attack dogs may show up as well. The second and final piece of intelligence on this level will be available at some point after the enemy reinforcements arrive by helicopter. Look for the five story building to the southeast. The doors will open to reveal a long and narrow U-shaped area. The laptop is located within (23/30). When the helicopter arrives, take some time to kill the enemy troops and then pick up MacMillan. You may have to drop him again if you need to eliminate additional troops. When its relatively quiet near you, pick him back up and run up the ramp to the waiting Chinook. 2.2.4 'Heat' Follow Price and the others up to the wooden fence. Let the initial wave be wiped out by the concealed charges, and then open fire on the survivors and the secondary waves. Reload only when you have a few bullets left, because it takes a long time. The enemy will get smart and throw smoke grenades to cover their advance. Run to the downed helicopter and man the minigun. You have to enter the crew cabin through the door on the other side. It takes some time to get started but the best advice is to keep your finger on the trigger until you see the temperature gauge get orange. Use the minigun to wipe out the helicopters that arrive as well. You'll get new orders to abandon the minigun, so follow your team up the hill. Take up a defensive position by Price until you're ordered into the nearby tavern. Grab the C4 detonators from the windowsills and blow each set in succession. You'll eventually fall back to the farm where you captured Al-Asad. Grab the Javelin and lock onto the pursuing tanks. Destroy all four. After several more radio transmissions, you'll have to go back down the hill. Straight down the middle isn't really an option, so go in the building to the west and keep going west, then turn south. Remember that you have the option of calling in airstrikes so if you keep dying at the same spot, call in an airstrike before you advance down the hill. If you're fast, you should make it to the checkpoint with some time to spare. Take cover behind some rocks and cover your team's approach. Then board the helicopter when directed. 2.2.5 'The Sins of the Father' Follow the team through the junkyard, and jump over a car wreck. Get on top of the nearby dumpster and take aim at the guards in the tower. When Price gives the command, take both of them out and help your team eradicate the outpost with support from your sniper rifle. Rush into the diner and look over the tables to the left. Grab the laptop before the next part of the mission starts (24/30). When you are once again in control, you'll be in the guard tower you cleared. The ambush will go down, and in the process the tower will be brought down. Go around the car, and to the right of the buses, back the way you came. Kill the dog and keep sprinting. Eventually you'll reach a paved road heading north-east. Enter the building on the right so you can get an angle on the soldiers behind the barricades. Kill them and then run to the wall of the building ahead to trigger the next checkpoint. Follow Griggs and Gaz into the alleyway. Kill the soldiers on the other side of the rusting fence. Instead of jumping through head east past the dumpster, and then north. Go up the stairs and use this vantage point to help your team take the backyard. Grab the laptop before going back down and heading north-west around the buildings (25/30). Continue along, eliminating enemies, and go up the stone steps leading into a parking lot. Find cover from the machine gun nest and the ever-helpful Blackhawk will eliminate it for you. Enter the building, go up to the second floor. Clear it, and then go up the stairs to the north to get to the third floor. Take cover in a side room and let the Blackhawk eliminate the enemies. Proceed up to the roof but you won't make it in time to stop the guy from committing suicide. 2.3 ACT III 2.3.1 'Ultimatum' Form up with your team and head to the marker to the southwest. Your team will kill the opposition along the road. You'll see a gate in the distance, and after clearing the area, Price will breach a door to the right. Go up the stairs by Bremner, and plant C4 or claymores outside the two locked doors. Kill the two soldiers in the adjoining room. Four soldiers will rush out of the doors right into your waiting explosives. Go back downstairs and wait by the front door. Take out the soldier patrolling by the car quietly and his partner to the southeast. If you don't do so quietly, soldiers from the building to the west may attack, along with several attack dogs. After they're all dead, proceed to the second floor of the building to the north. Clear the first room and then proceed upstairs. Let your team breach the door, then untie Griggs and head back outside. Follow the team to the transmission tower, hiding from the enemy helicopters the fly over. Place the C4 and get to a safe distance before detonating. Follow your team through the fence and to the compound up ahead. Jump through the hole in the wall. Consider switching your pistol for either the sniper rifle or shotgun by the crates. Continue north behind your team into an open garage. As you attempt to head west, you'll come under attack from troops hidden in the buildings across the field, and helicopters will drop off additional troops. Kill them all, including the ones on the rooftop to the south. Enter the building with an open garage door to the west to find another piece of enemy intel in the northwest room (26/30). Exit south and go up the stairs to the second floor of the building ahead. The team will come under attack from the east. Kill all the enemies, including one whom may be hiding in the tower. Go into the building south of the tower, and exit west. As you enter the building to the west, three trucks will pull up. Eliminate the troops that emerge and then proceed southwest along the road where you'll meet up with a sniper team. The proverbial doggy feces hit the fan and the mission ends. 2.3.2 'All In' You'll start out under fire from the helicopter gunship but it'll get shot down. Follow the team through the gap in the fence. Throw smoke grenades to cover your approach to the vehicle and use nightvision to cut through the smoke. Hopefully you don't get run over >_<. Plant a C4 packet on the rear of the vehicle and detonate it from behind cover. Exit to the east, and turn south at the road. Take cover in the building marked with '2'. Exit towards the east, hugging the buildings on the right. You'll advance towards a gatehouse, where one of your soldiers will blow the gate with a charge. Before heading through the gate, go behind the south building across from the gatehouse. Collect the ammo and pick up the laptop for a piece of intel (27/30). Head through the gate and continue east into the first building across from the gate, and wait for a BMP to stop near you. As always, its easiest to approach from the rear. Blow it, and advance towards the farther one. On your way to the second armored vehicle, head southeast towards the hangar-like structures. Go into the middle one of the three that you see on your minimap and pick up the laptop from the ground next to some barrels (28/30). Take up a position by the exhaust vents and rappel down as soon as you are able. An alternate way of doing this level is to go around the chain-link fence towards the north. Plant a C4 on the indicated area and kill the enemy troops among the cargo containers. When the first BMP appears you can retreat back out the hole you blew to the truck and use the RPGs stacked up by it to take it out without having to get up close and personal. Instead of following the road to the south, keep heading east to the blocked gate, and up the rusted stairs. This rooftop overlooks the silo area where two additional BMPs attack. You can use the Javelin launcher on this roof to make quick work of the two vehicles before jumping over the railing and rejoining your team for the level exit through the air vents. 2.3.3 'No Fighting In The War Room' Crouch and follow Griggs through the ventilation shaft. You'll drop down into the shower area. Exit through the door Price is peeking around and turn right into the hallway with the yellow strobelight. From this point on, on Hardened difficulty anyway, you have 11 minutes to make it to the control center and abort the missiles. Turn left and kill the men running down the hallway around the corner to the right. Continue down the path, which is quicker than the right because it bypasses the kitchen. Turn left into a dark meeting room to pick up the laptop facing away from you on the table. Keep advancing until you reach a room divided into two halves by crates in the middle. Kill the enemies annd then proceed behind the crates, and down the stairs. Turn left and proceed down the extremely long hallway. The most expedient way is to go along the parallel side corridors to the left or the right. Before you charge bravely and suicidally down either path, throw a flashbang in to blind any potential ambushers. Rejoin the long hallway and then turn left at the corner. You'll see yet another long hallway. Again, there are two parallel corridors, so pick one and clear down it. At the end of the main hallway, go through the door and Price will secure it behind you. Gaz and Bravo Team will open the launch bay doors from the security room, but it opens ridiculously slow. Throw a flashbang in, and hug the right wall around to a brick room with two flashing red strobes. Plant a C4 packet where its indicated, and blow the charge. If you still have a flashbang or two now is the time to use it. Go through the hole you blasted, turning left and running for cover alongside the workstations. Help your team clear the area and check the briefing room near where the other team breached the control center for the final piece of intelligence (30/30). Go down the central aisle separating the workstations and enter the abort codes using the keyboard on the left side as you're facing the main viewscreen. You have to hold down the action key while your character enters the codes. Just tapping it won't do. Follow Price and Griggs back out of the hole and go down the hallway eliminating the enemy soldiers. Board the elevator and ride it up. Exit into the vehicle depot and with the rest of the squad, clear it of all hostiles. 2.3.4 'Game Over' This mission starts as a standard rail-shooter mission that's been a staple of CoD games. Crouch for cover if you need. Make the RPG trooper on the truck behind you a priority. After a while, you'll pass through a couple of tunnels and cause a crash between a fuel truck and the one chasing you. Pick up the RPG launcher next to you and try to take out the helicopter. It'll fly off but then reappear, taking out the bridge in front of you. When you regain control of your person, jump northeast as soon as you can to get off the falling section of bridge. Take cover behind a nearby wrecked car and shoot at the pursuers. A Hind helicopter will fly for a final pass and wipe out most of your team. Zakhaev and his men show up to execute the survivors. One of your friendly soldiers will slide a pistol to you. Use it to kill Zarkhaev and his two cronies to end the mission and the game. 2.4 Epilogue 2.4.1 'Mile High Club' Note: You have to sit through the credits to open up this level. As far as I know this mission isn't related to the plot in any way. Kill the terrorists as you proceed towards the front of the plane. You have 1 1/2 minutes to find the hostage. Note that you can shoot through seats to hit the terrorists behind, but the same is also true for yourself. Go up the stairs at the front and turn around, killing the opposition. Aim down the sights of your pistol and kill the terrorist before evacuating the plane by jumping out. 3. Intel Locations With Kevin Rice's permission, I am including his list of intelligence locations. This area is for people who have already completed the game and are no longer in need of step-by-step directions of how to proceed through each level. # Level Location 1 2 - Crew Expendable In the room that the drunk soldier comes out of, next to the two sleeping soldiers 2 2 - Crew Expendable To the left of the bottom of the stairs after the first flash bang 3 4 - Blackout In the first shack on the left at the beginning of the level 4 4 - Blackout In the bathroom of the night vision building 5 5 - Charlie Don't Surf In the basement of the target building, far left room from the bottom of the entry stairs 6 5 - Charlie Don't Surf Second story of the furthest right building in the town before crossing the main street 7 5 - Charlie Don't Surf After crossing the road to the right side, it is on the second story of the first, right most building 8 6 - The Bog After the machinegun section, in the room that the two soldiers door breach in the hallway 9 6 - The Bog After the Javelin section, in the northeast corner of the alley. To the left of the crooked posters, behind the boxes 10 7 - Hunted After the building where the enemy tries to flank and flashbang, there is a shack to the right 11 7 - Hunted After the second greenhouse, under the tin roof to the left, in front of the barn 12 9 - War Pig In the area after the tank runs over the car, in the first two story building on the right, on the second floor 13 9 - War Pig Across the street from the first intel piece, on the second story in one of the rooms on a cot 14 9 - War Pig Behind the two second story MG positions that overlook the alley full of cars near the end of the level 15 10 - Shock and Awe In the far right corner of the room where you rescue the recon squad on the second story 16 10 - Shock and Awe After you jump down with the recon squad, in the second story building straight ahead, on the second floor, in the closet 17 12 - Safehouse In the first building on the right after the forest, on the second story, across from the mattress 18 12 - Safehouse In the building next to the water tower, inside one of the booths 19 13 - All Ghillied Up At the top of the ladder inside the church 20 13 - All Ghillied Up Halfway through the maze of containers, inside the makeshift camp to the right on a small table 21 13 - All Ghillied Up At the top of the stairs where you shoot the sniper down 22 14 - One Shot, One Kill After exiting the building with the dogs and hiding enemies, at the top of the fire escape 23 14 - One Shot, One Kill When the enemies start attacking the carnival position, through the right alleyway, through the back door 24 16 - The Sins of the Father Before the opening scene fades to black, inside the diner, on a table 25 16 - The Sins of the Father On the second story of the building right before the alleyway where enemies shoot from the roofs 26 17 - Ultimatum In the area of the first major encounter, in the room directly across from your entry point into the battle 27 18 - All In Before heading through the blown up gate, in an alleyway behind the building to the right 28 18 - All In In the southeastern warehouse (far right) out in the missile area with the two ZPUs 29 19 - No Fighting in the War Room After the bathroom, take the left hallway, past the locker rooms, in the darkened meeting room on the left 30 19 - No Fighting in the War Room In the meeting room at the far end of the missile control room Single Player Cheats Intel Pieces Cheat Code Description 2 CoD Noir Turns the game colors black and white 4 Photo-Negative Inverts the game colors 6 Super Contrast Turns up the contrast in the game 8 Ragtime Warfare Turns all game colors black and white, adds an old film filter, speeds the game up to 70% of normal speed, and replace the sound with a looping ol' timey track 10 Cluster Bombs All frag grenades thrown by the player explode into 5 live grenades 15 A Bad Year All enemies explode into a cloud of car tires when killed 20 Slow-Mo Ability Clicking in on the right button slows the game down to 40% of normal speed 30 Infinite Ammo Gives the player infinite ammo 4. Cheat Codes I can't for the life of me understand why someone would need cheat codes on this game but for those who can't resist, here they are for your reading pleasure. GameFAQs user 'cekken' posted it on the boards for public use so I am just making it easier for people to access. Note that to make use of the codes, you have to enable the console in the 'Game Options' menu. Here it is in its entirety, his post regarding the codes: Hit the tilde key (~) to drop the dev-console. Type seta thereisacow 1337 and then press ENTER. Type spdevmap and then press ENTER. (This step is what was making cheats not work for some, unless you type spedevmap and then hit exit when it says it could not find map, cheats will not work.. found this out after tweaking around last night). Once you hit spdevmap and exit back to main menu, resume your saved game or start a new one and cheats should be working fine! Type the following codes in from the console (~) to activate them: Code - Result: give all - Access All Weapons god - God Mode noclip - No Clipping Mode notarget - Enemies Ignore You give ammo - Full Ammo jump_height # - Adjust Gravity (Default = 39) timescale # - Adjust Time (Default = 1.00) cg_LaserForceOn 1 - Add Laser Sight to All Weapons 5. Credits I'd like to thank Activision and Infinity Ward for making a sweet game for all fans of first person shooters. Thanks as well to Jake Steeves for pointing out the location of the second piece of intel on 2.1.1 'Blackout', and Kevin Rice for sending me an entire list of intel locations as well as what they unlock. I will be integrating that list in its entirety, with some minor changes in formatting, into the walkthrough/FAQ for version 1.20. Additional thanks are in order for Devon Mathis for his suggestion on where to hide on 'All Ghillied Up'


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This article is more than 1 year old
Concept phone punted as ultimate music handset
Handset records and edits, but doesn't guarantee recording contract
Getting a friend to hold your handset near the guitar as you jam isn't the best way to record your musical prowess for posterity. So a design firm's drawn up plans for a mobile with music at its heart.
Ondo: capture, edit and send music with one phone
Ondo's been described by firm Pilotfish as a "music editing phone concept" suitable for anyone who wants to capture and edit music using their handset.
The phone's pull-apart construction means that if, for example, you wanted to record yourself singing or playing the drums, then all you'd need do to capture the sound would be to snap off one of the phone's recording "sticks" and then clip it onto the sound source.
Pull off 'sticks' act as microphones
A graphic equaliser would be displayed on each stick's touch-sensitive OLED panel when capturing sound. Files could be sent to friends as an MMS.
When a call comes in, a single image of the caller would be displayed across the three sticks.
A bendy middle section would let you edit track sounds
Sticks aside, Pilotfish said Ondo would also have several other music features. For example, it would have a bendable midriff for modifying tracks by twisting and bending, wah-wah pedal fashion.
A record deck-style dial would also enable "precise track editing by accurately selecting and cropping sound files".
Mix things up using the mini turntable
Pilotfish told Register Hardware that a working model of the phone could be developed within three to five years, but because the firm doesn't yet have a production partner there are no plans to do so. ®

subset: commoncrawl


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"Detroit is a blank canvas." I cringe every time I hear this phrase, even though it's used by people who mean well.
To say something that references "emptiness" regarding a city founded in 1701 is both unfair and inaccurate, as it implies that there's nothing here—or worse—that there's nothing worth talking about here.
By suggesting this, the speaker disregards momentum building around the Detroit 2.0 movement, which is in full swing. Dan Gilbert, my partner in Detroit Venture Partners, has purchased nearly four million square feet of commercial real estate, setting off a trigger reaction for private investment downtown, where sports, business, technology, and the arts converge. Over the next few years, we'll witness the positive effects of our city's revitalization from within, as fallout from this tipping point of innovation.
Rather than refer to Detroit as a blank canvas, perhaps it makes more sense to call it an unfinished one. There are already splatters of paint on the board demonstrating promise, as well as blunders that need to be fixed. However, there is still enough white space left for someone to come in and make a mark, which will leave a lasting impression on the painting. People innovating and using creativity to win are making some of the most impactful brush strokes; the end result is a more beautiful painting for us all to enjoy.
Entrepreneurship requires you to hunker down and get started. It's true that the landscape in Detroit is more worn than others you might find. That being said, there's a strong case to be made for starting a business here, stemming precisely from these long-standing challenges and problems. The following elements are like buckets of paint, a toolkit of brushes, or even a paint-by-number guide: they make it easier for someone to add to the canvas.
Talent: This area is chock full of people who are hungry for an opportunity. New graduates make up the first camp—those born and bred in the region are educated in a local network of world-class universities, leaving ready to enter the business world. The current market has forced many of these graduates to launch their careers elsewhere, causing a "brain drain," but this trend can be stopped by providing jobs locally. Unfortunately for the economy, there's a large group of professionals who are out of work. Engineers, laborers, techies, sales associates, managers, consultants, and a whole host of others now need jobs, many of whom have years of business experience under their belt. For a savvy business owner, this second group provides a capable workforce. Why pay more to fight over average talent elsewhere when you could have your choice of hirable, less expensive A-listers in Detroit?
Space: With more than 130 square miles and too many vacancies to count within its borders, Detroit boasts land. Lots of it. No other major city would have empty skyscrapers available for purchase, let alone for pennies on the square foot. Similarly, no other major city would have vacant lots, begging for parks, gardens, and public art pieces, let alone with herds of new downtown residents awaiting them. Just as a brush needs a painter to bring it into action, so too does this land require someone to make use of it.
"Small" Town: Although Detroit is one of the largest American cities, it retains an attitude of a "big city, small town." When someone starts a business in New York or Los Angeles, it's easy to get lost in the shuffle. Here, new businesses stand out and we take notice, welcoming newbies with open arms and celebrating their entrepreneurial fire. Because of this, it's often easier to get face time with head honchos here than it would be elsewhere, which makes your business's goals more quickly attainable.
Something Bigger: It's rare to be in the right place at the right time, but when you are, the sparks just seem to ignite out of thin air. At this moment, Detroit seems to be "right," as it's experiencing a truly fresh start through revitalization. It's not just an up-and-coming downtown center that's drawing talent; it's the chance to help change the landscape of a region that is in dire need of it and the opportunity to make a long-lasting impact. Being a part of something bigger than oneself is special and adds another layer of importance to anything your company does. Instill a sense of purpose—and pride—in your employees by being a part of something meaningful. Put passion first, and dollars will follow.
Yes, Detroit is in a sense wide open, awaiting those who want to take advantage of opportunities for growth. Yes, the city has much room for improvement in a variety of areas, many of which have long been ignored. No, that doesn't mean it's a blank canvas, and it definitely doesn't mean we should refer to it as such. Instead, we need to realize we have the once-in-a-lifetime chance to make a noticeable brushstroke on a canvas whose final version affects us all. Let's seize it.
Josh Linkner is The New York Times bestselling author of "Disciplined Dreaming: A Proven System to Drive Breakthrough Creativity." He is the CEO and Managing Partner of Detroit Venture Partners, focused on rebuilding urban areas through technology and entrepreneurship, and will speak at the September 17 Techonomy Detroit conference.
Detroit Is No Blank Canvas: Why Creativity Pays Here
"Detroit is a blank canvas." I cringe every time I hear this phrase, even though it's used by people who mean well. To say something that references "emptiness" regarding a city founded in 1701 is both unfair and inaccurate, as it implies that there's nothing here—or worse—that there's nothing worth talking about here. By suggesting this, the speaker disregards momentum building around the Detroit 2.0 movement, which is in full swing.


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U.S.-Mexican Trucking Dispute Takes Positive Turn
The formulation of a concept document by the U.S. Transportation Department to provide for long-hauling of Mexican trucks in this country is a "positive step," according to Nick Giordano, vice president and counsel for international affairs for the National Pork Producers Council (NPPC)
January 12, 2011
The formulation of a concept document by the U.S. Transportation Department to provide for long-hauling of Mexican trucks in this country is a "positive step," according to Nick Giordano, vice president and counsel for international affairs for the National Pork Producers Council (NPPC).
There is optimism among trade officials in Washington, DC, and with officials in Mexico that a deal can be hammered out, but Giordano says it will be necessary to keep the pressure on the Obama administration to ensure an agreement has been struck in a timely fashion.
"We are going to continue to keep the pressure on and continue meetings up on the Hill and in correspondence with the president," he says, because much is at stake. "Mexico is a very important market and it is market share that we fought for and gained over the years with the implementation of the North American Free Trade Agreement (NAFTA), and it is very painful to see things coming undone," he laments.
NPPC data shows that pork exports to Mexico represent more than 20% of U.S. sales and Mexico is, or was, the second-largest customer for U.S. pork. A loss of the Mexican market over several years would result in the loss of 2,083 direct jobs in the industry and 33,013 in secondary employment in such areas as veterinary services, input supplies and local businesses and government, according to an analysis conducted by Iowa State University economist Dermot Hayes.
Currently, "U.S. pork producers are still suffering" from trade retaliation by Mexico due to the delay in approving a trucking agreement, says Giordano. U.S. pork sales are down 17% in comparing August-October 2010 to August-October 2009 sales. August was when Mexico imposed tariffs on U.S. pork products.
"I don't think there is any question we are losing sales to domestic Mexican pork products, but we are also losing sales to Canada. They are working from a small base, but Canadian sales to Mexico during that same time period of August-October grew by 278%," says Giordano.
The issue escalated when Congress eliminated funding for a pilot cross-border trucking project in 2009, citing concerns about the safety of Mexican trucks, to which Mexico argued the ban put the United States in violation of NAFTA. A NAFTA disputes-settlement panel agreed, permitting Mexico to retaliate with large tariffs on U.S. goods, including pork.
Those tariffs on U.S. goods will remain in place until the issue is resolved, Reuters reports, resulting in an estimated $2 billion in losses, says U.S. Trade Representative Ron Kirk.
In 2009, the United States shipped $762 million in pork products to Mexico, and since 1993, the year before NAFTA was implemented, U.S. pork exports to Mexico surged by 580%.
Giordano is cautiously optimistic that the United States is nearing a pivot in its stance on trade overall with the initial compromise on the Mexican trucking issue, the impending ratification of the U.S.-South Korea Free Trade Agreement and the hiring of Chief of Staff William Daley, who is a strong trade proponent and was involved in the development of NAFTA.
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Ok here is my second challenge my last one didn't go so well (NO ONE ENTERED), But anyways here it is i would like you to draw any anie character in an adopt a whatever box Example
Hopefully someone will enter. I will have three judges Me,Ace of hearts,and ace of hartsu ^^
The pictures will be based on these categories.
Shows you worked hard
and lastely
Showing that you had fun ^^
Please do not submit old art
No copying other art
and most important of all
Have FUN
ill give you a month so umm yea
And prizes
1st a digital colored fanart of any favorite character or Oc in an adoption box + 3Gifts + Animated Gif of your favorite anime character
2nd a lined fanart of a favorite anime character or Oc in an adoption box + 2Gifts
3rd a sketched fanart of favorite anime character or Oc in an adoption box + 1Gift
P.s For those who dont get 1st,2nd, and 3rd will also recieve one gift ^^


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Story highlights
NEW: The search for survivors continues after a boat carrying 28 Haitian migrants sinks
The boat, bound for the United States, ran aground off Hawksbill Cay, the U.S. Coast Guard says
Eleven bodies have been found and 13 people remain missing; four made it to shore
About 587,000 Haitian-born people live in the United States, 2010 Census figures show
U.S. Coast Guard officers continued to search for survivors Tuesday after a boat carrying 28 Haitian migrants ran into trouble in the Bahamas while on its way to the United States, leading to at least 11 deaths.
Thirteen people are believed missing, the U.S. Coast Guard said Tuesday.
Four of those on board made it safely to shore Monday and raised the alarm with the Bahamas police force, U.S. Coast Guard spokesman Petty Officer Jon-Paul Rios said.
The hunt for survivors continued early Tuesday, with U.S. Coast Guard officers scanning the seas from the air and Bahamian police conducting surface searches.
The Haitians' vessel ran aground and broke up near Hawksbill Cay in the Bahamas, the Coast Guard said.
The Coast Guard sent three aircraft, one of them a rescue helicopter, to the scene after Bahamian authorities asked for help and recovered 11 bodies there, Rios said.
Rescued Haitian migrant boat refugee becomes Coast Guard rescuer
Capt. Brendan McPherson, 7th Coast Guard District chief of response enforcement, said it was a "tragic and preventable loss of life," in a statement Tuesday.
"As we continue our efforts to locate any survivors, the Coast Guard urges family members everywhere to plead with loved ones overseas who might wish to immigrate to the U.S. to only do so through safe and lawful means," he said.
The United States has long been a destination for migrants from Haiti, with many sailing via the Bahamas or the Turks and Caicos Islands.
Boats overflowing with migrants fleeing persecution under the regime of Jean-Claude "Baby Doc" Duvalier began landing on U.S. shores in the 1970s. Others sought refuge after the collapse of the Duvalier dictatorship in the late 1980s, according to the Migration Policy Institute.
Council urges probe of sinking refugee boats
In the early 1990s, tens of thousands more Haitians migrated to the United States after the coup d'etat deposing President Jean-Bertrand Aristide.
The January 2010 earthquake that devastated the capital, Port au Prince, and surrounding communities did not result in an immediate wave of mass migration to the United States, as some had feared.
Nonetheless, about 587,000 Haitian-born people were living in the United States as of 2010, according to the U.S. Census Bureau, about half of whom are naturalized U.S. citizens.
That number had climbed from 408,000 in 2000 and 218,000 in 1990, according to a 2010 report by the U.S.-based Center for Immigration Studies, citing earlier census figures.
At least 16 dead after migrant boat sinks near Dominican Republic
Nearly half the migrants from Haiti have settled in Florida, with New York, New Jersey and Massachusetts also attracting sizable communities, the CIS report says. A fifth of Haitian immigrants and their young children residing in the United States live in poverty, it adds.
The Haitian diaspora has traditionally helped its Caribbean homeland recover from natural disasters, with large sums sent back to Haiti in remittances, the Migration Policy Institute says.
The United Nations estimates the January 2010 earthquake affected nearly 3 million people and killed about 220,000. More than 1.5 million people were left homeless in a country that was already the poorest in the Western Hemisphere and racked by crisis.
CNN's Nick Valencia, Laura Smith-Spark and Catherine Shoichet contributed to this report.


text: Cassiopeia A (Cas A): A 300-year-old supernova remnant created by the explosion of a massive star. Caption: This stunning picture of Cas A is a composite of infrared (red), optical (yellow) and X-ray (green and blue) images. The infrared image from the Spitzer Space Telescope reveals warm dust in the outer shell with temperatures of about 25 degrees Celsius, whereas the optical image from the Hubble Space telescope brings out the delicate filamentary structures of warmer (10,000 Celsius) gas; Chandra shows hot gases at about 10 million degrees Celsius. This hot gas was created when ejected material from the supernova smashed into surrounding gas and dust at speeds of about ten million miles per hour. A comparison of the infrared and X-ray images of Cas A should enable astronomers to determine whether most of the dust in the supernova remnant came from the massive star before it exploded, or from the rapidly expanding supernova ejecta. Chandra X-ray Observatory ACIS Image |


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I heard recently in a sermon that the LDS church views Jesus' death and resurrection as almost a "blemish" on Christianity - that it was an unfortunate event, and not at all the way God planned for things to go.
According to this statement, this is the reason there are no crosses in LDS churches, at the Temple in SLC, etc.
This SLC Tribune article seems to indicate the same.
My question, therefore, has two parts:
- Is the article / claim of the sermon correct, and
- What is the "official" doctrinal stance of the LDS church on the death and resurrection of Christ?


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After what has been said in elucidation of the theories involved in the medical formulas, the most important and numerous of the series, but little remains to be added in regard to the others, beyond what is contained in the explanation accompanying each one. A few points, however, may be briefly noted.
The religion of the Cherokees, like that of most of our North American tribes, is zootheism or animal worship, with the survival of that earlier stage designated by Powell as hecastotheism, or the worship of all things tangible, and the beginnings of a higher system in which the elements and the great powers of nature are deified. Their pantheon includes gods in the heaven above, on the earth beneath, and in the waters under the earth, but of these the animal gods constitute by far the most numerous class, although the elemental gods are more important. Among the animal gods insects and fishes occupy a subordinate place, while quadrupeds, birds, and reptiles are invoked almost constantly. The uktena (a mythic great horned serpent), the rattlesnake, and the terrapin, the various species of hawk, and the rabbit, the squirrel, and the dog are the principal animal gods. The importance of the god bears no relation to the size of the animal, and in fact the larger animals are but seldom invoked. The spider also occupies a prominent place in the love and life-destroying formulas, his duty being to entangle the soul of his victim in the meshes of his web or to pluck it from the body of the doomed man and drag it way to the black coffin in the Darkening Land.
Among what may be classed as elemental gods the principal are fire, water, and the sun, all of which are addressed under figurative names. The sun is called Une´'lanû´hi, "the apportioner," just as our word moon means originally "the measurer." Indians and Aryans alike, having noticed how these great luminaries divide and measure day and night, summer and winter, with never-varying regularity, have given to each a name which should indicate these characteristics, thus showing how the human mind constantly moves on along the same channels. Missionaries have naturally, but incorrectly, assumed this apportioner of all things to be the suppositional "Great Spirit" of the Cherokees, and hence the word is used in the Bible translation as synonymous with God. In ordinary conversation and in the lesser myths the sun is called Nû´ntâ. The sun is invoked chiefly by the ball-player, while the hunter prays to the fire; but every important ceremony-whether connected with medicine, love, hunting, or the ball play-contains a prayer to the "Long Person," the formulistic name for water, or, more strictly speaking, for the river. The wind, the storm, the cloud, and the frost are also invoked in different formulas.
But few inanimate gods are included in the category, the principal being the Stone, to which the shaman prays while endeavoring to find a lost article by means of a swinging pebble suspended by a string; the Flint, invoked when the shaman is about to scarify the patient with a flint arrow-head before rubbing on the medicine; and the Mountain, which is addressed in one or two of the formulas thus far translated. Plant gods do not appear prominently, the chief one seeming to be the ginseng, addressed in the formulas as the "Great Man" or "Little Man," although its proper Cherokee name signifies the "Mountain Climber."
A number of personal deities are also invoked, the principal being the Red Man. He is one of the greatest of the gods, being repeatedly called upon in formulas of all kinds, and is hardly subordinate to the Fire, the Water, or the Sun. His identity is as yet uncertain, but he seems to be intimately connected with the Thunder family. In a curious marginal note in one of the Gahuni formulas, it is stated that when the patient is a woman the doctor must pray to the Red Man, but when treating a man he must pray to the Red Woman, so that this personage seems to have dual sex characteristics. Another god invoked in the hunting songs is Tsu´l'kalû´, or "Slanting Eyes" (see Cherokee Myths), a giant hunter who lives in one of the great mountains of the Blue Ridge and owns all the game. Others are the Little Men, probably the two Thunder boys; the Little People, the fairies who live in the rock cliffs; and even the De´tsata, a diminutive sprite who holds the place of our Puck. One unwritten formula, which could not be obtained correctly by dictation, was addressed to the "Red-Headed Woman, whose hair hangs down to the ground."
The personage invoked is always selected in accordance with the theory of the formula and the duty to be performed. Thus, when a sickness is caused by a fish, the Fish-hawk, the Heron, or some other fish-eating bird is implored to come and seize the intruder and destroy it, so that the patient may find relief. When the trouble is caused by a worm or an insect, some insectivorous bird is called in for the same purpose. When a flock of redbirds is pecking at the vitals of the sick man the Sparrow-hawk is brought down to scatter them, and when the rabbit, the great mischief-maker, is the evil genius, he is driven out by the Rabbit-hawk. Sometimes after the intruder has been thus expelled "a small portion still remains," in the words of the formula, and accordingly the Whirlwind is called down from the treetops to carry the remnant to the uplands and there scatter it so that it shall never reappear. The hunter prays to the fire, from which he draws his omens; to the reed, from which he makes his arrows; to Tsu´l'kalû, the great lord of the game, and finally addresses in songs the very animals which he intends to kill. The lover prays to the Spider to hold fast the affections of his beloved one in the meshes of his web, or to the Moon, which looks down upon him in the dance. The warrior prays to the Red War-club, and the man about to set out on a dangerous expedition prays to the Cloud to envelop him and conceal him from his enemies.
Each spirit of good or evil has its distinct and appropriate place of residence. The Rabbit is declared to live in the broomsage on the hillside, the Fish dwells in a bend of the river under the pendant hemlock branches, the Terrapin lives in the great pond in the West, and the Whirlwind abides in the leafy treetops. Each disease animal, when driven away from his prey by some more powerful animal, endeavors to find shelter in his accustomed haunt. It must be stated here that the animals of the formulas are not the ordinary, everyday animals, but their great progenitors, who live in the upper world (galû´nlati) above the arch of the firmament.


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Hi All,
At the moment I have a v simple client app connecting to a socket which receives raw binary data. I have the same app effectively in C++ which works fine - so I know I'm not writing the client properly.
Basically it is receiving data, but with massive message loss. For every 10 or so messages only one gets read in to the app. Just wondered if anyone has any suggestions where this is going wrong?
Here's the code - simply looks or a DWORD (4 Bytes), then reads 253 + DWORD from the socket.
//Receive data from SerialtoNetwork server try { while (true) { byte[] cbuf = new byte[300]; int lBytesAvail = in.available();//read(cbuf, 0, 4); if (lBytesAvail > 4) { in.read(cbuf, 0, 4); int lBytesRead = in.read(cbuf, 0, 253); String lstr = new String(cbuf); System.out.print(lstr); System.out.println(""); System.out.println("Bytes Received:" + lBytesRead); } } } catch (IOException e) { System.out.println("Read failed"); System.exit(1); }
Many Thanks


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Image courtesy of SF Food Wars
Hey, guess what? I am honored and excited to have been selected to compete in the next SF Food Wars smackdown: "Amuse Brunch (brunch in a bite)."
As with Yeast Affliction, my previous foray onto the culinary battlefield, 20 cooks and bakers will attempt to dazzle three judges and 200 brunchists-at-large and capture the title of most amazing/amusing brunch bite. The roster of competitors and their dishes will be announced soon and will undoubtedly promise a brunch spread that will amuse even the most astute bouches.
All this amusement will transpire at noon on Sunday, May 16, at Thirsty Bear in San Francisco. Tickets, which are $15 and include a beer, mimosa, or Bloody Mary, go on sale on May 4 at noon sharp, on the SF Food Wars website. If you want one, plan to have your clicking finger poised on the mouse at 11:59 a.m.; these gems sell out fast!


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World Space Congress, Houston 2002
Arm and Hand were mounted on a linear axis system in the lab. The scene-analysis component could recognize water and wine bottles and two different types of glasses. The robotic system was mounted in the lab, whereas it was commanded from a VR system built by IRF, Dortmund located in Houston on the WSC. The telecommand as well as the telemetry data were sent over the Internet. Additionally and a high quality video signal, to show the robotic system in the lab, was sent over ISDN to Houston.
For private demonstrations a simple command interface with a RealVideo Stream to visualize system status was also provided using only Internet connection.
Automatica 2004
The system was integrated on the mobile platform. Basic navigation skills and a simple obstacle avoidance method were added to navigate autonomously to the desk. A speech interface was added and attached to a commercial speech command system. That allowed it to command the robot very intuitive from all over the booth. The scene-analysis component worked without additional special lightning. The precision of the object localization allowed to unscrew the cap of the water bottle (see figure). A demonstration for wiping with a sponge was given. Shown a basic wiping pattern by moving the arm with the sponge, the system could generate a wiping trajectory for an area with some spilled wine. The wiping area was detected by vision.
ICRA05 Video Proceedings (Finalist for the ICRA 2005 video award)
A new complex skill was added that allows the system to open and drive through a door. First the platform moves in front of the door with help of odometry and laser scanner localization. Then the vision system detects the door handle with a template matching approach. The matches from the three video images of the digiclops system deliver sufficient precise door handle localizations to securely approach and grasp the handle. After reaching contact with the hand the arm is put into a Cartesian impedance controlled mode based on a special potential function. During the move through the door hinge the arm has its virtual equilibrium position on a circular path relative to the base platform. There is not rotational stiffness set that means the orientation of the hand automatically adjusts. This approach allows opening the door without exact information about the doors size.


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12 March 2012 - Stronger regional networks are vital in confronting the threat of illicit drugs, said Yury Fedotov, UNODC Executive Director, at the opening of the fifty-fifth session of the Commission on Narcotic Drugs, which is meeting in Vienna from 12 to 16 March. "We face a transnational threat of extraordinary proportions that amounts to $320 billion or some 0.5 per cent of global GDP", he stressed.
Ministers and counter-narcotics officials from the 53 member States of the Commission will consider issues of concern, including the availability of narcotic drugs and psychotropic substances for medical and scientific purposes and prevention of the diversion of chemicals for use in the manufacture of illicit drugs. The Commission is the central policymaking body within the United Nations system dealing with illicit drugs.
President Evo Morales of the Plurinational State of Bolivia explained that his Government was vigorously combating cocaine trafficking and had destroyed tons of that drug. He said his country needed more international assistance to combat the scourge, particularly in the form of equipment and technology. However, Bolivia had decided to withdraw from the Single Convention on Narcotic Drugs of 1961 to "correct a historical error" concerning the indigenous uses of the coca leaf. Bolivia would reaccede to the Convention if it could make a reservation allowing the traditional consumption of coca leaf to continue, he said.
The Executive Director urged States to intensify health strategies as part of a comprehensive response to drug demand, supply and trafficking. "At present, the balance between our work on the supply and demand sides stays firmly in favour of the supply side. We must restore the balance. Prevention, treatment, rehabilitation, reintegration and health have to be recognized as key elements in our strategy", he said. "Overall, our work on the treatment side must be considered as part of the normal clinical work undertaken when responding to any other disease in the health system."
Given that 2012 marks the centenary of the signing of the International Opium Convention in 1912, the first legal instrument on drug control, the Executive Director said that it was important to recognize the gains made over the past hundred years, but that more needed to be done. He stressed the importance of human rights: "Our commitment is founded on the drug conventions. They form part of a continuum based on human rights and the rule of law that flows directly from the Universal Declaration of Human Rights and international standards and norms to our delivery of practical actions."
Mr. Fedotov highlighted the regional initiatives being spearheaded by UNODC in the context of shared responsibility among drug-consuming and drug-producing nations to combat the security threats posed by drug flows. UNODC recently launched a regional programme for Afghanistan and neighbouring countries to help to create a broad international coalition to combat opium poppy cultivation and opiate trafficking and production. Networks such as the triangular initiative between Afghanistan, Iran and Pakistan and the Central Asian Regional Information and Coordination Centre are being strengthened. The Office will soon launch a new regional programme for South-Eastern Europe that will focus on the "Balkan route" used for heroin trafficking.
Mr Fedotov also emphasized the importance of enhanced support for Central America: "Countries in Central America, especially in the "Northern Triangle", face dramatic challenges. States have called for a strong UNODC presence in the region. This is why we have created a regional hub for Central America and the Caribbean in Panama to be linked with a re-profiled office in Mexico and other countries in the region."
Important as those initiatives are, tackling supply only was not the solution, according to the Executive Director. "Let me be clear: there can be no reduction in drug supply without a reduction in drug demand, " he said.
View Photo Slideshow in Flickr
Commission on Narcotic Drugs (CND)
Full speech by UNODC Executive Director Yury Fedotov at the opening of the fifty-fifth session of the Commission on Narcotic Drugs


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CINCINNATI (AP) -- President Barack Obama says when it comes to unfair Chinese auto subsidies, he's fighting back — but Mitt Romney's mostly talk.
Campaigning in Ohio, Obama announced a new challenge with the World Trade Organization, saying the subsidies have cost thousands of jobs at auto and auto parts companies.
Obama says: "It's not right, it's against the rules and we will not let it stand."
His move comes after Romney ramped up charges that Obama lets the Chinese get away with widespread trade cheating.
But at a rally in Cincinnati, Obama said all Romney's done is "send them our jobs." He says Romney's firm, Bain Capital, champions outsourcing, and his tax policies favor overseas production.
Obama says on trade, you've got to "walk the walk, not just talk the talk."


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DETROIT (AP) -- The families of three teenagers killed or injured in a 2006 car crash are suing General Motors, alleging that the company was negligent in designing its small cars and committed fraud by not disclosing facts about the defects.
Natasha Weigel, who was 18, and Amy Rademaker, who was 15, both of Wisconsin, died after the crash involving a 2005 Chevrolet Cobalt compact car with a faulty ignition switch. The car's driver, Megan Phillips, suffered permanent brain damage, according to a statement from the families' law firm.
GM failed to warn the teens of a dangerous defect and misrepresented the car's safety, said lawyer Robert Hilliard in a statement. The firm said the lawsuit was filed Friday in Hennepin County, Minnesota, where the car was purchased.
The crash was among the first blamed on the faulty ignition switches. Last month GM recalled 1.6 million Cobalts and other small cars worldwide to replace the switches. The company has admitted knowing about the problem for at least 11 years before taking the action.
The switches can slip out of the run position, shutting down the engine while the cars are being driven. That can cut off power-assisted steering and brakes and cause drivers to lose control. It also disables the air bags if there's a crash. GM says at least a dozen people have been killed in crashes linked to the switches.
Hilliard, whose firm is in Corpus Christi, Texas, said an investigation showed the Cobalt's air bags failed to activate and the ignition switch was in the accessory position. That indicates the power steering and brakes and air bags did not work properly, he said.
"GM hid this dangerous, life-threatening defect from my clients and all other Cobalt drivers for over a decade just to avoid the cost of a recall," Hilliard, of the firm Hilliard Munoz Gonzales, said in the statement.
The lawsuit seeks more than $50,000 each for Phillips and the survivors of Weigel and Rademaker, the statement said.
GM would not comment directly on the lawsuit but said it's focused on "ensuring the safety and peace of mind of our customers involved in the recall."
Under the terms of its bankruptcy, GM is not liable for legal claims from crashes that occurred before it left bankruptcy protection in July of 2009. Such claims would go to a trust formed to settle claims against the old company. Lawyers, though, are researching whether they can prove that GM knew about the ignition switch problem during the bankruptcy but didn't disclose it to the court. In that case, the new GM might be liable for older claims.
CEO Mary Barra has admitted that GM took too long to recall the cars and apologized to the families of those killed in crashes. The company said the ignition switches can wear from heavy, dangling keys. If the key chains are bumped or people drive on rough surfaces, the switches can suddenly change from the "run" position to "accessory" or "off."
On Feb. 13, GM announced the recall of more than 780,000 Chevrolet Cobalts and Pontiac G5s (model years 2005-2007). Two weeks later it added 842,000 Ion compacts (2003-2007), and Chevrolet HHR SUVs and Pontiac Solstice and Saturn Sky sports cars (2006-2007). The recalled cars have the same ignition switches.
Barra said she expects all the cars to be repaired by October.


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Like any art fair, Tokyo Photo has a real mix. Many of the big international names are being shown - Eggleston, Friedlander,
Cartier-Bresson, Chris Bucklow - but what interests me are things that seem uniquely Japanese in an original way. And you have to hunt for those. Nevertheless, here are a few things that caught my eye. Above "Form #1" by Miwa Nishimura. Click on the image to see the wigs that have been digitally added to each seagull.
Below: From Sohei Nishino's ongoing series of dioramas done in cities all over the world. It's a painstaking process where he spends weeks photographing the city from many hundreds of different vantage points. Then back in the studio he begins to assemble the individual frames from the contact strips into a collage that takes several months to create. The collage is then photographed and editioned into three sizes.
London Diorama by Sohei Nishino.
Detail from the above diorama.
Two prints from Haruko Nakamura's 19 print series "The Gift from the Sea".
What's selling is sex. Misato Kuroda's series "Sawako".
And last but not least - an early Chicago picture by the master photographer Yasuhiro Ishimoto.


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"We seek to bring our communities together in support of reasonable steps taken to prevent future suffering such as that endured by the bereaved and traumatized families of gun violence victims... we commit to building consensus and support in our communities for steps that will turn our collective grief into shared hope."
Contact: Sean Thibault
202.387.2800 or firstname.lastname@example.com
Washington, D.C. -- On the one month anniversary of the Newtown tragedy, in advance of Vice President Biden's report and policy recommendations to President Obama, and as the discussion about preventing gun violence continues in communities throughout the United States, a number of prominent national leaders, who have served on the President's Advisory Council on Faith Based and Neighborhood Partnerships, today released the following joint statement (please note: these leaders are not speaking on behalf of the Councils nor on behalf of their professional organizations or congregations, but in their individual capacities). The political, ideological and religious diversity reflected among this group of leaders underscores the common understanding of the importance of meaningful action to address gun violence. The full statement is below:
"We come together as faith and community leaders who love our country and its Constitution, treasure our rights and take pride in fulfilling our duties as American citizens. We have come to respect each other out of our service on the President's Advisory Councils on Faith-based and Neighborhood Partnerships but we speak out today in our individual capacities out of our shared desire to unite our country in addressing the challenges of gun violence in America. We write on the one month anniversary of the tragedy in Newtown and are issuing this statement before Vice President Biden issues his report and recommendations.
As we are people of diverse religious, ideological and political views, so our communities are comprised of millions of loyal Americans, some who own guns and some who do not, but all of whom have grieved alongside the families of those lost to gun violence. We come with a common purpose out of a conviction that despite our diversity, we all share a commitment to protect the lives of our people. We commit ourselves and call upon our communities and our elected officials to make every effort to save human lives, especially the lives of children, from senseless gun violence that does not represent the responsible citizenship intended by the Second Amendment.
Gun violence profoundly affects people in our neighborhoods, our organizations, and our houses of worship. We seek to bring our communities together in support of reasonable steps taken to prevent future suffering such as that endured by the bereaved and traumatized families of gun violence victims. We endorse reasonable steps taken to keep dangerous weapons out of the hands of dangerous people through measures such as ensuring and enforcing universal background checks for gun purchases, collection and publication of relevant data on gun violence, and other constructive measures that will limit gun violence.
Millions who we serve and their families already suffer the effects of the stigmatizing misperceptions regarding mental illness. As we serve, teach and counsel our communities, we can help those who constitute a danger to themselves and others, and guide them to the intervention and help they need. Now is a time to educate the public and bring support for creating adequate mental health and mental illness resources in the community. We call upon all sectors of American society, including our government, to see that those in need of mental health services will more readily find and receive them.
We know that these changes are deeply connected with changing our culture and ourselves so that we no longer treat depictions of excessive violence as a primary source of our entertainment. This is a transformation that begins at the grassroots level of family, school, community institution and house of worship. Without a doubt, the national mourning that has followed the tragedy in Newtown demonstrates that even the incessant cacophony of violent film, music and video that overwhelms our senses each day has not dulled the compassion with which we are endowed.
We acknowledge that our communities are not in total agreement as to the extent of the measures they currently envision. As religious and non-profit leaders, we commit to building consensus and support in our communities for steps that will turn our collective grief into shared hope. We acknowledge that the privilege of American freedom also carries a moral responsibility, which we recognize we can only shoulder together.
Susan K. Stern
Melissa Rogers
Rev. Leith Anderson
Anju Bhargava
Angela Glover Blackwell
Noel Castellanos
Arturo Chövez, Ph.D.
Rev. Canon Peg Chemberlin
Frederick A. Davie, M.Div.
Archbishop Demetrios of America
Most Rev. Katharine Jefferts Schori
Bishop Mark S. Hanson
Dr. Joel C. Hunter
Lynne Hybels
Harry Knox
Maria Nagorski
Ven. Miaohong
Rev. Otis Moss Jr.
Nancy Ratzan
Rabbi David Saperstein
Rabbi Julie Schonfeld
Elder Steven E. Snow
Rev. Larry J. Snyder
Rev. Jim Wallis
Rev. Dr. Sharon E. Watkins
Sister Marlene Weisenbeck
Dr. Barbara Williams-Skinner
Rev. Dr. Nancy Wilson


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Falling Skies 4×03 Promo "Exodus"
Falling Skies 4×03 "Exodus" – Tom and the 2nd Mass hatch an elaborate plan to escape the confines of the Espheni Ghetto. Meanwhile back in Chinatown, after learning from Ben that Lexi has been keeping a deadly secret, Maggie confronts Lexi publicly. At the Espheni Youth Camp, Matt tries to talk Mira out of a dangerous escape plan. While trekking through the woods with her guerilla fighters, Anne has a flashback to her time in the Espheni Tower with Karen (guest star Jessy Schram), where a terrifying secret about Lexi is revealed. Treva Etienne guest-stars.


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The site navigation utilizes arrow, enter, escape, and space bar key commands. Left and right arrows move across top level links and expand / close menus in sub levels. Up and Down arrows will open main level menus and toggle through sub tier links. Enter and space open menus and escape closes them as well. Tab will move on to the next part of the site rather than go through menu items.
For people with Down syndrome, family members, caregivers and professionals.
Duration: 8 ms, Number of Results: 70
Are you looking for suggestions of activities you can do at home? We have compiled a list of some ideas below! There are ideas for arts and crafts, cooking, education/learning, fitness and physical ac
There are many things to think about when planning a date such as who you will ask, when and where you will go, how much it will cost, and how you will get to and from the date. The handouts below can
There are many things to think about when we are looking for a job that is right for us. The visual linked below describes a variety of potential jobs and job settings, provides a list of questions to
This handout shares tips for individuals with Down syndrome to be successful in the workplace.
The visuals under the headers remind us of the steps for brushing our teeth. Tap or click on the headers to find printable versions for electric and manual toothbrushes. There are also versio
The visuals under the headers explain what self-talk is and why we use it. Tap or click on the headers to find printable versions for girls/women and boys/men. There are also versions for dif
Our Resource Library has several resources on developing and maintaining healthy friendships for individuals with Down syndrome and their families and caregivers. Having meaningful relationships can p
When we talk about emotions during our social skills groups for adolescents and adults with Down syndrome, we explain that it is ok to feel any emotion; however, it is not ok to have negative
This visual handout explains what boundaries are and how to set them.
This visual handout from our social skills group explains what to do when there is a conflict.
This visual handout shares activities you can do to help yourself calm down.
Being able to manage conflict effectively is an important skill for having healthy relationships. The handouts pictured and linked below are from our social skills groups for individuals with Down syn
"I" statements are a way to share how we feel in a clear, calm, and respectful way. The handouts pictured below explain the components of "I" statements. There is a
This social story talks about privacy using pictures appropriate for men.
This social story talks about privacy using pictures appropriate for women.
This visual handout explains what consent is and why it is important in relationships.
This document includes a template and images that individuals with Down syndrome and their families can use to create a bedtime routine visual.
This social story explains what public means using pictures.
In this video, Bridget describes and demonstrates how to brush your teeth using a manual toothbrush and an electric toothbrush. Our Resource Library also has Brushing Teeth Visuals that corr
What do we like about our friends? As this handout shows, good friends usually use nice words, do kind things, listen, tell the truth, have boundaries, apologize, take turns, and say how they feel.
Moving our bodies throughout the day can help us be healthy.
The social stories linked below are intended to help individuals with Down syndrome and other intellectual or developmental disabilities prepare for and feel more comfortable with going to the dentist
Several organizations have created helpful resources about COVID-19 vaccines. We have provided links to some of them below. VISUALS / PLAIN LANGUAGE RESOURCES Getting the COVID-19 Vaccine &a
Learn why conversation skills are important in romantic relationships.
Please note: The information on this site is for educational purposes only and is not intended to serve as a substitute for a medical, psychiatric, mental health, or behavioral evaluation, diagnosis, or treatment plan by a qualified professional. We recommend you review the educational material with your health providers regarding the specifics of your health care needs.
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