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A Glitch, also known as a Bug, is an error in the game that produces an effect that was unintended by programmers. Glitches can be unintentional and may cause problems to the player, but some glitches may be used to the player's advantage.
The following page lists all of the major glitches found in the Grand Theft Auto games (Major means most noticeable, or easy to exploit). Take note that if you are going to post a new glitch, it must be able to be repeated.
One of the most popular and common glitches is nicknamed "Blue Hell". It is featured in every game since GTA III. Once you enter it, you will fall for 5–10 seconds, and then return to the surface.
Grand Theft Auto
The Swimming Glitch
Find some water, preferably a small pond, but not the ocean and walk towards the water. Continue walking when you hit the water and you'll continue walking/swimming, but only for 5–6 seconds.
Grand Theft Auto III
Walking Above The Porter Tunnel
One method of reaching Staunton Island and Shoreside Vale before they're unlocked, without cheats, is by exploiting a glitch that allows you to walk above the Porter Tunnel. To do this one must drive a car to the concrete sea wall above the tunnel entrance on Portland Island. The player has to park the car right along the edge of the wall, in line with the tunnel. When the player exits the vehicle, they will fall through the sea and into Blue Hell, but will land on top of the tunnel. The player can then walk along the tunnel, then jump into Blue Hell at the Staunton Island or Shoreside Vale end, so that the player can get teleported above the surface.
Walking Above The Subway Tunnel
This glitch can be performed at the subway in Shoreside Vale at the airport. When the train arrives to the platform, take the very last door of the train. Enter the train and then get out again. You will automatically get teleported above the platform, standing above Blue Hell and you will see the tunnel. Then you can run on the tunnel (you have to jump over one of the first holders for the electricity cables in the ceiling, otherwise you will fall into the tunnel). This is a good method to reach the whole Shoreside Vale if you not have unlocked it yet (if you get busted or wasted, you will be transported to the hospital or police station on the nearest island that you have unlocked). If you want to get to Shoreside Vale, jump into Blue Hell. You will respawn on the ground of the island.
Rhino Spawn Glitch
If you spawn a Rhino (using the cheat code) anywhere in the city, a second one will spawn in the middle of the street at Liberty Campus around the corner from the safehouse.
Taxi Driver Glitch
The player can transport people in any car besides the Taxi or Cabbie by executing the following glitch. Enter a taxi cab, and press and hold the side mission button. Keep holding the button and exit the cab. Then enter the car to whichever one the player desires (except for other vehicles with side missions). Once in the new car, release the sub-mission button and the Taxi mission will start.
Easy Vigilante Glitch
Whenever you are on a Vigilante mission, get near the target car (on visual range seems to be enough) and pause the game, entering the menu screen. Immediately once you resume playing the criminal on the car will stop and proceed his/her "getaway" on foot, being much easier to kill. Also, he will most likely engage in shooting other pedestrians if you are not his nearest target. A very few times this might not work the first time, just try again and/or get just a bit closer.
"Killer Look" Glitch
While you are on foot, if there is anybody trapped under a car and you use the first person view (just look around a little bit), they will die instantly. The death will not be added to Claude's tally. This also happens if the ped is trapped under the car and the player starts a mission. This glitch does not seem to occur on the IOS verison of the game however.
Pedestrian Money Glitch
Sometimes if a pedestrian is killed, he/she may drop a large sum of cash, usually a total of at least $3,000. This may be a glitch in the programming from the money drop rate, as this glitch occurs to almost any pedestrian.
Tunnel Gang
Inside the narrow tunnel that runs beneath St. Mark's(which links Portland Docks with the Harwood Train Yard), there are 4 peds that spawn, supposedly remnants of Darkel's gang, a deleted character. Drive a Bobcat into the tunnel and stop so you are in view of the gang. Get out of the Bobcat, jump on its hood, and walk up to its roof. The 4 peds will start walking around aimlessly. When you walk back down onto its hood, 4 more gang peds will spawn in the same spots. Each time you walk from the roof down to its hood, 4 more peds will spawn. However, the game will freeze after at least 40 peds have spawned.
Accessible Joey's Garage Glitch
You can get into Joey's Garage and see the whole interior as seen in cutscenes, by drive a car into the left garage door. Run on the left corner between the door and the garage. After a few seconds, you will be inside the garage.
Car Spawn Glitch
Take a car, drive it anywhere. Save and load your game and you can see the car is still in there in the condition it was left in. In addition, recently made skidmarks will still be visible if you load the game quick enough.
Missing Gang
If you start a new game on a memory card with Rumble completed, the Purple Nines will not spawn as they permanently disappear after that mission. This will make it impossible to complete Uzi Money and subsequent D-Ice missions, as killing randomly spawned Nines is the sole objective of the mission.
Porter Tunnel glitch
If the player is driving thorugh the tunnel, particularly through the Portland and Shoreside sections of the tunnel, the player may spot cars such as the TOYZ van which appear to be hovering with their lower section (the wheels) inside the tunnel and their top section outside the tunnel. This only appears to occur in the the 10th anniversary edition. This may also occur if the player obtains a six star wanted level they may see the same phenomenon only this time it is occuring to Barracks OL trucks
Grand Theft Auto: Vice City
Bike Morphing
Find a motorbike and a clothing icon. Park the bike in the clothing icon, but make it so that when you get off, Tommy won't touch the icon. Get off the bike then get back on. If you did it right, Tommy should have gotten the clothes and gotten on the bike at the same time, and as a result, he will be in a standing position, yet stuck to the motorcycle. This is hard to do at first but practice makes perfect. This also works for cars, but it is much easier with motorcycles, or with the Caddy.
Cargo Ship Glitch
On the cargo ship in Viceport if you get to the top of the ships cargo you may see a small gap between the two sets of cargo. If you jump into the gap, you will appear outside of the ship between the cargo holds outside the ship and on the other side of the road.
Cherry Popper Save Bug
The Cherry Popper's save point can corrupt your saved file. To avoid the corruptions of the files, save elsewhere. However sometimes this doesn't happen but it's better not to risk.
Test Track & Trial by Dirt
The initial scores of both Trial By Dirt and Test Track will have the same time results once both scores are listed in stats. Once you play the missions again and beat each time, the scores will be individual as they should be.
Helicopter with Cinematic Camera
If you use the cinematic camera view while performing a drive-by in a helicopter, the sound the gun makes is not the sound of a sub machine gun. Rather, it is the sound of a pursuit Police Helicopter's machine gun.
Apartment 3C Glitch
In the Easter Egg room Apartment 3C, go to the bathtub with the blood on the wall. If you sprint and jump into the blood stain for a while, you will fall through the wall and enter the Interiors Universe.
Ghost Tower
The Ghost Tower refers to an air traffic control tower that was originally intended to be located within Fort Baxter. If you are going towards the air base from any other mainland, you will notice an odd-colored building with a large antenna in the distance. However, after you enter the mainland, the tower disappears. This tower was going to serve a runway at the base, but both were cut before the game was released. The texture can still be seen before entering the mainland, as when the mainland is entered the map fully loads and the tower can't be viewed up close. After the mainland is entered, the tower disappears. The tower is just a low density texture that was accidentally left in the game (Most structures that are way off in the distance are low-density, but when you get close to them, their texture gets clearer and they become high-density). This glitch can also be seen in GTA Vice City Stories.
Floating Car Glitch
Get a car, and drive off of a jump. In mid-air, press the vehicle enter/exit button, and the car will suddenly freeze floating in the air, with Tommy standing on the roof. However, on rare occasions, the car may disappear immediately when the button is pressed, and Tommy will fall to the ground.
Jacked by Criminals
There are criminals walking around the city, other than Tommy, and they sometimes jack vehicles, even the player's. If you see one of them slowly walking towards your car, park in a position so that the ped will try to get in the car through the right front door. When it opens the door, drive away. The ped will get into the right front seat, leaving you in the driver's seat, but you will lose control of the vehicle. Instead, the car will drive itself as it would be an AI vehicle, slowly, stopping at red lights, etc. The criminal won't change seats if you exit/jump out of the car.
It is unconfirmed, but while you are still sitting in the car, you can try killing the ped by doing a drive-by on the right side. This is a rare glitch, and the criminal ped will only enter the car if the "enter vehicle" animation has reached a certain point, where driving away with the car won't just knock over the ped on the sidewalk in the process.
Vanishing Vehicle
If you park your vehicle in the far right corner of the fenced area, right next to the parking lot entrance opposite Collar and Cuffs in Ocean Beach, it instantly disappears upon exiting.
Dead Car Glitch
Find a random car that is traveling around the city. Before you enter the car, enter the exploding car cheat immediately enter the health cheat. You can drive with car that has exploded. Pop the wheels before hand for added effect that you are floating
Wheels on Aircraft
If you park a Sea Sparrow into a Pay 'n' Spray, it will emerge from the garage with wheels inside the pontoons. The only Spray Shop big enough to accommodate the Sea Sparrow is the Spray'n'go behind Sunshine Autos.
Rampage Glitch
If one of the weapons in your inventory is used in a Rampage, you will lose it straight after.
Stuck in a Building
It is possible to become stuck in large buildings by ramming them with your motorcycle at high speeds. The game will play the animation for getting flung off, sending you through the wall. There is no way to get out of this area other then suicide, though some buildings lead to a Blue Hell.
Grand Theft Auto: San Andreas
First Mission Glitch
In the first mission, when C.R.A.S.H. takes you for a ride in their police cruiser, enter the jetpack cheat when the car stops near the train. You will be wasted, and will respawn at the nearest hospital. If this is done correctly, you will be able to go inside every enterable structure at the very beginning of the game, even clothes stores and sometimes you can go inside Jizzy's Pleasure Domes when you unlock San Fierro. Some bridges may also be unlocked, although crossing them still gives the player a 4 star wanted level.
Girlfriend Glitch
If you blow your girlfriend up with several radio-controlled bombs, she will not die and the date won't be failed.
Monster Glitch
Obtain a Monster and park ONE wheel onto a random car (sideways or front on, both work). Get out of the Monster, get in the car you park on, and you may find yourself spinning high in the air, crashing back down to earth. Also, the car can become stuck in ground.
Car Spawn GlitchWhen driving down any highway in the state, the player may randomly encounter NPC cars that spawn inside of each other, thus they will be stuck and will give off sparks along with their tire angle that changed to 45 degree, then both cars will start smoking and eventually explode. The cars can be freed by simply hitting them with your car. Another version of this glitch is that cars may also spawn half-in and half-out of the ground, usually at a 45 degree angle and with their rear end submerged in the road. This occurs most frequently on long bridges, such as the Gant or Garver bridge, for unknown reasons. They usually just go the same speed as the other cars, but some may kind of bump around and explode. These cars may be freed by hitting them.
Taxi Driver Mission Glitch
A glitch can occur when the player begins the Taxi Driver mission, but no fares are available. It happens when the player has crossed over the map boundaries (e.g. flying too far away from San Andreas). It is advised to complete the Taxi missions very early to avoid this glitch.
End of the Line Mission Glitch
After completing the mission End of the Line, all law enforcement vehicles will disappear from the player's garages (police cars, Rhinos, and even the SWAT Tank). This may be a glitch, but it is most likely to stop players from obtaining the SWAT Tank (as End of the Line is the only mission to obtain it and the vehicle was never meant to be available during normal gameplay). The player can, however, obtain the tank if he/she fails the mission, whether accidentally or on purpose. To do this, fail the mission and then drive it into a garage. However, the player will still be unable to complete the mission and retain the vehicle.
End of the Line Mission Glitch 2
During the mission End of the Line, the player will encounter an engine carriage of a Brown Streak. Unlike most trains that appear during missions, this one can be hijacked (with the penalty of losing Sweet, thus failing the mission). If this train is jacked, other trains will appear on the player's track, passing through the player's train.
No Traffic Glitch
Sometimes, if you are driving or flying really fast over San Andreas and you stop or land suddenly, no cars will spawn driving around, although stationary vehicles and pedestrians do spawn. This glitch can be fixed by simply activating a sub-mission or entering an interior. This glitch also sometimes occurs if you somehow die inside of an interior, usually by throwing a grenade at the wall or shooting an RPG. Then, when you spawn at the hospital, there will be no traffic.
Driveway Beagle
On the southernmost block of Fort Carson, there is a Beagle that spawns in the driveway of a house, stuck between the house and a large palm tree. It is unstable, as even the slightest nudge or push can cause its left engine to catch on fire and explode. Entering it is not recommended, as it will also lead to imminent destruction. Sometimes it just explodes immediately, even if the player never touched it. This glitch is most likely a coding error. Maybe a different vehicle was meant to spawn there, but the Beagle was placed there by accident. It is possible to get it out by sprinting against its backside and nudging it out from between the house and the tree, or by using several cheats.
Airport Gate Glitch
You can open the front gate of the Easter Bay Airport before you have acquired a pilots license. Go up to the left sliding gate, punch it, and turn away quickly.
Ghost Bike Glitch
If you ram into a bike with a driver, and then quickly drive away, whilst looking back the ped disappears, and the bike will drive with no one on it. This happens if you are far enough away that the ped disappears whilst they are doing the 'get on' animation. The bike reads that the driver is getting on, and drives like normal. But the ped is gone. The bike will drive normal until its flipped over or jacked. The player will not punch anyone off if you try to steal it.
Interior Glitch
If you go into an interior while having a parachute on and you switch to it, the altitude meter will be all the way at the top, because you are in the hidden interiors universe. This is not really a glitch.
Flying Train Glitch
In the mission Snail Trail, if the player follows one of the Freight trains that spawns in the opposite direction to the Brown Streak, the Freight will make a right turn off the tracks at Cranberry Station and fly across the map until reaching the tracks at Red County where the train will make another right back onto the tracks and continue on its journey like a normal train. Viewing this glitch to completion requires failing the mission.
This is caused by the path file within the game only being coded as far as Cranberry Station. When the train reaches the end of the path, it heads directly for the next set of coordinates, which are located in Red County, way across the map. Video: [1]
Invisiblility Glitch
In Downtown Los Santos, there is a building with floors on the outside that you can stand on. On the floor in the middle of two other higher floors you can see very little of the interior of it in some places, while others, when you look at just the right angles, make CJ invisible, but only in that spot looking in that angle. If you have a jetpack on and do this, the flames will show. The building is straight across the highway from an Ammu-Nation.
Railroad Signal Glitch
In San Fierro the two railroad crossings in Doherty have glitches on the signals; the barriers appear too high up and too far to the right. They are functional, but do not spawn correctly.
Busted Glitch
If you get busted during the riots, and somebody kills the cop while he is arresting CJ, the BUSTED sign will not disappear.
Random plane crash "glitch"
There is a common and sometimes irritating random factor of the game where airplanes crash to the ground or into buildings near CJ (with sometimes fatal or mission-failing consequences). Most people think that this is a glitch in the game when it actually is not. San Andreas implemented many new RPG elements in the game such as driving skill, endurance, muscle, fat, etc. One of these new stats is called "luck" which can be increased by collecting the horse shoes that are hidden around the state. The more luck the player has, the less likely planes will crash at random. Once you hit 100% luck the planes are no longer a threat. Most crashes occur if the player is roaming around an area with many tall structures around him (Buildings, trees, etc.). The airplane may crash into one of these structures, making an audible explosion sound. However, there are also some instances where the player is on relatively flat ground and an airplane may just crash straight into the ground near him, or into the vehicle the player is in. Other crashes occur after CJ exits an interior after being inside for a few minutes and an aircraft spawns too low. Random crashes occur all around the state, most notably around Downtown Los Santos and San Fierro, or also in heavily-forested areas like Whetstone. There are also frequent crashes atop Mount Chiliad. Videos of this can be seen here and here.
Madd Dogg's Safehouse basketball and gym glitch
It's been reported by some that saving at Madd Dogg's Mansion once it becomes a safehouse can cause a glitch rendering all the basketball games and gyms in the State inoperable. This doesn't appear to happen all the time (and may not be an issue with the PS2 version).
Walk Underwater Glitches
There are various glitches that allow CJ to stand on the sea floor and walk around as if he was on land. Go to Palomino Creek and, just north of it, there are two little circular roads that are exits from the Los Santos Freeway. Jump into the water northeast of these roads, and swim down to the bottom of the sea alongside the vertical rock ledge. Right at the corner of the ocean floor and the ledge, there is a large white rock with a flat top and a few weeds around it. Swim around on the top of the rock (this may take a little while) and soon enough, CJ will suddenly drop down standing on the rock and you may be able to walk around without a breath meter. You are able to spawn vehicles using cheat codes, and with this glitch you will be able to collect many oysters with ease. <Confirmed on PS2>
If CJ hits a fence with a motorbike, and he ejects from the bike and lands into the sea, he may land on the surface of the water as if it were solid ground. Then, after he does the "Getting Up" animation, he may suddenly drop down and appear on the sea floor.
Get any amphibious aircraft (Sea Sparrow, Skimmer, Leviathan), and fly out into relatively shallow water. (Don't go very far out to sea, because the sea floor that is past the game boundaries is unsolid.) Land in the water, and have the player in the passenger side get out and hijack the driver. The driver will fall out, and suddenly appear underwater on the ocean floor, and he will be able to walk around without a breath meter.
In 2-player mode, get into a boat and press L1 for the two players to "Kiss". During the Kissing cutscene, one of the players will be invisible. After the cutscene ends, one of the players will be at the bottom of the ocean. This glitch is only possible on the PS2 version.
Get a car enable the flying car cheat and go underwater the car suddenly will be walk underwater but the breath meter still appear so the player must use the infinite lung capacity cheat. (sometimes won't work)
Mountain Bike Glitch
Obtain a Mountain Bike and, while you are on it, hold down Square and tap X very quickly. If done correctly, CJ's body will shimmer and distort out of proportion. This glitch appears to be possible only on the PS2.
Police Vehicles Glitch
Sometimes, after a flight between cities, police vehicles from the starting point would still spawn on your destination. For instance, when flying from Los Santos to San Fierro, upon arriving in San Fierro, there would still be LSPD cruisers driving around.
3rd Person Train Glitch
Main Article: Freight
It is possible to drive a train in 3rd person on GTA San Andreas. Click the article to find out more.
Plane Glitch
Note: To activate this glitch you have to unlock all areas of San Andreas.
Take a random flight from a city to another city. When the plane cutscene is going on, enter the 'All cars go boom' cheat. You will be wasted, and when you respawn at a hospital you can see that the view is in cutscene mode and the health bar, money bar and map will disappear. Even saving is impossible to deactivate this glitch. To do it, hitch a flight from the airport to another location and let the whole plane cutscene end. You will see that the view has come back to normal. (It may be hard to a player who is not familiar with the area to go to the airport without the map).
Invincible Pedestrian Glitches
Carjack a vehicle with a passenger in it, keep the speed up so the passenger doesn't get out and run away. Drive down a beach and into the water, the car will stop and begin to sink, letting the passenger get out. However the passenger will be running against the door as the car sinks. If you get on the roof and push the passenger away from the door the passenger will "run" to the shore and begin to run down the beach. Since NPCs are meant to die when they go into water the passenger will have a black targeting reticule and will be "undead"; since the passenger is technically "dead" the passenger will be invulnerable to all forms of damage for a short time until they fall over dead.
Another way to exploit this glitch is to steal a car from a pedestrian, so that the ped will chase you. Drive his vehicle slowly into a Pay N' Spray garage, so that both you and the ped are inside at the same time. When the garage door opens back up after the car gets resprayed, the pedestrian will be invincible and will not die even if their target reticule becomes black. If you try to run over the ped with a vehicle, the ped will go through it and he will shimmer and distort out of proportion.
Driver Glitch
Shoot random objects near a garage (i.e. Doherty Garage), wait until a car hit to the garage vehicles or the wall, then push it before he/she go backwards except if the garage is still empty, then go away from the garage. The driver will disappear. This can work to garage that besides the street except Prickle Pine Safehouse & CJ's House.
Kiss Glitch
If a police helicopter is chasing you, kissing your girlfriend or the other player in 2-players mode will cause the helicopter to go away.
- Ammunation Glitch
- Andromada Glitch
- Headless CJ Glitch
- Madd Dogg Gym Glitch
- Mountain Bike Glitch
- Tear Gas Glitch
- Territory Glitch
- Chiliad Challenge Glitch
- Las Venturas TransFender Glitch
- Blue Hell
- Parachute Glitch
Grand Theft Auto: Liberty City Stories
No Bike Sound Glitch
Steal a bike from an NPC, and make sure its radio is on. Immediately after you steal it, press and hold the accelerate button, and there will be no sound coming from the bike, even though it is accelerating. You will only be able to hear the radio. Stop the bike to an idle, and the engine will be audible
Melting Vehicle Glitch
Steal a car near the Harwood Car Crusher, and then drive under the crane. Make sure the driver followed you there. If timed right, the driver will steal back his car just as the crane starts picking up the vehicle. The car will then start shuddering and distorting while it is being lifted up. It will then suddenly appear below the crane, stuck halfway submerged into the ground. Also, the car may appear back on the ground and drive away, but it will be unsolid.
Crusher Glitch
This glitch makes the vehicle damage-proof.
Wear the avenging angel fatigues and take a vehicle (which you want to make damage-proof) and start the mission. Make sure that the Avenging Angel sits besides you on the front seat. Now take the car to the crusher and park it just aside the crusher in such a way that the driver's seat is on the side of the crusher blocking the door. Get out of the vehicle and again get back in. The player will kick the Avenging Angel out of the car and the crane will lift the vehicle to some height but will drop it as the player get inside the vehicle. Now your vehicle can go through vehicles and other objects. Now you may cancel the Avenging Angels Mission. Go and leave the vehicle in the Portland garage (Note: Do not get out of the vehicle before reaching the garage. Empty the garage before performing the glitch) and come out. Now the vehicle has become damage-proof. (Tested on PSP with Patriot and Hellenbach GT)
You can also watch this video if there is any confusion.
Enable Traffic At Francis International Airport
This is a pretty cool glitch which makes the airport not as lonely. Go to Wichita Gardens and begin the AWOL Angel mission. Kill your driver failing the mission. Go back to the airport and now cars will be driving into the actual airport tarmac and break the red bar gates. (Only tested on PSP)
Get Into Unfinished Porter Tunnel Glitch
On the small roof of the parking lot in front of the hospital, there is an unsolid area on the wall near the white main building. If the player manages to get there (a way can be found in here) and drive through the wall, the player will fall into Blue Hell and respawn in the unfinished section of Porter Tunnel (the same that were used in the mission Bringing The House Down). Notice that only the tunnel section of the mission can be explored, because there are only Blue Hell at the subway tunnel entrance. For a full description, see this video.
Grand Theft Auto: Vice City Stories
Squashed Bike Glitch
Drive a VCPD Wintergreen to the stadium and buy access to the Phil Collins Concert. Exit or watch the concert. When you come out, there is a 75% chance the bike will be squashed. You can still mount the bike but it will revert to normal if you manage to.
Turn off-and on Glitch
Try to play a difficult side mission (best examples are Vigilante and Paramedic) and turn off your PSP, then turn on again until at some time it will freeze and your PSP will restart.
Helicopter Glitch
Have a 2-star wanted level or more, then fly a little low in an area where the cops are chasing you. The police will take you off the helicopter even though you're flying.
Invisible Biker Glitch
Sometimes if a battle with the Bikers is going on in Grand Theft Auto: Vice City Stories, shoot them with an AssaultRifle while they're driving fast, and it'll show the Angel doing the donuts with no driver.
Invisible Vic on Bike
Get a bike, turn the camera into the outside dashboard camera. Try to look left and right, Vic will be invisible while riding the bike. If you have a sub-machine gun, the sub-machine gun is invisible and if shot at the front, it looks like a free aim.
Car Glitches (tested on PSP)Sometimes cars appear where they are not supposed to. For example: at the bottom of a bridge, half in a building.
Building entry glitch
Sometimes when you charge against a building without windows or doors in a car, you will end up in the building, but since the building was never designed to be entered, it is empty inside.
No traffic glitch (encountered on PS2)
After the eastern island is unlocked, if you play for a while without saving, in particular completing numerous Civil Asset Forfeiture Impound drop-offs in a row, you may encounter a scenario where no traffic (or, at least, very little traffic spawns). This does not effect pedestrian spawning, or the spawning of parked vehicles. There are some benefits to this glitch: less traffic to collide with when driving an Impound vehicle, and even up to a 6-star Wanted Level very few police or military vehicles spawn.
Police Helicopter Glitch (tested on PS2)
Whilst on a three star wanted level or above, going indoors whilst a Police Maverick is on your pursuit will cause it to freeze in mid-air but with the propellers spinning. If the building has windows you can snipe at the helicopter, providing it is in view, and it will catch fire after enough hits but will never explode. Exiting the building will negate the damage inflicted to the helicopter, although it will still remain stationary in the sky and can now be destroyed.
Teleport Glitch (tested on PS2)Head to the eastern side of Escobar International, you will find a sand pile with a few cement pipes. Jump on the end of the pipe facing east, and it will teleport the player to the golf course on the first island.
Grand Theft Auto IV
- On the mission No. 1, go to the race start, but not on the yellow arrow that starts the race. Instead, do not pause but leave your game on for until at least one in-game day then, all other competition will be gone. Brucie is still with you, so go to the yellow arrow and start the race. You will notice that you are in 1st place the entire time. So all you have to do is to complete the race (this may work in the Xbox 360 version only).
- After a mission ends in which an enemy was shot or blown into water (such as the missions Tunnel of Death or Uncle Vlad), the body of that particular enemy will not be shown in the water, even if the cut-scene ended with the player only a few feet away from the sea.
- If the player falls into a gap (i.e. between two cars or between a car and a dumpster), Niko Bellic will suffer minimal damage even when falling from a height that will normally kill him.
- On the top of the GetaLife building, If Niko walks and falls to the E, he will take damage and move forward, causing him to fall. However, when he falls, he will fall slower than the speed he normally falls and stay in a "lying down" position and when he reaches the ground, he will take no damage.
- At the beginning of a date with any Girlfriends while in any vehicle, wait for her to get tired and fire a weapon to end the date. The vehicle the player is currently in will become fire (excluding the tires), bullet, explosion and damage-proof.
- Bringing up the camera option on the Phone while driving in a car or on a bike will instantly stop the car or bike no matter what the speed the vehicle was going, however this has been fixed in the PC Version.
- In the subway tunnels, it is possible to be forced through the wall and into Blue Hell. If the player is riding a motorbike and is trapped between the wall and a moving train, he can be forced through and off the bike. The player could also use a large vehicle (such as the Bus) and get shoved by two subways going in opposite directions to get forced into Blue Hell. All that occurs is falling for a brief few seconds before respawning on the ground above.
- Occasionally, when the player is using the Subway in GTA IV the player can encounter a glitch where they are stuck to their seat. This is caused by an unknown error where the player presses the button to leave the train, and the game cuts to the trains interior camera, but Niko doesn't get up. The train then doesn't leave the station, and all controls then do not work. The player then has to restart the game. This glitch has so far only been confirmed at Suffolk, Frankfort Ave and Easton (K/C).
- In the online multiplayer mode "Bomb Da Base II" players have reported a bug/glitch, that occurs at a certain point in the mission. The screen will go black and then start loading, the player will be loaded back to single player. This only occurred on the PS3 version. This bug was later fixed in a patch released by Rockstar.
- In Francis International Airport in Free Mode, if the player drives a truck up one of the ramps in the Airport it is possible to make the truck fall on its side and start spinning in circles, this is not only visible to the player, but also other players. This occurs on big vehicles with the capability of staying on their side, and can also occur in normal gameplay. (Except you will earn a 4-star wanted level for entering the runway.)
- If the player gets out of a vehicle parked on the entrance gates leading to Francis International Airport's cargo yard (with stop signs on them), the gates will go back down and cause the vehicle to disappear. This also occurs on other gates in the game.
- If a vehicle's engine doesn't start, it will start if someone calls the player on the cellphone, more conveniently, if the player calls someone else. Also it'll start if the player activates Health and Weapon cheat.
- On multiplayer mode, if a vehicle's engine doesn't start, it will restart by kicking the front of the vehicle.
- When doing the extra missions for Roman, if you pull up with stuff (news paper boxes, dumpsters etc.) beside your car, the fair will walk into that stuff and you will be stuck. This has been tested on Xbox 360, and you will have to restart from last save.
- Sometimes when driving by the gas station in Westdyke, there are two vehicles parked in the parking lot, one of which could be parked with its engine running, doors locked, and the hazard lights on, which cannot be turned off by the player.
- A player can lose a 5 or 6 star wanted level by entering Francis International Airport in any vehicle. The wanted level will revert to a 4 star.
- Sometimes the player may become stuck in a loop when trying to buy food at Burger Shot, Cluckin' Bell or any other restaurant or food vendor - he then just stands in front of the vendor doing nothing. There are two ways to get out of this loop, one is to reload the game, or just go into the pause menu for at least ten seconds and then he should momentarily continue. This is the same with any of the Hotdog stands, with the only difference, that the player walks in a circle all the time. If you are lucky and wait long enough, the animation might stop and the player gets the food at last. You can avoid this by walking to the exact front of the vendor and by making sure that Niko is standing still. Do not try to buy food from vendors when you are somewhat far away from the counter/stand. This way, cars and objects might block Niko, triggering this glitch.
- If you spawn a car using cheats while looking over the edge of an overpass, the car may float in the air. If you shoot it, it won't become damaged, but it will fall down. Alternatively, if you spawn one while standing just before the entrance of the Booth Tunnel, the car may become stuck in the top of the tunnel. Again the player may shoot it to get it down.
- Occasionally a 'rock car' spawns in the game (sometimes in multiplayer). This vehicle looks like any normal NPC while in motion until hit, however the vehicle does not move from its line of travel, creating tremendous forces against both vehicles, leaving little cushion since the reaction is close of driving the vehicle directly into a wall. The impact usually kills the NPC and creates high to extreme damage to the player's car. (Damage to engine, suspension, etc.) Damage may be lessened on the NPC's car, but not as much. Other possibilities besides vehicle damage is ejection of the player through windscreen and NPC's vehicle combusting internally.
- On Xbox 360, if you kick somebody using the X button while they are using a computer in TW@, their health will be completely drained or almost drained. This usually doesn't work if the NPC is sitting at a chair with no computer.
- Shop doors can be glitched by driving a car into them. It will cause them to vibrate and distort.
- Rarely, when a big-wheeled vehicle is sideways, it can be driven around. If turned sharply, it will go back into the normal state.
- In the Francis International Airport, it is possible to enter the airport building (the building before the runway) by jumping into pillars next to one of the entrances to the Airport. The building will have no interior, as it isn't supposed to be reached.
- There is a glitch to alter the cars' top speed and acceleration. Pop all the tires of a car. This will decrease the car's acceleration, but increase the top speed. This can make some super cars go faster than the Police Stinger with wheels.
- There's a rare glitch that occures when carjacking or shooting a weapon (even at police) without earning a wanted level without the use of cheats. This involves by using a phone. However this glitch may revert to normal when you died. (tested on PC version).
- If Niko is on top of a moving vehicle, and the vehicle drives down a slope, Niko will suddenly flinch and fall over. However, on very rare occasions, Niko can be catapulted a few feet into the air.
- Occasionally, when the player is driving a car in Bohan, all or most of the other cars that spawn in both parked and moving positions will be the same model as the car being driven.
- Sometimes when the player invites a prostitute into their car, if they drive and then jump out with the prostitute still inside, they will actually drive off with your car, if you catch up to them you will find that there is a man in the driver seat, and the prostitute cannot be seen, strangely.
- There is a rare chance that a pedestrian will spawn lying on the ground, and will converse with other peds (for example, talking about day, hitting on/responding to being hit on). The glitch will be fixed if the player comes in contact in any way with the pedestrian.
- Only possible in TBoGT:
- When in a car, boat, or on a motorcycle, and equipped with either an SMG or Micro-SMG, switch the drive-by weapon to the SMG. Activate the "Advanced Weapons" cheat, and your SMG will be replaced with an Assault SMG, which can't normally be used in drive-by mode. When firing the Assault SMG, Luis's body will become extremely deformed due to there not being a proper animation for firing this weapon from a vehicle. On the PC version, this is also possible without using cheats by scrolling down with the mouse wheel. If you try to scroll up, only the pistol and explosive slots will be available.
- In TBoGT, it is possible to have an invisible helicopter by slamming it on the glitched swing, the helicopter itself will be invisible, only Luis can be seen. Note that it is much easier to do it with the Buzzard (confirmed on PS3).
- If you run your helicopter into the Rotterdam Tower above the second ledge on any side, the helicopter and your player will go into Blue Hell for a few seconds, then spawn either above the Rotterdam Tower or above the Firefly Projects.
- Sometimes, after finishing the second mission for Sara, the package you picked up will be in your hand, along with your weapon. You can change weapons normally but you cannot shoot, and aiming is glitched. This can be fixed if the player dies or gets arrested.
- You can glitch your way into hidden interiors by activating a bike glitch such that the bike ends up halfway into the interior or inside the interior. When pressing vehicle enter button, the player will be forced into the interior. This method can cause you to spawn in places not accecible in normal circumstances (note however that certain places like Mikhail Faustin's house may not have an actual interior and you and your bike will glitch and you may fall into blue hell, of which you must swim your way to the nearest coast).
- It is possible to glitch into Goldberg's office area by going outside and to the side of the building to where you can still see inside. Use a cheat for the Turismo and use it until the Turismo is positioned between the inside of the hallway leading to his office and the waiting area. And keep trying to get into the car when you can see the car still, and you can glitch inside.
- On PC, there is a glitch where when starting a new game, Luis' Apartment's television will be broken, as if has been shot. This can be fixed by watching TV, as after that the TV will remain normal.
- Also on the PC version, a graphical error caused the tail lights of the cars that are found on TBoGT vehicles.img not lighting up correctly. The most notable car with this glitch is the 2nd generation Schafter which is the 1st car available to the player on TBoGT.
- This glitch is fairly rare and it requires the Sanchez cheat. To attempt it, go to the TW@ internet cafe in northern Algonquin and if in a vehicle, get out of your vehicle near the door. Then, use the Sanchrez cheat and it should be inside (however, it might take a few times for it to appear). Get on the motorcycle inside the Tw@ internet cafe and now the pedestrians and even the player will be invisible. (Tested only on PS3). A video of it can be found here (Ctrl/Cmd=http://www.youtube.com/watch?v=h6XqqxA7B5c)
Grand Theft Auto V
- There is an uncommon glitch when the player buys an item (eg. food, cars or car parts) it will display a logo show the amount of money the player spends, the logo will stay on the screen and the player will continue to lose that exact amount of money until the player loads a file or re-starts the game.
- There is a rare glitch when you are having a conversation in any super-car with Jimmy while playing as Michael, in high speed crashes as Jimmy is talking, he will fly out of the car without being wasted. When he gets back up and into the car and says the next word, he will stutter that word many times before he stops talking completely. (This glitch mainly happens with the Pegassi Vacca and Infernus.)
- In Richman, Los Santos, there are several gates at the entrances of driveways of some homes which open automatically when the player gets close to them. If the player drives a vehicle up to one of these gates and rubs against it while the door is opening or closing, the player's vehicle may be thrown violently in the opposite direction, often flying through the air a few miles before crashing back down to the ground. This glitch is very similar to the swingset glitch in GTA IV.
- Occasionally, if the player switches characters many times over a short period of time in Single Player, a duplicate character may appear. The duplicate character will act like a normal pedestrian, and will move towards the nearest pedestrian pathway and walk as if he were a normal NPC. Switching characters again will revert this glitch.
- In many close quarter areas of the game (particularly rooftops), it is possible to get stuck in between two objects, forcing the player to suicide.
- Shotguns can kill instantly from extremely long ranges, as long as a single pellet hits another players head.
- Trevor can spawn inside his helicopter right outside of skycrapers when playing as different characters, causing him to crash and instantly kill himself.
- Occasionaly when loading quicksaves taken from when the character was driving, the vehicle will disappear, sending the player flying at the speed the vehicle was traveling.
- Car wheels can sometimes become stuck in static objects.
- In Michael's House, Michael's family members may be standing on furniture when you enter, and can actually clone themselves for unknown reasons. There will also sometimes be random NPC's walking to and from Michael's house for no reason.
- If you do not buy a suit for the first heist and instead automatically get one by switching your characters, the Ponsonbys store icon will permanently be on every character's HUD for the rest of the game.
- Rarely, if you are driving and you hit a newsstand (or possibly other objects) you may despawn, and respawn very high in the air miles away from land. Switching characters will fix this. However, you are placed so far out in the ocean that the camera takes about 30 seconds to pan back to land.
- You can fire the Sawn-Off Shotgun while driving a bus.
- Helicopters can fly through low standing overpasses.
- Crashing through objects like fences and parking your vehicle in the spot where the object was, will cause it to respawn with the vehicle through it whilst out of site. Re-entering it will dislodge both the vehicle and the object.
- Rarely if the player switches characters while driving at high speeds and switches back quickly the player will fall beneath the map and spawn back.
Grand Theft Auto Online
- It is possible to fall under the ocean into Grand Theft Auto Online, and gain the ability to walk under water, albeit still taking fall damage. The player won't have a breath meter, and will be able to walk around the seafloor freely without losing health. This glitch, however, does not happen all the time, and it is unknown what factor of the game causes it to occur.
- When racing in a point to point race in Grand Theft Auto Online, the game may register you being in first place each time you pass a point, even if you are in dead last.
- It was once possible to sell a car as many times as you wanted through the use of exploits, though this has been patched.
- You can get into the large construction building's interior in online play by walking through a wall 3 stories from the top floor.
- There are also many areas that allow the player to walk on air in the same building.
- You can invite players into your job's lobby, even if they are already present.
- When two players are standing on top of the front of a train, one or both of them can slip through a glitch in the roof and land inside the front of the train. To get out, all the person has to do is jump and their character will climb out.
- NPC-driven cars can appear and disappear out of thin air randomly due to networking and/or streaming issues.
- If you are killed after landing in a Parachute Jump, you may show up as DNF (Did Not Finish) on the scoreboard.
- If you own a personal vehicle that Simeon wants, when you leave your garage with it, you will immediately gain a 2-star wanted level.
- The Carbine Rifle will randomly stop making noise, allowing you to essentially become 100% silent. When firing you will no longer show up on the radar and sprinting will not make any noise while it is equipped.
Multiple Grand Theft Auto Games
Disappearing Vehicle Glitch
The Disappearing Vehicle glitch is prevalent in all of the 3D era games and occasionaly in HD era games. If the player parks a car near any mission marker, and then walks into the marker to trigger the mission cutscene and starts the mission, there is a high chance that the vehicle he parked will have disappeared after the cutscene. This glitch occurs when the mission cutscene somehow interferes with the space taken up by the parked vehicle, so the game gets rid of the vehicle altogether. This glitch occurs occasionally in GTA III and GTA San Andreas, but it is very frequent in GTA Vice City, GTA Vice City Stories, and GTA Liberty City Stories, where the vehicles the player takes to mission markers almost always disappear after the cutscene. GTA IV has a system implemented into it, where, instead of "getting rid" of the vehicle, the game just moves it somewhere else, like across the street or a few yards away from where the player left it, so it does not interfere with the cutscene. Occasionally in GTA LCS, the player may park a car somewhere and do something else (a mission for example), and the car won't despawn like normal; it will take a very long time to disappear. This only seems to happen on Staunton Island and was tested in the PSP version. In GTA V, vehicles have been known to disappear from the player's garage after leaving them there, however the glitch seems to have been patched in subsequent versions. In GTA Online, the vehicle may disappear after entering and using and Ammunation store; This happens the most often with helicopters.
Car Spawn Glitch
In all of the 3-D Grand Theft Auto games, there is a specific glitch that occurs. It happens when the player is driving at a normal speed in any car on any road, and then he looks behind him by pressing the "Look Back" button. When the button is released, and the camera returns to look forward, there will be several cars driving on the road in front of him that weren't there before the player initially looked back, and also de-spawning cars which were actually coming towards the player before (e.g. in the other lane). This happens because the game is designed to spawn cars wherever the camera isn't looking. If the player looks back, the game will spawn cars in front of them.
Instant Phone Stop
In all the HD Era Grand Theft Auto games, bringing up the cell phone and taking out the camera will instantly stop your car, no matter how fast it had been going. This was only patched on the PC version of Grand Theft Auto IV.


text:
Proforest supports IUCN/Shell biofuel workshop
As part of an ongoing collaboration to promote the implementation of more sustainable biofuels, IUCN and Shell, working with ProForest and The Packard Foundation convened stakeholders of a number of certification schemes, including secretariat and Board members as well as industry and civil society representatives. The workshop was held to discuss areas of synergy and opportunities for harmonization of standards and certification schemes that may apply to biofuels.
The workshop, held in London on the 17th and 18th February, built upon the outcomes of previous workshops on the subject hosted by ISEAL and the Inter-American Development Bank. Participants focused their discussions on a selection of seven priority issues linked to content (GHG calculation methodologies, environmental impact assessments, agricultural expansion/land conversion, indirect land use change) and processes (capacity building for producers, benchmarking and mutual recognition, and chain of custody tools).
Certification is a key tool for ensuring the sustainability of biofuel value chains. Given the diversity of potential feedstock for biofuels, multiple sustainability schemes can apply to a biofuels supply chain. As these schemes were developed separately and with diverse objectives, there are differences in how each address common issues – creating confusion and barriers for biofuel producers that are voluntarily trying to implement them.
A number of next steps were identified that will support cost effectiveness, reduce complexity and help facilitate wider adoption of certified products throughout the biofuels value chain. A report of the workshop will be available soon.
For more information on this event, and the IUCN/Shell programme of work on biofuel sustainability please contact Rosie Rafferty (email@example.com) or Andrea Athanas (firstname.lastname@example.com).

subset: commoncrawl


text:
ENGS 18: System Dynamics in Policy Design and Analysis
This course introduces systems dynamics, an approach to policy design and analysis based upon feedback principles and computer simulation. The approach is useful for gaining an understanding of the underlying structural causes of problem behavior in social, economic, political, environmental, technological, and biological systems. Goals of this approach are to gain better understanding of such problem behaviors and to design policies aimed at improving them. Lectures and exercises illustrate applications of the approach to real, current problems such as urban decay, resource depletion, environmental pollution, product marketing and distribution, and agricultural planning in an expanding population. The similarity and transferability of underlying feedback characteristics among various applications is emphasized. No prior engineering or computer science experience is necessary.


text:
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The time-honored way of circuit design has been to build a physical prototype, test it over a range of operating voltages, signal levels, temperatures and other factors, then tweak, and test some more. In the 1970s, Simulation Program with Integrated Circuit Emphasis (SPICE), a program for simulating circuits on a mainframe computer was developed. Engineers could create, analyze and modify circuits using software, improving the accuracy of the design before soldering a single component.
Today, SPICE, along with its derivatives, is hugely popular for predicting the behavior of electronic circuits. PSpice from Cadence Design Systems is a version of SPICE that runs on personal computers. It offers valuable features for circuit designers � saving time and gaining insight with computer simulation.
Circuit Simulation and Analysis is an introduction to designing and testing simple circuits using PSpice software. It discusses the tools you�ll need to create simple circuits and understand their behavior, prior to building them in the real world. Students, professionals and hobbyists with a background in basic electronics will find PSpice to be an essential component in evaluating circuit performance. To get the most from this book, readers are expected to obtain a version of this software and follow along with the examples.
Special ARRL Member Price! Only $24.95 (regular $27.95)
Product Details
Softcover: 224 pages
Publisher: The American Radio Relay League, Inc.
Copyright: First Edition, First Printing (October 2013)
Language: English
Product Dimensions: 7 1/4 x 9 inches
Shipping Weight: .80 pounds


text:
From Steve:
Other items:
Metro "fires" two workers for stealing (Examiner)
I experienced something alarming on my Metro train the morning of May 9 that I'd like to report.
I was traveling on the Red Line between Union Station and Silver Spring. Silver Spring was the final stop of this train, as it was reversing and going back into the District. I was in car number 4088, and it was the train the arrived at Silver Spring at 8:38 a.m.
Around Ft. Totten, a Metro employee who appeared to be some sort of an inspector entered the rear of my car from the last car and contacted the train operator on his radio.
He told the operator the last car had brake problems and that he needed to keep his braking "below B3." Further down the line, as we approached Silver Spring, the inspector contacted the operator again and told him, "Come on, man, I need you to hold that braking to below B3. I want to try to get this train back over the line."
The operator apologized and said something about "overspeeding." The inspector said, "Then keep your speed 5 miles below the limit to keep from overspeeding." The operator responds that "it just changed by itself."
The fact that the train was having some sort of braking problems that warranted the operator to drive below the listed speed, and that when talking about the train's speed the operator said "it just changed by itself," and that despite all this the train continued to carry passengers, are alarming to say the least.
Other items:
Metro "fires" two workers for stealing (Examiner)


text: In what is sure to be a complex proceeding, shigzeo of TMA was arrested on a recent business trip to God's Country. While specific names and locations will remain undisclosed, it is clear to us is that he was arrested while out in the rural countryside around New York State's largest city. Purportedly, shigzeo had a scoop that took him and his much loved Marnoni Fango bicycle across the border to visit the home of someone who knew, "the biggest news ever to be upped onto The Internets".We said goodbye to him at 10:00 am this morning and have not properly heard from him since.


text:
.@SpanglishBaby, me, @ACowboysWife and @AudreyMcClellan
I had the amazing privilege of working with the got milk? mustache campaign at BlogHer this last weekend and boy, did I have fun! Not only did I have the honor of working with some amazing mamas – and dear friends, to boot – but we had a chance to goof around and just be silly.
Have you ever wondered how they create perfect milk mustaches in those got milk? commercials?
It's quite simple, really, and you can even do it at home… Just take some vanilla ice cream and a little bit of milk and blend until frothy. Pour the mixture in to a small cup and put the cup up to your semi-closed mouth until it moves up your lip and almost feels like it's gonna touch your nose.
Let me know if you try making milk mustaches with your kiddos… You'll have a blast!
Of course Ana, Audrey, Lori and I all donned our very own milk mustaches, but we also chatted about how important milk is to each of us and our families, especially in the morning, since breakfast is the most important meal of the day. We, here at the Young house, drink milk all through the day… in our cereal for breakfast, chocolate milk with lunch, and sometimes just a big tall glass of milk with cookies.
How do you and your family enjoy milk?


text:
Some one posted this on Tumblr:
Imagine Hogwarts after the Battle, after the War, sure –
But imagine Hogwarts' students, after their year with the Carrows and Snape.
Imagine a tiny little first-year whose porcupine pincushions still have quills, but to whom Fiendfyre comes easily. The second-year who tried to go back, to fight; whose bravado got Professor Sinistra killed, as she pushed him out of the way of a Killing Curse. The third-year who perfectly brewed poisons, hands shaking, wishing for the courage to spike the Carrows' cups. The fourth-year who throws away all of their teacups, their palmistry guidebooks, because what use is Divination if it didn't see this coming? The fifth-year who can barely remember what O.W.L.S. are, let alone that she was supposed to take them. The sixth-year who can't manage Lumos to save their life, but whose proficiency with the Cruciatus Curse rivals Bellatrix's.
Imagine the seventh-year who laughs until he cries, thinking about the first-years who will fall asleep in History of Magic while their story is told.
Imagine the Muggleborn first-years left alive, if there are any: imagine what they think of the magical world, when their introduction to it was Death Eaters and being tortured – by their classmates –for having been born.
Imagine the students who went home to their parents (or guardians, or wards, or orphanages) and showed them what they'd learned: Dark curses, hexes, Unforgiveables; that Muggles are filth, animals, lesser. Who, yes, still can't transfigure a match into a needle – but Mum, there's a hex that can make you feel as though you're being stabbed with thousands. (Don't ask them how they know.)
Imagine the students who will never be able to see Hogwarts as home.
Imagine the students Hogwarts has left, when it starts up again – the lack of Muggleborns, blood-traitors, half-bloods, dead and gone – the lack of purebloods; the Ministry would have chucked every one of age (and possibly just below) in Azkaban for Unforgiveables, wouldn't they?
Imagine how few students there are left to teach; imagine how few teachers are left to teach them.
Imagine the students who can't walk past a particular classroom, who can't walk through a hallway, who can't walk into the Great Hall without having a panic attack or breaking down. Imagine the school-wide discovery that the carriages aren't horseless after all; that everyone, from the first years to the teachers, can see Thestrals.
Imagine the memorials, the heaps of flowers and mementos – in every other corner, hallway, classroom; every other step you take on the grounds.
Imagine the ghosts.
Imagine the students destroying Snape's portrait, using the curses, hexes, even Fiendfyre they've been taught how to wield – it has to be restored nearly every week; Snape stays with Phineas Nigellus semi-permanently. (None of the other portraits will welcome him. His reasons do not excuse his conduct.)
Imagine the students unable to trust each other –everyone informed on everyone, your best friend might turn you in.
Imagine the guilt that everyone carries (it should have been me, it's my fault s/he's dead, I told on them, it's all my fault), the students incapable of meeting each other's eyes because it's my fault your best friend, your sibling, your Housemate, your boy/girlfriend is dead.
Imagine the memorials piled high with the wands of the dead. Imagine the memorials piled high with the self-snapped wands of the living.
Imagine the students who are never able to produce a Patronus.
Imagine Boggarts being removed from the curriculum because Riddikulus is near impossible to grasp, even for the sixth and seventh-years. Because their friends and families dead will never, ever be funny.
Imagine the students for whom magic feels tainted.
Imagine the students who leave the wizarding world – hell, the students who leave Britain entirely, because there's nothing left for them there.
Imagine the students who never use magic again.
I think… I could be wrong… but everyone Prof Trelawney (sp) said would die at the beginning of every term DID die in the battle of Hogwarts? But yeah. The year after that was probably filled with grand speeches about those who sacrificed their lives, and how they would rebuild Hogwarts, etc. meanwhile… the kids knew. They were there. They knew what it was really like. And the incoming first years probably had a very different relationship with the older kids, who'd seen shit, than in years past. I think there'd be a long year of seriousness and severity… or everyone would try to put on a happy face and pretend that Colin Creevey wasn't working on the school paper anymore because he was dead. Stiff upper lip. But with a very subdued attitude.
Imagine the seventh years who came back. Because nobody finished their seventh year. That year was a loss. But imagine the ones that did come back.
Imagine the older kids who are up in the night because they can't sleep for bad dreams hearing the crying from the lower dorms and finding that little girl who can't make pincushions but can make Fiendfyre hugging her knees, and saying, "You know what, bring your pillow up, you can sleep on my bed while I read."
Imagine the new first years, the ones who hear the story on the train, who're eleven and still young, seeing an older student sitting alone staring blankly and going over to them and saying, "Do you want some of my chocolate frogs?" because they can't think of anything else to do.
Imagine finding someone who's sitting staring at nothing one day and asking in a quiet voice, "Do you need a hug?" and then staying for an hour while the older student cries and cries and hugs them, because some eleven year olds are really smart (and some eleven year olds already came to the school from Bad Shit) and know that sometimes it helps to hold someone you could look after.
Imagine the older students who look at these younger ones coming in, all new and safe and bright, and swearing on Merlin's grave that nothing will ever, *ever* hurt these kids.
Imagine the alumni of Dumbledore's Army, who refused to let the fucking Death Eaters win when they were here and kicking and making sure as hell they won't let them now. They are finding things to do on weekends, organizing things, refusing to let people just stay there alone being sad. Fuck the third-year rule: *everyone* can go to Hogsmeade, you just buddy up the young kids with the older kids and I mean, fuck, *who's going to be a threat to the older kids now*?
Imagine them making up insulting nicknames for their old enemies, taking Voldemort and the Carrows and Lestrange and metaphorically spitting on them every time they use them.
Imagine Ron volunteering to take on the Boggart that takes up residence in the one class cupboard because no, look, the stupid thing *still looks like a bloody spider* and look it's fucking hilarious when you take its legs off and tie it up with a bow. And the class laughs.
Imagine Harry staying at the school for a couple of years, even when he's done, because once people understand how the charm worked – how because he let Voldemort kill him it meant that nothing Voldemort could do could hurt any of them anymore – and also everyone just feels *better* when he's there.
Imagine the nights where everyone leaves the common rooms and camps out in the Great Hall and drinks Butterbeer and tells stories and cries and sometimes there are shouting matches because people get so raw, but in the end everyone falls asleep in a pile together.
Imagine all the really, truly inappropriate jokes the survivors make, the ones that make their parents' eyes fill with tears and terrify the first years, because actually when you've been dragged face-first through Hell the *worst shit* becomes fucking funny.
Imagine how the owls don't have to be kept in the owlry anymore, because every kid needs the animal they brought with them; imagine that for the kids that lost theirs, or never had one, their friends finding them some, buying them some.
Imagine the girl who knows the Cruciatus Curse breaking down crying because she can't believe she did that, she can't ever believe she would and she knows she's wrong and evil and tainted, and Ginny holding her while she cries and when she calms down, Hermione tells her the story of Regulus Black, and about how just because you made shit choices once that doesn't mean you can't make better ones now.
Imagine that people have been dealing with this kind of horrible shit all through human history, and people are out there dealing with it today, and yes it absolutely sucks and it's horrible and the scars it leaves are real and heartbreaking and sometimes people are too badly hurt to go on, but also former child-soldiers play team games and laugh at funny stories and refugee kids with horrible stories love coloring books with bright colors and play games with the friends they've made in the camps.
And these are kids who fought. Who fought like little demons. Who *chose* to fight. So yeah, it could be awful. It could be nothing but bleak from beginning to end, a year (a decade) of sternness and unhappiness. But it doesn't have to be; it isn't guaranteed.
This is my favorite response so far, oh my goodness, thank you.
Thank you. Thank you so so much. I never cry, I didn't even cry when I read the seventh book or when my granddad died, but oh I just cried a river. I just want to comfort them and imagine how they made pillow forts in the common room because none can sleep alone. How desolate the Slytherin chambers are, how barren and forgotten it looks. And how bit by bit everyone rediscovers the twinkling lights of a spell and starts to believe in magic again….
It hurts so much.
P.S. I did not write this. I just found it on the internet. As i do not know the source, I am unable to credit it to the creator. But let me say this, this post is beautiful…thank you to the one who created it. 🙂


text:
Webcomics have provided a fertile training ground for neophyte cartoonists. Over the years, I've watched a number of artists go from toddling sketchers to masterfully sequential art storytellers. So it's only natural that professors would look to webcomics as a training tool for students interested in careers in cartooning.
That's what makes Ultrasylvania such an intriguing project. Students in the Comic Collaborative class at the Academy of Art University take turns illustrating this alternate universe tale of familiar horror characters, in which Dracula, Frankenstein's monster, and a certain ancient Egyptian rule their corners of the world amidst political intrigue, espionage, and questionable romantic interludes.
Co-creators Jeremy Saliba and Brian Schirmer are the art director and writer of Ultrasylvania respectively. The early pages of the comic tell the alternating stories of Dracula and Frankenstein's monster (who has styled himself as Victor Frankenstein). These monsters do not reside in the dark, but instead openly reign as the supernatural leaders of their own nations, incurring the fear and respect of their citizens.
Dracula has invited the Englishman Jonathan Harker to write his biography, giving the foreigner unprecedented access to the histories and horrors of Castle Dracula. Harker has brought with him a young woman, Mina Murray, whom he claims is his fiancee. But it quickly becomes clear that Murray's reasons for visiting the vampire go far beyond keeping Mr. Harker company.
Fifty years earlier, an injured woman named Ileana is brought to Castle Frankenstein, claiming that she watched Dracula slaughter her entire village. Frankenstein freely grants her his protection, and her story of Dracula encroaching into his territory encourages him to make his preparations for war. But is he overly swayed by his growing affections of Ileana?
And what, even further in the past, did Napoleon's forces uncover in Egypt?
Ultrasylvania is an educational project, with different artists taking on the comic for a few pages at a time before turning it over to a classmate. The story (if you can keep track of the dates) is clear enough that these shifts in style aren't overly jarring, but there are some artists whose work proves a better match for Schirmer's tale. Richard Healy's dark and bleeding watercolors capture the mood of Castle Dracula, and neatly set up the mysteries both of Dracula's past and Mina Murray's true intentions. Jonathan Aguillon's clear black lines and unnatural color palette, meanwhile, are perfect for the less moody and more narrative plot of Frankenstein and Ileana. And Valerio Fabbretti's detailed realism adds an exciting touch of terror to the opening page, and makes me eager to see the story return to Egypt.
If you're won over by Ultrasylvania, the group currently has a Kickstarter campaign running to print the first 75 pages. The Kickstarter page also teases some of the upcoming pages and artwork, which promises more of this monstrous history of Europe, along with some possibly violent clashes between its supernatural heads of state.


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South African Journal of Child Health
versão On-line ISSN 1999-7671
versão impressa ISSN 1994-3032
S. Afr. j. child health vol.8 no.2 Cape Town Mai. 2014
Clinical profile and outcome of D- haemolytic-uraemic syndrome in children from south India
S UthupI; R C RadhakrishnanII
IMBBS, MD (Paediatrics), DM (Nephrology); Department of Paediatric Nephrology, SAT Hospital, Government Medical College, Thiruvananthapuram, Kerala, India
IIMBBS, MD (Paediatrics); Department of Paediatrics, SUT Academy of Medical Sciences, Thiruvananthapuram, Kerala, India
BACKGROUND: Haemolytic-uraemic syndrome (HUS) occurring without a diarrhoeal prodrome is termed D- HUS and has a poorer prognosis than D+ HUS, with high mortality and potential for long-term renal and non-renal morbidity.
METHODS: We studied nine children with D- HUS from the Pediatric Nephrology division of the Medical College, Trivandrum, India, over a period of 5 years. The clinical, haematological and renal profiles of all patients were recorded. All patients were treated with fresh-frozen plasma with or without dialysis.
RESULTS: The aetiology of HUS was not apparent in any of the cases, except in one patient who had a history of ayurvedic treatment for chronic cough. The mean age of the patients was 7.5 years with a male:female ratio of 1:2. Hypertension (HT) was present in eight cases (88%). Plasmapheresis was performed in 22% of patients; 67% underwent dialysis. Renal biopsy was performed in six patients. Four patients (44%) had good renal recovery while two progressed to end-stage renal disease. One child died in the acute phase, and one had a relapse of HUS. HT persisted in 44% and proteinuria in 33% of patients.
CONCLUSION: Early comprehensive management including dialysis, plasma infusions, and aggressive management of HT yields a good outcome in D- HUS. Persistent HT and progressive, chronic kidney disease require long-term management.
Haemolytic-uraemic syndrome (HUS) is an important cause of acute kidney injury (AKI) in children, leading to significant morbidity and mortality, and the effects of which may persist into adulthood.[1,2] HUS is characterised by a triad of micro-angiopathic haemolytic anaemia, thrombocytopenia and acute renal failure. HUS is usually characterised by oligoanuric renal failure similar to acute glomerulonephritis, but the outcome is guarded. Based on the presence or absence of a diarrhoeal prodrome, HUS may be classified as D+ or D-, respectively.
D- HUS or atypical HUS (aHUS) accounts for <10% of all HUS cases encountered. It is a heterogenous and sometimes familial disorder with complement dysregulation being the most important aetiological factor. The prognosis is worse, with death rates of up to 25% in the acute phase, and 50% of cases requiring ongoing renal replacement therapy.[3] The complement factor H (CFH), membrane cofactor protein (MCP) and complement factor I (CFI) genes are most commonly involved in familial HUS. Other factors predisposing to aHUS are infections (e.g. Streptococcus pneumoniae and HIV), drugs (e.g. mitomycin C, cisplatin, quinine, cyclosporin, tacrolimus and oral contraceptive pill), pregnancy and systemic diseases (systemic lupus erythaematosus, scleroderma, anti-phospholipid syndrome).[4]
Though rare in children, D- HUS is an important disorder in paediatric practice due to high mortality and potential for long-term renal and non-renal morbidity. The information on this disorder in children is very scant, especially from Asia. To enable clearer definition of the clinical characteristics of this syndrome, we studied D- HUS cases presenting to the paediatric nephrology division of a tertiary care teaching hospital in south India.
In this descriptive study we included patients who presented to the Pediatric Nephrology division of the Department of Paediatrics, Government Medical College, Thiruvananthapuram, Kerala, India, from 2007 to 2010. D- HUS was defined as evidence of AKI in association with micro-angiopathic haemolytic anaemia and thrombocytopenia (platelet count <100 000 cells/|µl) without a prodrome of diarrhoea. Children aged <12 years were included. The clinical and laboratory parameters at presentation and on follow-up were analysed. Hypertension (HT) was classified based on the 2004 Fourth report on high blood pressure in children and adolescents from the National High Blood Pressure Education Programme.[5] Good renal recovery was defined as a glomerular filtration rate (GFR) >80 ml/min on follow-up.
From September 2007 to September 2010, nine children (mean age 7.5 years; range 2 - 12) were admitted with D- HUS. The mean duration of follow-up was 52 months (range 38 - 66). The detailed clinical and laboratory profiles of all children are shown in Table 1. There was a female preponderance (male:female ratio 1:2). There were no identifiable risk factors in any patient except in one who gave a history of intake of ayurvedic medicines for chronic cough, the contents of which were unknown. At the time of admission, HT was present in 89%. Renal failure was oliguric in 67% and non-oliguric in 33%. Non-renal manifestations included seizures in three patients, apnoea in one, visual loss in one, left ventricular dysfunction (cardiomyopathy) in one and intestinal bleeding in three patients. One child with severe renal failure had purple discolouration of the toes, possibly due to thrombotic micro-angiopathy (Fig. 1). A Doppler study showed no evidence of deep-vein thrombosis (DVT) in the left lower limb. Major clinical features at the time of admission are shown in Table 2.
The average hospital stay was 45 days (range 14 - 120). Treatment regimens and outcomes are shown in Table 3. All patients received fresh plasma transfusions. Plasmapheresis was performed in two children. Six children (67%) had severe renal failure requiring dialysis. The mode of dialysis included acute peritoneal dialysis (PD) in two, acute PD followed by haemodialysis (HD) in three, and continuous venovenous HD (CVVHD) in one patient. Three children had severe, prolonged renal failure and were maintained on continuous ambulatory PD (CAPD); of these, two showed an improvement in renal function and were off dialysis after 6 months. One patient expired in the acute phase, despite plasmapheresis and CVVHD (11% mortality). He had severe involvement of the myocardium, intestinal bleeding and severe oligoanuric renal failure.
Low component 3 (C3) complement, indicating alternate complement pathway activation, was seen in 88%. Consent for renal biopsy was obtained in six patients, showing thrombotic microangiopathy in three (Fig. 2). Glomerular changes included focal segmental glomerulosclerosis (one patient), membrano-proliferative glomerulonephritis and focal proliferative glomerulonephritis (two patients each). One patient had severe cortical necrosis with ghost-like glomeruli and intra-arteriolar thrombosis (Fig. 3).
At follow-up, 44% had good renal recovery with a GFR >80 ml/min at 3 months. Two months after the onset of HUS, one child developed dilated cardiomyopathy with cardiac failure. She did not recover from kidney failure and is maintained on CAPD. Forty-four per cent of the series had persistent HT requiring the use of one or more anti-hypertensive drugs. The child with severe cortical necrosis had stage 3 chronic kidney disease (CKD) on follow-up. Recurrence of HUS was observed in one child, and was managed conservatively with plasma infusions (PIs), ACE inhibitors (ACEIs) and anti-hypertensives, with good renal recovery at 4 years of follow-up.
HUS, first described by Gasser et al. in 1955,[6] is the most common cause of acute renal failure in children and is characterised by the triad of micro-angiopathic haemolytic anaemia, thrombocytopenia and acute renal failure. D+ HUS is the classic form, accounting for 95% of cases in children. It is preceded by a prodrome of diarrhoea, most commonly caused by an infection by shiga-toxin-producing Escherichia coli. D- HUS accounts for the remaining 5% of HUS cases and its aetiology, age at onset, and clinical presentations are far more varied. Unlike D+ HUS, D- HUS is not preceded by an identifiable gastrointestinal infection.
Clinically, D- HUS has been associated with various non-enteric bacterial and viral infections. Infection by S. pneumoniae has been linked to 40% of cases. Drugs, malignancies, transplantation, pregnancy, and other underlying medical conditions such as scleroderma and antiphospholipid syndrome have also been associated. Categories of drugs that have been most frequently associated with D- HUS include anti-cancer molecules (mitomycin, cisplatin, bleomycin, and gemcitabine), immunotherapeutics (cyclosporine, tacrolimus, OKT3, IFN and quinidine) and antiplatelet agents (ticlopidine and clopidogrel).
The pathogenesis of D- HUS has been the focus of current research and has, thus far, been associated with complement dysregulation in 30 - 50% of patients, with 14 - 33% having abnormalities in the CFH gene, 10 - 15% in the MCP gene and 2 - 13% in the CFI gene.[7-10] Mutations in these genes lead to unregulated amplification of the alternative pathway and deposition of activated complement on the surface of invading bacteria or damaged self-tissue, like apoptosed or inflamed renal endothelial cells.[11,12] The majority of these genes are situated in a cluster of complement regulatory genes on chromosome 1q32. The mutations are generally heterozygous, with patients having reduced (but not absent) activity of the factor, with autosomal dominant inheritance and 50% penetration. Homozygous and compound heterozygous mutations have also been described, usually with a more fulminant course.[13] The autosomal recessive ADAMTS13 deficiency, a familial form of the disease usually seen in children, is rare (2 - 3%). Acquired forms of ADAMTS13 deficiency, often associated with the presence of anti-ADAMTS13 antibodies, are more common in adults and older children.
Our study was aimed at describing the clinical profile and outcome of D- HUS. Unfortunately, mutational analyses to detect defects in complement regulatory genes could not be performed. The demographic profile of our series showed a greater incidence of D- HUS in girls, in concordance with the observations in diarrhoeal HUS.[14] Whether or not girls are more prone to develop HUS requires further investigation. Children with severe illness characterised by severe haemolysis (haemoglobin <5 g/dl, lactate dehydrogenase >2 500 IU), leukocytosis and severe renal failure at presentation, had a poorer outcome. Low C3 complement indicating alternate complement pathway activation was seen in 88% of the series. Forms of aHUS, especially those with mutations involving alternate complement pathway and decreased ADAMTS13 activity, are associated with signs of complement consumption. Thus, finding decreased C3 complement is a promising diagnostic parameter with good sensitivity for this form of HUS.[15]
Renal biopsy in our series showed thrombotic micro-angiopathy in three out of six patients. Fibrin thrombi in glomerular capillary loops are seen in glomerular HUS, while similar findings in arterioles suggest arteriolar HUS, which portends a poor prognosis. The evidence of thrombotic micro-angiopathy will be seen only in renal biopsies done in the acute phase of the illness. Glomerular changes that we encountered after the acute illness included focal segmental glomerulosclerosis, membranoproliferative glomerulonephritis and focal proliferative glomerulonephritis. These lesions indicate the response of glomeruli to ischaemic damage secondary to thrombotic occlusion of glomerular arterioles or capillaries. The progressive disease occurring in 40% of children with D- HUS is due to hyperfiltration damage occurring in surviving glomeruli and the impact of ongoing HT and proteinuria. The more frequent chronic renal lesion is characterised by the hyperfunction of nephrons remaining after the acute necrotising lesion, which leads to progressive scarring, and not by persistence or recurrence of the micro-angiopathic process.[16]
The patients in this series were managed by PIs with or without plasmapheresis and dialysis. Plasmatherapy has empirically become first-line treatment in aHUS, although no prospective, controlled trials have been conducted. Patients with mutations that induce complete or partial CFH quantitative deficiency may be controlled by PIs, but plasma exchanges appear to be more efficient in patients with mutations that result in a mutant dysfunctional CFH in the circulation[17] Early treatment is crucial.
There are scarce data about the long-term renal outcome following an episode of thrombotic micro-angiopathy. Three forms of progression to end-stage renal failure have been described. Children with most severe forms do not recover from acute renal failure and enter directly into a dialysis and transplantation programme. A second group recovers renal function partially, but continues to have persistent proteinuria and frequent HT, and progresses to end-stage renal failure in 2 - 5 years. In the third group, serum creatinine and creatinine clearance will become normal, but proteinuria persists; they are at risk of progressing to chronic renal failure and end-stage renal disease after >5 years, and sometimes as late as 20 years, after the acute disease.[16]
Reports suggest that up to 25% patients die in the acute phase, and 50% progress to end-stage renal failure in non-infection-related HUS.[8] The advent of plasma therapy has significantly improved the outcome of HUS due to ADAMTS13 deficiency, with mortality figures dropping from 80 - 90% to 10 - 20%.[18,19] In a large meta-analysis, it was found that death or end-stage renal disease occurs in about 12% of patients with diarrhoea-associated HUS, and 25% of survivors demonstrate long-term renal sequelae.[20] In a study on D- HUS from India, 38% of patients had relapses, 11% progressed to end-stage kidney disease, complete renal recovery was observed in 83% and 6% died.[21] In our study, good renal recovery, defined as a GFR >80 ml/min on follow-up, was found in 44% patients. Poor outcome, defined as a GFR <80 ml/min at 3 months, was seen in 44% with stage 5 CKD in one patient, stage 3 CKD in two patients and stage 2 CKD in one patient. The mortality in our series was 11%. One patient suffered multiple relapses and was managed by PIs during relapse. After the fourth relapse she was given prophylactic PIs monthly for 12 months. She did not have further relapses and is currently in stage 3 CKD on follow-up. Long-term, prophylactic plasmatherapy appears to be more efficient in preventing end-stage renal disease than plasmatherapy only during relapses.[17] We could not assess the prognostic implications of age on the final morbidity and mortality due to the small number of patients in our series, but there appears to be a trend towards persistent proteinuria in children aged <6 years (Table 4).
Prompt diagnosis and management of childhood D- HUS is a challenge for paediatricians and paediatric nephrologists alike. It is still difficult to understand the prognosis of this heterogeneous condition. It is highly possible that patients may still develop progressive renal disease after apparent renal recovery from D- HUS, especially with more children surviving severe disease. Hence, continued surveillance of these children is essential. There is evidence that early, comprehensive management improves the outcome and decreases the mortality and short-term morbidity; however, long-term follow-up and further studies with larger series are needed to understand this intriguing condition further, especially its management and prognostic determinants.
1. Westerholt S, Pieper A, Griebel M, et al. Characterization of the cytokine immune response in children who have experienced an episode of typical hemolytic-uremic syndrome. Clin Diagn Lab Immunol 2003;10(8):1090-1095. [ Links ]
2. Scheiring J, Andreoli SP, Zimmerhackl LB. Treatment and outcome of Shiga-toxin-associated hemolytic uremic syndrome [HUS]. Pediatr Nephrol 2008;23(10):1749-1760. [http://dx.doi.org/10.1007/s00467-008-0935-6] [ Links ]
3. Noris M, Remuzzi G. Non-shiga toxin-associated hemolytic uremic syndrome. In: Zipfel P, ed. Complement and Kidney Disease. Basel: Birkhauser-Verlag, 2005:65-83. [ Links ]
4. Kavanagh D, Goodship TH, Richards A. Atypical haemolytic uraemic syndrome. Br Med Bull 2006;77/78:5-22. [http://dx.doi.org/10.1093/bmb/ldl004] [ Links ]
5. National High Blood Pressure Education Program Working Group on High Blood Pressure in Children and Adolescents. Fourth report on high blood pressure in children and adolescents from National High Blood Pressure Education Programme. Paediatrics 2004;114(2 Suppl):555-576. [ Links ]
6. Siegler R, Oakes R. Hemolytic uremic syndrome; pathogenesis, treatment, and outcome. Curr Opin Pediatr 2005;17(2):200-204. [ Links ]
7. Caprioli J, Noris M, Brioschi S, Pianetti G, Castelletti F, Bettinaglio P. Genetics of HUS: The impact of MCP, CFH and IF mutations on clinical presentation, response to treatment, and outcome. Blood 2006;108:1267-1279. [http://dx.doi.org/10.1182/blood-2005-10-007252] [ Links ]
8. Sellier-Leclerc AL, Fremeaux-Bacchi V, Dragon-Durey MA, Macher MA, Niaudet P, Guest G. Differential impact of complement mutations on clinical characteristics in atypical hemolytic uremic syndrome. J Am Soc Nephrol 2007;18:2392-2400. [ Links ]
9. Kavanagh D, Richards A, Fremeaux-Bacchi V, et al. Screening for complement system abnormalities in patients with atypical hemolytic uremic syndrome. Clin J Am Soc Nephrol 2007;2:591-596. [http://dx.doi.org/10.1681/ASN.2006080811] [ Links ]
10. Saunders RE, Goodship TH, Zipfel PF, Perkins SJ. An interactive web database of factor H-associated hemolytic uremic syndrome mutations: Insights into the structural consequences of disease associated mutations. Hum Mutat 2006;27:21-30. [http://dx.doi.org/10.1002/humu.20268] [ Links ]
11. Kavanagh D, Richards A, Atkinson J. Complement regulatory genes and hemolytic uremic syndromes. Annu Rev Med 2008;59:293-309. [http://dx.doi.org/10.1146/annurev.med.59.060106.185110] [ Links ]
12. Atkinson JP, Goodship TH. Complement factor H and the hemolytic uremic syndrome. J Exp Med 2007;204:1245-1248. [http://dx.doi.org/10.1084%2Fjem.20070664] [ Links ]
13. Cho HY, Lee BS, Moon KC, Ha IS, Cheong HI, Choi Y. Complete factor H deficiency-associated atypical hemolytic uremic syndrome in a neonate. Pediatr Nephrol 2007;22:874-880. [http://dx.doi.org/10.1007/s00467-007-0438-x] [ Links ]
14. Kinney JS, Gross TP, Porter CC, et al. Hemolytic-uremic syndrome: A population-based study in Washington, DC and Baltimore, Maryland. Am J Pub Health 1988;78(1):64-65. [http://dx.doi.org/10.2105/AJPH.78.L64] [ Links ]
15. Reusz GS, Szabo AJ, Reti M, et al. Diagnosis and classification of hemolytic uremic syndrome: The Hungarian experience. Transplant Proc 2011;43(4):1247-1249. [http://dx.doi.org/10.1016/j.transproceed.2011.03.071] [ Links ]
16. Repetto HA. Long-term course and mechanisms of progression of renal disease in hemolytic uremic syndrome. Kidney Int Suppl 2005;97:S102-S106. [http://dx.doi.org/10.1111/j.1523-1755.2005.09717.x] [ Links ]
17. Loirat C, Garnier A, Sellier-Leclerc AL, Kwon T. Plasmatherapy in atypical hemolytic uremic syndrome. Semin Thromb Hemost 2010;36(6):673-681. [ Links ]
18. Loirat C, Girma JP, Desconclois C, Coppo P, Veyradier A. Thrombotic thrombocytopenic purpura related to severe ADAMTS13 deficiency in children. Pediatr Nephrol 2009;24:19-29. [http://dx.doi.org/10.1007/s00467-008-0863-5] [ Links ]
19. Mannucci PM. Thrombotic thrombocytopenic purpura and the hemolytic uremic syndrome: Much progress and many remaining issues. Haematologica 2007;92:878-880. [ Links ]
20. Garg AX, Suri RS, Barrowman N, et al. Long-term renal prognosis of diarrhea-associated hemolytic uremic syndrome - a systematic review, meta-analysis, and meta-regression. JAMA 2003;290(10):1360-1370. [ Links ]
21. Shah N, Lobo V, Matnani M, Sharma J. Clinical Manifestations and Outcomes of D- [Atypical] Hemolytic Uremic Syndrome in Children. 20th National Conference Indian Society of Paediatric Nephrology, 2008. [ Links ]
S Uthup


text:
(CNN) -- Boutonnieres, photographers, smiles and tears of joy -- requisite wedding fixtures -- abounded Sunday at Seattle's City Hall.
But for 133 couples, the day's fanfare brought an extra dimension.
After exchanging vows at five stations set up in City Hall, they walked outside and down rain-slickened steps, greeted by cheers, confetti and a brass band celebrating the first day same-sex couples could marry in Washington.
"Today was really about the state of Washington recognizing us," said Robin Wyss, who married Danielle Yung, her partner of eight years. "People beyond our close friends and family saying our family is as valid as any other family."
After years of saying no at the ballot box, American voters for the first time said yes to same-sex marriage this fall in Washington, Maryland and Maine.
The couples married Sunday in Seattle were among the first such couples in Washington to obtain marriage licenses Thursday.
"You are seeing all generations here, people fighting for equality for decades," Aaron Pickus, press secretary to Seattle Mayor Mike McGinn, told CNN. "It's a very happy day."
Local businesses provided refreshments. Musicians and photographers volunteered their services, Pickus said.
A city website featured interviews with couples, photos, live webcams and information on obtaining a marriage license.
Keith Bacon, 44, and Corianton Hale, 34, of West Seattle were among those tying the knot in simultaneous services.
"After a commitment ceremony (this past summer) we just thought we would go down to City Hall, fill out paperwork and call it good," said Bacon. "(Today) you would hear bursts of applause. It was very festive and joyous, kind of an electric feeling in the air. "
Bacon and Wyss expressed hope that the U.S. Supreme Court will issue rulings favorable to same-sex marriage.
On Friday, the justices said they will hear two constitutional challenges to state and federal laws dealing with the recognition of gay and lesbian couples to legally wed.
Oral arguments will likely be held in March with a ruling by late June.
One appeal to be heard involves the federal Defense of Marriage Act or DOMA, which denies federal benefits to same-sex couples legally married in their own state.
The second is a challenge to California's Proposition 8, a voter-approved referendum that took away the right of same sex-marriage that previously had been approved by the state's courts.
Before November's vote, couples in Washington had domestic partner rights. Bacon and Wyss said they now feel full equality.
"Just being able to say Corianton is my husband, not just my partner," Bacon told CNN.
Approval of same-sex marriage in Washington contrasts with the 38 states that have passed bans on marriages between people of the same sex, mostly by amending their constitutions to define marriage as a union between a man and a woman.
In six states -- Massachusetts, Connecticut, Iowa, Vermont, New Hampshire and New York -- and the District of Columbia, gays and lesbians have previously won marriage rights because of actions taken by judges or legislators, not voters.
A milestone also occurred this year in the nation's executive branch: President Barack Obama became the first president to openly support same-sex marriage.
These political trends emerged as a majority of Americans say they support legally recognizing same-sex marriage at a time when the public demonstrates increasing comfort with gays and lesbians, according to a CNN/ORC International survey in June.
Bacon said he and Hale have had to deal with acceptance among some family members. "We're in a great place, but it took awhile."
"I feel like we made history today, and I like the way history is going," said Bacon.
CNN's Michael Martinez and Bill Mears contributed to this report.
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