text: #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ #~~#~~# #~~#~~# ####### ####### ## # ###### ## # ## ## ## ## ## ## ## # ## ###### #### ## ## ## # ## ## # ###### ## ## ## ## ## ## # ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## # ## ###### #### #### #### # ## ## # ####### ####### ## # ## ## ## L E G A C Y O F K A I N ## ## ## ## ## ## ## ## ## # ## ####### ###### ## ## ## ###### ####### # ## ## # ## ## ## #### ## ## ## ## ## ## # ## ## ## #### ## ## ## ## #### ## ## ## ## ## ## ## ###### #### ## ## ## ## # ## ## ## ###### ## ## ## ###### ## ## # ## ## # ## # ####### ####### #~~#~~# #~~#~~# #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ SOUL REAVER - Version 8 (Final Version) - ENGLISH VERSION Walkthrough by Alvin C WebCraft (email@example.com) Latest Updates : 13th October 1999 HTML : http://www.geocities.com/TimesSquare/Metro/3871/dino.html #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ Unpublished work 1999 Alvin C WebCraft This FAQ is for private and personal use. It can only be reproduced electronically.(Please give credit where it's due) This FAQ is NOT to be used for PROFITABLE or PROMOTIONAL purposes. This includes being incorporated, reprinted, or otherwise used by magazines, books, guides, etc., in ANY way. Please let me know if you want to do anything with this walkthrough. This is my second walkthrough. I'm not forcing you to read this so don't come to me telling me how I spoil the game for you. As usual a HTML version will follow suit in a few days time depending how complete I want the walkthrough to be. I write this walkthrough the way I recommend the game to be played. There are many secrets and bonus areas in this game. Not all will be mentioned 'coz you don't really need those items anyway. Venture by yourself if you feel like doing so. #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ Contents ========= Forewords Tips and Strategies Walkthrough Gameshark Note Credits #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ Forewords =========== DARK GODS A millennium has passed since Lord Kain set his capital in the ruins of the Pillars and began his conquest of the world. His first act was to recruit a cadre. Dipping into the underworld, Kain snared six souls and thus birthed his lieutenants, of which I, Raziel was one. We, in turn prowled the twilight of purgatory building six legions of vampires to pillage Nosgoth. The destruction of the major human kingdoms was inevitable. Within a hundred years, humanity had been thoroughly domesticated. To be sure, there remained some feral humans scattered across the hinterlands, clinging to their hopeless holy war to rid Nosgoth of the vampire scourge. They were tolerated. They made existence for the fledglings more challenging. After the taming of the humans, our real work began; shaping Nosgoth to our will. Slaves built a shrine around the Pillars. A monument worthy of our new age. Worthy, of our dark renaissance. Huge furnaces were constructed to belch smoke into the sky, shielding the land from the poisonous effects of the sun. Never had the world known such a time of beauty. However, we grew bored. We allowed the lesser vampires, the remains of the legions, their intrigues. They provided amusement and spice to an increasingly uninspired court. As faction fell against faction we bet upon the outcome. We helped and foiled plots at our whim. We were the Council and Lord Kain, our only master. RAZIEL The humans think it is a poison of the blood that makes us what we are. Fools, the blood only feeds the bodies we live in. To create a vampire, one must steal a soul from the abyss to reanimate the corpse. It is the body that demands the blood sacrifice; our souls gain their advantage from the powers of the underworld. As we matured, our earthly bodies evolved into a higher form. Through The Change, we assumed the power and nobility of the Dark Gods. With each Change, the trivial affairs of vampire and man held less interest. Always, it was Kain that would Change first. After the master had experienced a new gift, one of us would follow, in a decade or so. That is, until I had the audacity to evolve before my master. I was gifted with wings. And for my impertinence I was damned. To us the touch of water is agony; it burns our flesh like acid. My punishment was to be cast into the Lake of Lost Souls - the execution ground for traitors. As my brethren heaved me into the air I could see the bemused expressions on their faces. The transitory thrill of something new. Then the pain began. Melting, twisting, burning, falling. A new experience indeed. Time. I have no concept of how long I fell. Only that there was an end to the fall and through the pain I heard a voice. At first, I thought it merely the echoes of my own tortured mind, but I grew to understand that it was more. Something primal. Something desperate. Something righteous. Something ancient. THE ELDER The Elder explained much to me. It told me of creation, of death, of souls and of hunger. For eons the Elder fed upon the souls of Nosgoth. Until, Kains empire of vampires deprived the Elder of sustenance. For centuries his hunger grew and festered in this place. The elder offered me redemption; if I would stalk the material plain slaying my former brethren, I would have the chance to avenge myself against Kain. How could one refuse? Now I stalk the ruins of Nosgoth seeking to destroy my creator. (I could not resist from taking these few paragraphs from the official site. A beautiful way to start a walkthrough) You start the game with one of the coolest FMV ever. After being cast into the abyss, you are woken... by a voice .... the elder... #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ Tips and Strategies ===================== a) Controls =========== Default Configuration. L2 -} View Left / Aim R2 -} View Right / Aim L1 -} High Jump + X / Cancel AUTO AIM R1 -} AUTO FACE an enemy Crouch / Sneak while fighting UP Tri -} AUTO AIM LEFT {-} RIGHT Sqr --} Action Cir --} Feed DOWN X -} Jump SELECT -} Glyphs START -} Menu / Pause b) Planes ========= Spectral Plane This is the realm that you have existed for thousands of years. The realm of the living dead and the lost souls. In this realm you are unable to manipulate objects (blocks, switches, levers, weapons, etc). However you are able to move freely and the laws of gravity does not apply in this realm. Objects will change and will seem motionless. Water has no haft and therefore moving in water while in the Spectral Plane would seem effortless. In Nosgoth everything is not what it seems - objects turn into their true form when shifting into the Spectral Plane. Material Plane The Plane of the living. Your health is constantly being drained from the burden of trying to maintain your physical existence. Feeding on the souls of your enemies is a must to maintain your health. This is where most puzzles are being solved. For the first part of the game immersion in water will cause you to shift into the Spectral Plane. Planar Portals These are the blue spirals on the floor that appear almost everywhere in the the Spectral Plane. Although you can shift to the Spectral Plane when ever and where ever you want, these Planar Portal are your only gateway to the Material Plane. You need in full Spectral Health to do this. To activate a Portal all you need to do is select the Plane Shift Glyph from the select button and press your action button. c) Abilities ============ The whole story is based on revenge, so does your abilities. Raziel will earn a wide variety of tricks as he works his way towards exterminating the vampire clans from Nosgoth. Once you killed the boss of a level you will be awarded with a new ability and henceforth open the game even more. These abilities will be explained as we get along in the game. d) Warpgates ============ Just about every clan or territory in Nosgoth has one of Mobius's space and time traveling machine. Once you visit a warpgate from a particular area you can come back to that area with ease. Each territory is marked by ít's respective symbol. These gates are your shortcut to Nosgoth. Who is Mobius? That will be answered at the end of the game. Every time you save or load a game you will return to the same area, from here you will have to use the warpgates to continue your game. Never save a game until you visit a warpgate. Locate and open these warpgates by yourself 'coz they're easy to find. These warpgates will work in both planes. To open a warpgate one must not only locate the door, you must also go in and step on the circle altar. e) Vampires/Humans ================== Since garlic does not grow in Nosgoth, you have to do it the hard way. There are a few ways of killing a vampire. Impaling, sunlight, water and fire are the most effective way of killing a vampire. Fighting your average vampire at the first stages can be a hassle without a weapon. If cornered beat the crap out of them till they are stunned. Grab them (by pressing and holding triangle) and then move and aim to the elements that are mentioned above. Vampires get tougher as you go further in the game. The worst would be in the Aluka area where you have to outswim the Morlocks. Forget about fighting while you're in the water. All you can do is aim and shoot. The only glyph that work under water is Plane Shift and that does squat when faced with Morlocks. When you kill a vampire, you have a choice of eating or letting the soul pass to the next life. Letting them pass would mean that they will not appear the next time you visit the area. The humans have a hidden city in Nosgoth. They think by building a concealed tomb they can prevent vampires from harming them... Yeah Right. A single hit would likely kill these vile annoying beings. You can suck the souls right out of them (sucking the males seems a bit gayish to me) or you can just let them go and see what they do the next time you visit them. Vampire hunters are humans who believe they're Buffy. Kill them, they have the same built as the humans. My recomendation is to R1, R2, L1, L1, U, D, D, D, select X 3 for the Stone Cold Stunner. f) Glyphs (Spells) ================== There are seven Glyph Altars hidden throughout Nosgoth. The Glyph invoke powerful elemental energies, and cause major damage to multiple enemies with varying radius - or area - effects. These Glyphs have to be refilled by using powerups or bonus area. A low-level spell might cost one glyph point; a high-level spell might cost 6 or more. The Glyph are listed below in the order that Raziel will most likely discover. g) Tokens / Power Ups ===================== As you go along in the game you will come across various tokens in all kinda shapes all around Nosgoth. These will help you in your battle for retribution. Souls A soul can be found anywhere in the Spectral Plane. They're greenish in colour and they float like Vampire Farts. However, they are a necessity when it comes to the Material Plane. You need to feed ever so often to maintain your existence in the Material Plane. Glyph Energy These will only appear when you obtain a glyph. They're everywhere and they come in all sizes. Bluish and Pinkish, these will come in handy when you are far away from a bonus area. Eldritch Energy These are the rarest of all tokens. Traingular in shape, they are black with a bluish glow. When taken, they will increase the amount of Glyph Points you hold. Health Tokens These are yellow swirl that're in a shape of a slice of pizza. take five to complete a piece and it will increase the size of your health. ( Swirl - Bottom Left, Health - Bottom Right) h) Soul Reaver ============== It's a sword that will be a part of you. It may be the only weapon you ever need when you have it to full power. More will be revealed as we get along. Forges Unfortunately there is only one KNOWN forge in this game and that's the FIRE FORGE. Once the Soul Reaver is baptised in the Fire Forge, you become one-mean-vampire-slayin-machine. It gives you a devastating Force Projectile. If you loose it while playing, all you have to do is to imbue the Reaver with fire and it will return. i) Fighting =========== The art of fighting a vampire is and easy one to master. It is best if you play with an analog controller. Learn to fight while holding R1. It is the most powerful skill you ever need. Weapons A vampire has a few weaknesses. Fire, Sunlight, Water and being impaled to anything would be devastating. Ever so often you will come across spears, staff, torches, etc. along Nasgoth. Since it is very hard to stay at full power all the time, It is important that you have a weapon with you at all times. Being blocked by a gate or a hill does not mean you cannot bring your weapon along. You can plan your future fights or ongoing fights by leaving or throwing your weapons to a specific area. Pressing Triangle, L2 and R2 together you will be able to aim with defined accuracy (while moving d-pad). You can even kill from a distance. The strongest and most reliable weapons would be the Soul Reaver. In the first stages you will only possess the default Reaver. At full strength you may use the blade as any normal weapon. As you stun your enemy, you can destroy them "totally" by impaling. After you defeat the Morlock Boss you will receive a new gift. The Force Projectile ability. Now your blade is amplified to the second highest level. It is death from a distance to vampires everywhere. You can now stun your victims without being caught at a compromising position. To get the highest level you need to baptize the blade at the fire forge. Once manifest in the Material Plane, the blade can be imbued with fire by passing it through substantial fire objects (braziers, not candle flames). You now possess the Fire Reaver, you are now able to project fire balls and burn your enemy by impaling or projection. When I say "totally" earlier I meant that some weapons are found impaled into dead corpses. These weapons are there for a reason. Removing these weapons would likely release a far more greater threat to your life. Now the game does not provide you with any rocket launcher or any other super-duper-special-weapon for you to use at those dire moments. However, the game does give you a choice of Glyphs to choose from. Use these when you are surrounded and trapped or just to lazy to fight. Every Glyph has a different effect on your victims. More will be revealed as we get along. j) Puzzles ========== The puzzles in this game will make your head hurt so bad. There are puzzles, within puzzles, within puzzles. The skill of solving a puzzle depends on how well you flip your boxes. Flip slow, finish slow. Flip stupid, finish slow. Think before you flip. Not everything is as what it seem. Shifting planes are the most common way of hiding an exit from you. #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ Walkthrough ============= The Underworld ============== You are Reborn... these words torment you as you start your journey into Nosgoth. As you start the game you learn that you play as Raziel on of the minions of Kain. Destiny... Fate... bestows on you the wings that surpasses your master. Out of jealousy or envy Kain strips you from your gift and then throws you into the blackest of all.... the abyss. A voice wakes you from the slumber. The elder has saved you from total destruction. Broken, Humiliated, you seek the only thing that is left.. Revenge. You start the game in the Spectral Realm. Every time you save or load a game, you will start the game here. Why? coz' thats how the game is thats why. Even though you saved the game, lets say at the Oracle, you will still start the game at this point. Thats why you have to locate a warp gate before saving or it will just be a waste. As this game does not provide you with a training option, the Underworld serves to train you the the vary ways of a reaver. You will be thought how to feed, fight, jump/high jump, glide, warp gates and to shift plane. As the learning stage does not indanger you in any way, we will start at The Stonehendge =============== The first time you shift plane to the material plane you will find yourself surrounded by pillars. It looks like some kinda stonehendge kinda thing. Remember this place well 'coz this is like a crossroads to the Silenced Cathedral. Take note of the exit with the gate and the strange looking wall. Now proceed to the only entrance that is available. Watch out for the water. Your first encounter with a vampire would be the sons of Dumah. Take note of the small pool in this room so that you can return here later. After killing them proceed to the side of the block. The elder will tell you that you have the ability to move solid objects by pressing and holding the action button. Slide the block to the far wall. there's an opening at the top that will lead you to the Pillars. The Pillars =========== There's is no way into this area. You need the Walk-Through Wall ability. Take a weapon and proceed to the right of the Pillars Clan building. At the narrow stretch you will learn to sneak. What do you do when you sneak up to him? If you have a weapon with you and you are facing directly to him, press triangle for auto-aim and release. Open the warp gate and then proceed to the suspension bridge. You are now at the Abyss. The Abyss ========= This is the biggest crossroad in the game. It gives you access to all major clans and bonus area. Proceed as the Elder tells you to. Your clan area is to the west. Raziels Clan ============ Jump across and go through the next door. Proceed to the first courtyard. After you dispose of the vampires the gate will reopen. Next to the exit on the left you will find a stone block. Drag it to the opposite side and leave it there for future use. Now go into the next area. At the very top you will find the warp gate on your right and a door on your left. After you activate the warp gate proceed to the other door. Notice the water area on your left and head to the other door. You have now reached the Octagonal Courtyard. The Octagonal Courtyard ======================= Fight your way to the top of the spiral staircase. At the top you will notice a dial in the centre and a switch on the far wall. You will have to return here after you get the Constrict ability. Activate the switch and go across the bridge. Bonus Area ========== Once you have beaten Dumah. Use the Constrict ability on the centre dial to reveal the bonus area. The Necropolis : Skinner ======================== Nothing much to do here, so just play along until you reach an area with a block on your right. Pull the block to the left and jump on top to the next area. You are introduced to an image of one of your deadly brothers. Use either the left or right path to the top and fight your way to the warp gate. Go through the only exit available. You will now face a huge lake. Go to your right and shift the block to the very left end of the cubical. Now leave the block and head to the centre where you can see slabs jutting out of the water. Use these slabs to jump across to the other side. Don't fall in or you will have to start over. Go in to the Large Crypt. The Large Crypt =============== At the start, locate pair of stone blocks with the symbol of the Soul Reaver. Remember this block and head down. Bonus Area ========== After you meet Kain for the first time. Return to this area and use the Soul Reaver on this block to reveal a bonus area. Without a walkthrough you will go nuts in this area. There is no exit available in the Material Plane. Now stand near the entrance and shift to the Spectral Plane. You will be introduced to a new enemy. Notice the wall on the left. Now it has jut out to provide you the means to go up. Locate a Portal Plane and shift back to Material Plane. Now jump to the left side and find a stone block. Move it to the alcove (hole in the wall) by flipping it. Once you plonk it in, the gate will rise. Jump on the beam and head to either end. Look down and you'll see a scaffold between you and the other side. There is one on each side. Jump down onto the scaffold and the other will be raised. Now you are stuck in a room a alcove on one side, a huge den in the middle and no stone block to be seen. The stone block is hidden on the opposite wall. Pull it out and push it down the den. Flip it so you can bring it to the alcove on the other side. This will raise the lower gate. Now shift to the spectral realm go up the ledge and back on the beam. High jump to the raised scaffold (do this in spectral realm or the scaffold will fall) and then to the next beam and to the platform. In the next room you will find two blocks with symbols on it. Fit the two blocks into the alcove with their symbols sticking out to open the gate. A little flipping is required for the second block. Now you will see a block on the ledge. Push it down. Now if you move the block earlier on like I told you to, this block will land directly on top of the earlier block. Now jump down to the cubical and move the two blocks to the right so you can access the Main Crypt. The Main Crypt ============== In the Main Crypt. You will probably say "What the hell did I get myself into?" Don't worry it only looks harder than it is. Look for a switch on the wall and a lever on the floor. Pull the switch and ride the lift down. Locate the Engine Room. Find a switch and a crank. Activate the switch first the crank. Now you got the engine going ride the lift back up and pull the lever. The floor will now drop. Go down and pull a silver block from the wall. This will open one of the alcoves to the right of the block. Follow this path until you reach the lower level. Jump on the ledge and you will see four wooden beams holding the upper floor and four stone fire blocks. Move each fire blocks under each beam to bring the house down. Now if you notice the floor, you will find lines that leads from the fire blocks to the corner of the centre peice. Fit the four blocks to each respective corner and the floor will drop another level. Jump down and follow the hallway to your first Boss fight... Melchiah. Boss 1 - Melchiah ================= Look carefully and remember the opening scene. Melchiah is built from the left-overs from the Texas Chainsaw Masacre. He is slow but he can pass through walls. Avoid a full direct encounter with him. There is a lever gate room on each side and a centre spiral cage in the middle. So how do you fight Melchiah? Run to the side of either gate and jump on the ledge at either side to access the lever in the area. Hold the lever until Melchiah walks under it and let him have it. Timing is everything. After Melchiah gets it, jump out the way you came in and do the same thing at the other side. After you impale him twice jump into the centre cage. Act as bait for Melchiah. Once Melchiah pass through the cage, jump out and head for the crank at the throne area (centre). After you defeat Melchiah, you will be awarded with the "Pass Through Barriers Ability". The Pass Through Barriers ability ================================= Most doors or gate in Nosgoth are sealed to contain or to prevent you from achieving your goal. Thats where this ability comes in handy. It is your master key to Nosgoth. You are able to pass through gates/barriers which was impossible before. You may only use this in the Spectral Plane and it does not have anything to do with the level of your health. Right at this point I suggest you save your game. You have a choice now, either to continue with the game or to go for your first glyph. You can do this later if you'd like, it doesn't make a difference. Come back to this portion later if you want to skip and go for a full-fledge glyph hunt later. The Force Glyph =============== As you leave the Melchiah Clan, jump in the water and you will turn into the Spectral Plane. There are two gates here that you can pass through. One has a Health Token and the other leads to the Force Glyph. Pass through the gate, and find a Portal Plane to shift to the Material Plane. In the Force Glyph room push all three pillars so that they fall to the centre of the room. Bingo!! Your first glyph. The crappiest of all glyphs. Use it when you are cornered. The force glyph room has now turned into a bonus room. (the blue glowing stuff on the floor) Return here if you are in the area to reimburse your glyph points. Now your whole world change. You will now find Glyph Energy around those funny places that wasn't there before. Health Tokens Area ================== There is a heath token in this area (next to the Force Glyph gate). There is 2 more that you can get if you'd like. One The area when you first met the sons of Dumah. The token is in the small drain. Two At Raziels Clan area, jump on the block you pulled earlier to get your the token. To continue the with the game, return to the Pillars Clan building. Earlier you were unable to go into this building. The main door is constantly locked. The only way in is to the far right where you can phase through. The Pillars : Sanctuary of the Clans ==================================== Take the Health Token. Locate a Portal Plane and shift to the Material Plane. Dispose of the two vampires to open the gate. Shift to the Spectral Plane and go either way. Pass through the gates and shift back to the Material Plane on the next Portal Plane. Now enter and meet your destiny.... your master.... Kain Boss 2 - The First Kain Encounter ================================= After the scene, Kain will disappear and reappear in different locations in the room. To beat him you must hit him three times when he is visible. Be aware that if you get hit by him you will take in serious damage and turn into the Spectral Realm. After you hit him for the third time. Kain will break the Soul Reaver over Raziel's head and then he'll vanish. Now the "Soul Reaver" becomes a part of you. You now have the strongest weapon you will ever need. Aerial now makes her debut. This room has now turned into a bonus room. You can recharge your health or glyph points and also information from Aerial. Use the Soul Reaver on the door and return to the Stonehendge. The Silenced Cathedral ====================== From the Stonehendge, enter the canyon on the left and pass through the gate. Follow the path until you reach the Cathedral's drawbridge. (The warpgate is in the canyon next to the drawbridge) Walk up to the door and hit the door with the Soul Reaver. Shift to the Spectral Plane and pass through the gate. Turn right and shift back at the Portal Plane. There should be two spiders waiting for you. Jump over the water and fight your way through till you reach a door. This will lead you to the Courtyard. The Courtyard ============= Please save here. To proceed will take a lot from you. There is a series of high jumps and stunts you need to perform to get further. As you enter the courtyard (there's really nothing interesting on the ground level) look to your right. Jump on the ledge and onto the roof. Look for the highest roof with beams and a ledge sticking out of the side. There's is a few ways of going there and it is not that hard. Use the high jump and glide ability to achieve your goal. Face forward and jump for the roof in the middle. Which roof? Well if you manage to get here you'll be able to see a small stone platform and ledge after that. You should be at the centre of the ledge. High jump to the left ledge so you'll be able to reach the right ledge. There should be a weapon here. Now you can glide to the roof in front of you and on to the small ledge. Once on the small ledge you can see the ledge right across that leads to the entrance of the Cathedral. Forget about the middle entrance for now (look down and there's an entrance to the left and right) and proceed on till you see a spider spinning it's web on a human. Jump on the left ledge and go up to the Main Room. You are now in a room with twisted pipes and a pit in the centre. The objective is to get to the top but you need to get the airflow working at the pit below. Don't jump in to the pit. The Main Room ============= Head to the pipe on the far left and shift to the Spectral Plane. Walk the pipe till you reach a Planar Platform. (this is though for first timers) Shift back into the Material Plane and jump on the platform right above your head. Follow this path until you reach a ledge with two doors and a switch. Activate the switch and a wooden bellow will come down. There are two so you have to activate the other switch. Now head to the door on the right. this would be your first Picture-Block -Puzzles. Shift to the Material plane to complete the murals on the walls by flipping the blocks. I suggest you start with the one on the left wall that is raised. I hope you equip yourself with a weapon 'coz there will be 2 spiders here that will drop down on you once in a while. Use the flames if you don't have a weapon. Once you complete the mural a ledge will come out so you'll be able to reach the final switch (the left door). Go there and activate the switch. Now the second wooden platform will come down. Jump on both wooden bellows to turn on the airflow. Jump into the pit and spread your wings. The Bell Rooms ============== Save here. Jump up and you'll be at huge room with pillars (okay everything has pillars). The left path leads to a narrow passage that has a bell (bell 1) at the end, the right leads to a door with white glass door. Go for the door in the windows. There are two puzzle rooms here for you to solve before you can do anything. There's a bell (bell 2) in between the puzzle rooms. Both of them has the same concept, flip the blocks into the alcoves to form a conduit with the pipes. You will hear a clicking sound if you get the blocks at the right place. It is not hard at all, just time consuming. Once you solve a puzzle a cut scene will show a glass dome from a future puzzle breaking. Solve both these puzzle. Now here's the trick. Ring bell 2 then run across to the opening, glide down and then go and ring bell 1 while bell 2 has still got that ringing tone. (hope that makes sense) If you do it right you will shatter the glass wall thats blocking your path. Go to where the glass used to be. There should be a crank on the right wall. This crank will trigger a timed door. It will close in three seconds or so. Thats why it is essential to break the glass wall. Jump on the crank platform, activate the crank and then quickly shift in to the Spectral Plane. That way the door will not shut and you can glide down from the opening. Enter the door right next to bell 1. Go into the room with pipes running all the way up. Valve Switch Room ================= Now use the pipes as stairs to reach the level above you. Follow the path till you reach a Planar Portal and shift to the Material Plane. Now return to the room with the timed door. use the valve on the wall to lock the door in the open position. Head to the other room on the other side of the valve room. Open the door and jump across to the next door. Pass through the gate for another puzzle. As before there will be more spiders for to kill while solving this mural puzzle. Once you fit the four blocks into the right alcoves, the other four will drop so you can complete the puzzle. This will open the structure in the other room that has a Health Token. Now head back and go up the pipes again. From the Planar Portal, take the first left to a large red gate. This should lead you to the glass dome room. The domes protect the switch to the airshaft next to it. Your objective is to shatter the two remaining domes. Pass through the gate and then shift back using the Planar portal on the other side. Go through the left hallway to Valve Room 1. Valve Room 1 ============ There are three valves in this room. Open up the two valves that are closest to the camera. This will shatter one of the remaining domes. Now head to the gate and take the other hallway to Valve Room 2 Valve Room 2 ============ There are three valves in this room. Open up the two valves that are furthest away from the camera. Now all the domes has been shattered and all the switches are exposed. Turn on all the switches enter the airshaft. As you float, notice that the pipes are not completed. Push the pipes to complete the TWO connections and then jump into the entrance above the pipes. The Three Pipes Room ==================== Now you are in a room with three pipes facing up on the left and two huge blocks with switches on the right. The objective is to get all three pipes working so you can float up. Turn the two switches on the floor to move the blocks. You now need to get up to the opening that has just been revealed. Jump on the scaffold to reach the hallway. Pass through the gate and go down. Switch back to the Material Plane and turn the wheel. Now head up the other pipes on the right and enter the hallway above. As before climb the pipes to reach the hall at the top. In this room there's a switch the centre and a pile of blocks at one end. Now pull the block so you can activate the switch. Then pull the blocks near the entrance you came in so you'll be able to leave later. When you pulled the blocks the other blocks fell and became a ramp kinda thing. Use this as a mean to get to the upper hallway. You now find yourself in an incomplete pipe room with a switch at the top. Push the vertical to complete the connection and head up to activate the switch. This will allow enough pressure to flow into the Three Pipes room. Now head back to the Three Pipes Room and jump on the airflow to bring you to your next Boss. Zephon doesn't like to be kept waiting. Boss 3 - Zephon =============== Before reaching the lair activate the warpgate and save your game. As you enter you will see the body of a flame-thrower with his flame still burning. Zephon looks like the Queen in Aliens. He has legs hanging from the top and a pair of claws to match his ugliness. Hang around the legs and act as bait. The legs will strike at you and get stuck on the floor. Attack the legs and Zephon will release an egg from his mid section. Pick up the egg (eewwww) and run to the torch. Light it run back (avoid the legs and claws) and throw the egg at Zephon's head. Use the L2 and R2 aiming to get this right. You have to do this three times to beat Zephon. If you miss and you run out of legs, attack the midsection to get your eggs. The Wall Crawling Ability ========================= After defeating Zephon you will receive the "Wall Crawling Ability" that will only work in the Material Plane. Now when Raziel jumps onto a wall surface, he grabs on with hiss claws. Since your hands are occupied you are not able to engage in a combat. Only certain wall type are scalable. These walls are normally smooth with lines on them. The Pillars =========== You are now a bonafide wall-crawller. You can go for a few glyphs right now but I suggest you wait a while and get your swimming ability first so you'll be able to get all of them at on shot. Use thw Warpgate to transport you to the pillars. Go to where you first fought Kain. Now after speaking to Aerial, climb the column and walk on the ledge till you get to an entrance. You can take either door. They both lead you to the same place. In the courtyard, follow the only small path at the left of the gate. This will lead you to the Tomb of Serafan. Tomb of Serafan =============== The Warpgate is to the left of the circular pillars. When your done with that head to the gate in the centre. Shift to the Spectral Plane and pass through the gate. Use the Planar Portal to shift back and enter the next door. Pull the block out of the wall and enter the tomb. The Tomb ======== So your a Serafan and thats your tomb. What's a Serafan? Go play Blood Omen. After the cutscene, go to the middle of the room and shift into the Spectral Plane. You will fall to the room below. Exit through the next gate Boss 4 - Morlock ================ Go to the Planar Portal and shift back to the Material Plane. Morlock will appear somewhere in the centre of the room. He has a force projectile ability. Jump to the centre and attack him until he is stunned. Run him through with the Soul Reaver or just throw him into the water. After you beat him you will be awarded with the "Force Projectile Ability". The Force Projectile Ability ============================ To use this ability all you have to do is to press and hold triangle. You can use this ability on both planes. Raziel can now gather a ball of telekinetic energy and shoot out at enemies or other objects. On impact enemies (or other pushable objects) are shoved backwards. Fragile or breakable objects will shatter at the impact as well. Now your Soul Reaver has been amplified with your new ability. The Tomb of Serafan (continued) =============================== Use the ability to push the small block in the far wall. Exit the room through this opening. Make your way to the chamber and into the water in another pillar room. Look for a Planar Portal on one of the pillar and shift to the Material Plane. Jump on the wall and crawl your way up to the ledge. Now jump and glide to the pillar on the left. The next pillar has a block blocking your way. Use your telekenetic powers on it so you can glide to it. Once there jump and glide to the following ledge. Hallway Intersection ==================== When you reach the hallway, you will be confronted with a choice of paths (The stairs lead to a bonus room with an Eldritch Glyph power up. Use a projectile on the door to open it). Now head right and pass through the gate. Go up the stairs to the room with a cage in the middle of the floor. Use the Force Projectile to in the Material Plane to push the stone block against the back wall of the cage. Now pass through the cage (Spectral) and jump up to the hallway above using the block as a step. Stay on this path till you reach a body of water. This is the beginning of the Drowned Abbey Level. The Drowned Abbey / Aluka Level =============================== At the ledge you will be able to see a boat at the bottm. Shift to Material Plane and glide down to the boat. Move to the higher deck and shift into the Spectral Plane. You will now be able to jump to the ledge nearby. Shift to the Material plane and open the door that will lead you to a room with 2 doors. (The right leads to a warpgate) Take the left and follow the path till you end up at a white door. Use the Soul Reaver to open this door. Bonus Area ========== Return to the boat after you have defeated Rahab. Jump in the water and look for an opening at the other side of the lake. Follow this passage to a bonus area. Courtyard ========= From the ledge, jump platform to platform until you see a Morlock vampire on the ledge of the far wall. Dispose of him and proceed on to the ledge. Follow this path until you reach the drain room. Drain Room ========== Pass through the gate on the opposite side of the room. At the end of the hall, pass through another door and into a large room. Shift into the Material Plane and jump across platforms in the water. Shift back halfway across to continue. Pass through the door at the end of this hall. Pass through two more doors and follow the tunnel through the water and into the Underwater Chapel. Bonus Area ========== Return to this area when you have defeated Dumah. Use the Constrict ability on the centre pole and it will drain the water from the room beneath. Pull out the two blocks for bonus items. The Underwater Chapel ===================== This might be hard but look for an arch somewhere near the wall next to you. Jump on the arch and onto the next Planar Portal. Shift into the Material Plane and climb the wall behind you. From this ledge, jump across the rafters until you reach the other side of the Chapel. Enter the door on the left and use a force Projectile to shatter the glass window. The Drain ========= On the ledge you can see stone heads sticking out on the right side of the wall. Jump on one and on to the other until you reach the edge of the building. From here you have to do it right or you will have to go through all that again. high jump and glide to the roof of the circular building in the middle of the couryard. Jump to the bell tower at the other end. Pull the chain and go down the staircase through the water and enter the door to the left. Jump from pillar to pillar until you reach the top one with the Planar Portal. Shift to the Material Plane and face Rahab. Boss 5 - Rahab ============== Fish and Chips anyone? To fry this fish break all the windows in this room with the force projectile ability. This will allow the sunlight to pass through. After defeating Rahab you will receive the "Swimming" ability. The Swimming ability ==================== Before this immersion in water (in the Material Plane) will cause Raziel to shift in to the Spectral Plane. Raziel would only be able to walk on lakebeds, canal floors, but he is unable to reach higher areas. Once you gain the swimming ability, previously unreachable tunnels and platforms are now attainable. It is almost impossible to fight underwater. All that you are able to do is to use force projectile or to aim and shoot weapons at your enemy. The best strategy would be to outswim your enemies. You are able to outswim and even jump out of the water at will. Shortcut to the Skinner Level ============================= Now there is a shortcut to get out of the Drowned Abbey. Return to the Underwater Chapel and find the underwater door. Use the force projectile to open this door. Swim down the stairs to the Crypts. Take note of the stained glass coz' thats where you have to go for the Fire Forge. Locate the exit and swim up the ramp.Continue to swim through the Circular Room through the passage at the top and into the cave. The exit in the cave is through the alcove on the far wall at the upper left corner. Swim up the stairs and you'll be at the Skinner Level. Now the choice is yours, you can either go on a glyph quest or you can go to the Ash Village and fight Dumah. The Fire Forge ============== The Fire Forge increases the power of the Soul Reaver. You will be able to shoot fireballs at your enemies from a distance. Your Soul Reaver is therefore amplified. The get the Fire Forge, return to the shortcut to the Drowned Abbey. Go all the way down and look for a stained glass. Shatter it and continue down this path until you reach a room with a large fire at the end. Baptize your Soul Reaver in the Fire Forge by running it through the fire. From this point onwards you now are now a Fire Reaver. If for some reason you loose the power, you can power up by runnig it through any substantial fire (braziers, not candle flames). The Glyphs ========== The Stone Glyph =============== Return to the lake in Melchiah's clan area (Skinner Exterior Lake). Jump into the lake and take the first underwater path on the left. Use the ledges to make it to the top. After you shift into the Material Plane, climb the far wall and jump onto the Skull Area Canyon. The Skull Area Canyon ===================== You would want to check open the warpgate at the top the far left ledges. Jump into the left eye of the skull. Go down the passage and jump up onto the wooden log above your head. Then jump on the left ledge. Shift into the Spectral Plane and jump to the log that moved into your reach. Walk this until the next ledge. Look for the next wooden log and jump to it and walk the path until you reach a Portal Plane. After you shift into the Material Plane, you have to jump back onto the log and to the log above. Stay on this path til you reach a set of stairs on the right. Jump on the next ledge and onto the following ledge. Go through the path ahead. Skull Area ========== You should now be at the Jaw area. If you head to the missing tooth and look across you would be able to see a ledge on the mountain. Jump to it and stay on this path until you reach a tunnel. As you walk, look for the second sets of fire that you pass. Jump on the ledge on the right and push the block off. Drag this block to the main chamber. You need to complete the murals with the six blocks that you have now. Once completed you have earned yourself the Stone Glyph. The Sound Glyph =============== Return to the Silenced Cathedral and locate the Main Room. (Twisting pipes and a pit in the middle) Don't float up, instead jump down into the pit and find a tunnel that will lead you to the Sound Glyph. You will reach an area with a window on top. Shatter the window with the Force Projectile. Climb the wall on the right. Shift into the Spectral Plane and pass through the next gate. Go to the end and find the Planar Portal. Shift back into the Material plane and grab the club (mallet) behind you. Now return to the where you entered the room at the other end and climb the wall next to the gate. At the ledge Aim the club to the alcove on the left wall. The objective is to bring the club to the other side. Since you can't jump all the way there coz you need to shift into the Spectral Plane. After you have successfully shot the club there, shift into the Spectral Plane and jump onto the first pillar. Now change back into the Material Plane, jump into the alcove and get back your club. Now jump back to the first pillar and proceed onto the next two pillars. At the last pillar, put down the club and shatter the window with a Force Projectile. Now pick your club up and throw into the window. Don't jump while you are in the Material Plane, shift and jump across. Now all you have to do is to pick up your club and swing it at the bell. Now you have earned yourself the Sound Glyph. The Sunlight Glyph ================== Return to the Silenced Cathedral. Jump into the moat in front of the building and pass through the gate on the right. ( The left leads to a bonus area after you climb the wall ) Shift back and swim to the canton where you will see a lighhouse. Walk the ledges until you reach the base of the lighthouse. Continue on to the next ledge until you reach a door into the cave. Follow the tunnel until your outside and you'll be able to see the lighthouse. Jump across from the ledge and enter the door at the left of the lighthouse. The Canyon ========== Go to the path on the left and enter the first alcove on the left. Enter the door and follow the hall on the right until you reach the Gas Wheel room. The Gas Wheel ============= You need to climb up the vents in the middle and push down the block at the top. Turn the crank and flames will start shooting out of the walls. Now use the block to jam the wheel by pushing it into the little break in the track at the corner of the mechanism. Return to the way you came and head down the path to the left. Jump onto the platforms in the water until you reach the lighthouse. Don't use the stairs. Instead jump in to the lighthouse and proceed into the hallway at the bottom of the Piston Room. Stay on this path until you reach the Water Wheel behind a double door. The Water Wheel =============== Jump into the pit and arrange the blocks to form a conduit between the two pipes. Follow the pipes to the wheel switch and turn it. The wheel will not turn if you got the blocks wrong. Go to the other side of the wheel. Jump and glide above the steam jets one at a time to reach the top ledge. Jump on the moving below and as it is at the highest peak jump onto the catwalk on the other side of the room. Follow this path and the hallway to the Piston Room. Use the broken stairs to get topside. Jump across again to the other side by using the platforms in the water. The Sunlight Glyph Altar ======================== If you did everything right the lighthouse should be working. Enter the door right after the last platform. (the bottom door) As you approach the altar you will notice that there is a small crack that allows a little sunlight to shine on the glyph logo on the wall. All you have to do now is to shift into the Spectral Plane just as the light hits the logo. You have now earned the most powerfull glyph of all... The Sunlight Glyph. The Water Glyph =============== Return to the Abyss (Vortex) where you were sacrificed, jump to the second platform. From here there is 2 entrance, one with whats left of a bridge and two to the left is where you want to go. It's filled with water flowing out but don't let it fool you, this leads to a gold mine of bonus rooms called the Human City. Follow the canal to a clearing, turn to the left and swim up to the surface. Enter the door near the far wall in the corner. The Guard Tower =============== Pull the blocks out of the walls at the top of the stairs and then stack them next to the left wall so you can jump up to the platform above. After the scene just jump across to the other side of the courtyard. The City ======== Follow this path to the right, througha door and then go down the ramp. Now turn left, got up the stairs and then to the right. Go to the left through the double door in the room and enter the City. You will see a wall with 2 ramps. Jump into the water in front of the ramps. Shift into the Spectral Plane and pass throught the gate below. Shift back to the Material Plane, use the force projectile on the circular gate and swim up the pipe through the huge fan and into the next pipe. Swim through the pipe until you surface. Jump out of the water and enter the room at the top of the stairs Water Glyph Room ================ Go up the stairs on the right of the statue and jump across the water. remove the block from the wall and push it into the water. You have to push the block into the room on the left and then into the drain in the middle. After the room floods, return to the statue and take the Water Glyph. Before you go on to the next glyph you might want to explore the city for it holds a lot of bonus rooms. The puzzles are very easy so enjoy. The Fire Glyph ============== Go to Raziels Clan area. Go to the door that has the stairs which leads to the underwater shortcut. (opposite the warpgate door) Go down the stairs and swim to entrance at the top right corner of the wall. As you swim the colour of the walls will change from blue, green and then yellow. (if it doesn't it means your in the wrong hole boy) you will reach a huge circullar room called the Cistern. The Cistern =========== At the entrance where you came in, grab the unlit torch stick from either side. With the stick in your hand head up to the room above. Look for a hallway that is guarded by two vampires. Enter the door. At the edge of the hall, aim and throw it across to the pit to the ledge at the other side. now go back to the circlular room and enter the room at the opposite side. Turn the crank and quickly turn into the Spectral Plane. This will stop the timed door from closing. Go through the doors, shift back and jump off the ledge into the Fire Glyph Room. Turn the crank and enter the next room through the recently opened gate. Now head back to the ledge where you threw your stick. Now jump down to the pit. In the Spectral Plane, jump from pillar to pillar to reach the tunnel. Now go find your torch stick and light it with the fire in the room. With the torch in your hand you need to make it to the statue room and light the statues urn. Jump up to get the Fire Glyph. The Search for Dumah... The Ash Village =============== Get to the Abyss (Vortex), to the place where you were sacrificed. Jump to the next platform right in front of you. You should see a broken bridge. Jump into the water and super jump to the other side of the broken bridge. How to Super Jump? I believe you have to press the crouch button and X together. Continue on and make your way to a city in a canyon. The only way in is to climb the pillar on your right side (the tunnel leads to a Warpgate) and glide down to the left wall. Get down, shift into the Spectral Plane and pass through the next 2 gates to get to the Courtyard. The Courtyard ============= As you are now facing a courtyard, make your way to the opposite side and shift into the Material Plane with the Planar Portal. Stay where you are and use your force projectile to push the block until it stops at against the wall. Shift back into the Spectral Plane, pass through the gate and jump to the upper ledge using the block you just moved. Use the Planar Portal to shift to the Material Plane and jump down at the ledge in front. Go to the end. The exit is at the top right corner. To get there you need to pull out the block to use it as a step. Now jump across the hallway onto the next ledge. Stay on this passage and you will reach the Block Room puzzle. The Block Room ============== Okay push the switch at the right of the centre ledge. The whole point is to get 2 blocks from the bottom pool to the top pool. Use the block flipping technique and think before you do it. Place 2 blocks in a row so you can flip the other two blocks to the other pool. At the top pool, you should have four blocks. Stack 3 into a tall pile and use the last block as a steping block to get to the 3. Now climb up to the ventilation passage. The Furnace =========== From here onwards you need to remember the path you are taking. Why? coz' you will have to lead Dumah to the centre of this furnace to beat him thats why. Find the Gas wheel and then activate the fire lever on the other side. This will cause an explosion and a door will be open to you. This hall will lead to an upper level ledge of the Couryard. Now push the block off the ledge and stack the 2 blocks to the only ledge you have not explored. Shift into the Spectral Plane, jump to the left ledge and continue jumping in a circle on the ledges until you reach the ledge above. Then jump across to the ledge across the room to the Planar Portal. After shifting to the Material Plane, jump to the ledge with a lever. Pull the lever to open the drawbridge below. Go through the gate, follow the hallway and turn right at the intersection. Pull out the block so you can access the room above. Jump on the smallest pillar and shift into the Spectral Plane. Jump onto the next pillar and shift back into the Material Plane. Do this jumping and shifting until you reach the top and you will be able to jump inside the square gate with the pillar in the centre. Push the pillar over and it will get rid of the gates blocking you from the hall that leads you to Dumah. Boss 6 - Dumah ============== Once you meet Dumah he will lie dead on his throne. Pull out the 3 spears from him and he will come back to life and say me missess you.. then he kicks your ass. Shoot a few projectiles at him to get the fight going. Dumah is one of your hardest brothers to beat. He is the brother thats very shy coz if you get too far from him he will go back into his throne and you have to start over. Dumah has this foot stoping thing that paralizes you. Keep a distance (like a few steps in front so you can recouperate from his blows) but keep him in sight. Make your very very long journey back to the furnace room, trick him so he will be at the centre, turn the gas wheel and pull the fire lever. He's toast and you now have the constrict ability. The Constrict ability ===================== Constrict allows Raziel to encircle enemies and objects with different effects. This ability works both in the Spectral and in the Material Plane. After making one complete circle (by running) around the object/ enemy, Raziel will begin to trail a constricting band of energy. A second circle and the object/enemy would be constricted. Normally you would only use it on objects coz' constricting is a hassel and it needs to get used to. It would be easier if you have an analog controller instead of the d-pad. By the way small circles. Bonus Area ========== Here is a good place for you to try your new ability. Return to the courtyard and look for a staue in the centre with a club in his hand. Constrict the statue to open the 3 bonus rooms. Before you leave, do it to the statue one more time. The Oracle ========== This must be the hardest of all levels. It is the door that leads to your master who awaits you. it is the door to Kain. As you are leaving the Ash Village, go to the canyon that leads to the Oracles Cave. (right after the Warpgate) You will see a sundial on the ground. Use the constrict ability on the sundail so the dail points to the large entrance. Activate the warpgate on the right, shift into the Spectral Plane and enter the opening in the cave wall on the left. Shift back by using the Planar Portal. Constrict the dial in the middle of the room and go to the hall on the right. Pass through the gate and shift back to the Material Plane on the other side. Pull out the block with the symbol "Y" and push it to the floor below. Take the block across from the last and push it in the "Y" alcove. Return to the dial through the gates and pass through the next gate. Shift back into the Material Plane, take the block from the floor, lift and push it in the "Z" alcove. Now return to the other side, pull the block from the "Y" and push it in the "O". This will open the large doors. now return to the dial and constrict the dial to get to the doors. Go around to the right corner, shift into the Spectral Plane and pass through the next gate. Once you are at the top of the ridge, jump to the next ridge. jump to the Planar Portal on the right and shift back to the Material Plane. Now jump back to your last ridge. Jump across the channel and pull the 2 blocks in front of their closest alcoves. Once done jump back and use your force peojectile ability to push the blocks into the alcoves. Now you are in a hallway with four pillars. Use the constrict ability so that the white segmenton the pillars face the centre of the room. Now return to the Oracle Cavern and enter the double door. You are now in a room that has a gold contraption with a crucible in the centre. Constrict the crucible to rotate the room to your next exit. Exit to Moebius's Clock Chamber. Moebius's Clock Chamber ======================= Now you will be in a circular room. The elder will tell you who Moebius is and what part he plays. Go near the statue and turn the hands of the clock until it reads 6 o'clock. Jump down through the opening at the base of the clock to get to the lens room. The Lens Room ============= To solve this puzzle simply constrict the four lenses to match the colours of the symbol behind them. The double lenses must make purple. (red + blue) After that constrict the around the centre beam to open the door. Now enter to the Floor Clock Room. The Floor Clock Room ==================== Notice the 3 coloured symbols on the wall and the 3 coloured dials on the floor. Constrict on the dials so the colour of the hands will match the colour of the symbol on the wall. This will align the holes in the door so you can pass through. Make your way to the Gear Room. The Gear Room ============= Get the gear working by pushing back the 2 blocks, this will dislodge the 3rd block from the gear. Now the platform to the left will lift and lock. Jump from the entry ledge to the top of the axle of the left gear and then jump to the platform on the left. From the platform, jump to the ledge and on to the pendulum platform. Timing is crutial as you face the door and jump to it as the pedulum swings. Go down the shaft andgo through the hallway. You will see 2 gates with blocks at the ledge. Don't shift, instead use your force projectile to push the 2 blocks down. Enter tne room at the bottom of the passage. To solve this puzzle simply flip the blocks to fit the picture on the floor. Once done a door will open. Jump down the hole in the hallway. At the entrance memorize the symbols on the walls. Now go to all the 3 rooms and turn the dials to match the sympols on the wall. Once you have turned each dial correctly, the pendulum in each room will start to swing. Jump on each pendulum so you can pull the switches at the top of each pendulum. There are 3 switches that have to be pulled. Once done the door will open. This is the gate to Kain. Once you enter you will come by a few time portals that will show things to come and things that has passed. The past and the future in brief. At the last portal, you can find a warpgate on your left. Safe here before proceeding to your master. The Final Boss - Kain ===================== Go through the door at the end of the hall to meet Kain. After the scene Kain will begin the offensive on the lower level of the room. The centre of the room is a health powerup. Any attack other than the Soul Reaver will result in Kain laughing at you. You have to go up to him and hit him with the Soul Reaver. You have to hit him 3 times at 3 different levels. Once you hit him he will phase to a higher level of the room and a more difficult place for you to reach. He appears at random places but a opposite side strategy sometimes work. Another strategy would be to use a glyph just as he is going to hit you. This will allow you to avoid the attack. Everytime you hit him he will activate the time switch. Try your best coz' this is a hard thing to do. Once you hit him for the third time he will jump into the time portal. Raziel will follow him. You face Moebius himself and the ending of this awesome game. After you have seen the ending head down to the note section. #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ Gameshark =========== I got these codes through the forum and yahoo clubs. Tried it myself with the Gameshark Version 3.2. Now, here are the game shark codes from Game Shark Code Creators Club at http://www.cmgsccc.com/ ______________________________________________________________ | | | | Infinite Health (Spirit Plain) | 800D5674 86A0 | | | 800D5676 0001 | | | | | Infinite Health (Material Plane) | 800D5674 A120 | | | 800D5676 0007 | | | | | Infinite Health (with Stamina Code) | D00D56B0 0002 | | | 800D5674 86A0 | | | D00D56B0 0002 | | | 800D5676 0001 | | | D00D56B0 0001 | | | 800D5674 A120 | | | D00D56B0 0001 | | | 800D5676 0007 | | | | | Max Stamina Level | 800D5670 0004 | | | | | All Forged + Special Abilities | 800D5680 FFBF | | | | | All Glyph Abilities | 800CFDBE 03FF | | | 800D5682 03FF | | | | | All 5 Pizza Pieces | 800D492A 0005 | | | 800D492C 0005 | | | | | Infinite Glyph Power | 800D5688 0063 | | | 800D568A 0063 | | | | | Shift Anywhere (note 1) | 800A5A7E 2400 | | | 800B00C4 FFD0 | | | 800B00C6 1000 | | | | | I believe I can fly (note 2) | D00D1058-0040 | | | 800D55DA-0004 | | | D00D1058-0040 | | | 800D55E0-0001 | | | D00D1058-0040 | | | 800D5600-0006 | | | D00D1058-0040 | | | 800D5978-0005 | | | D00D1058-0040 | | | 800D57D6-00E4 | | | 800D5604-0070 | | | 800D5784-0001 | | | 800D57DE-0030 | |______________________________________________|_______________| Note 1: You don't need to be full health to try this. It will not work if the plane doesn't exist (eg underworld) Note 2: Press X to Jump and O to fly, you can direction pad to move around. #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ Note ====== To those of you to eager write back to me asking me what the #@$! is the ending all about, forget it. Thats all there is folks. Yes the "to be continued" is the only ending and no I don't know if there is a SR3. It sure as hell looks like it. Anyway please vent your anger at the forum stated below. My journey into the game was rewarding enough for me. I hope you have enjoyed the game as much as i do. #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ Credits ========= - Vamp228, Johan, Leo, Nemesis, Nohbody, Morrigan... thanx for everything. Sorry if I forgot anyone. - The best forum to this day regarding this game http://www.eidosinteractive.com/techsupp/index.html #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ Links to Webcraft =================== This is where I hang out: http://clubs.yahoo.com/clubs/psxvamps This is my Dino Crisis page: http://www.geocities.com/TimesSquare/Corner/7690/dino.html This is the Soul Reaver page: http://www.geocities.com/TimesSquare/Metro/3871/dino.html #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~ © 1999 WebCraft Sdn Bhd All Rights Reserved Mail : email@example.com #~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~


text:
|You are replying to: whole ham
Topic Title: whole ham
Created on November 28, 2012 at 12:57 PM
anyone ever cooked a whole fresh ham on your holland. Would be interested in recipes / times etc
I have done whole fresh hams. I like to season the ham the night before with a rub. Put it on the grill and then I roll it over after going to an internal temp of 135. I go until the internal temp is 165 then I wrap it in foil. Go to 185 if you want to slice it or 200 internal if you want it like pulled pork. Time depends on the size of the ham and temp of the grill. I always just cook by internal temp and if I am ready an hour or 2 ahead of time I just place it in a 5 day cooler and let it steam itself.

subset: commoncrawl


text:
MA-HRIR Students Take Advantage of Study Abroad Programs
While finding time to study abroad as a MA-HRIR student can be difficult, students say it is worth the effort.
Studying abroad as a graduate student with many other responsibilities can be difficult but well worth it, according to MA-HRIR students who studied abroad this past academic year. Meghann McKee Albertson, '13 MA-HRIR, chose to study abroad as a graduate student because she regretted not taking advantage of the opportunity as an undergraduate student.
"It is a great way to broaden the lens in which you view the world, and expose yourself to different cultures, foods, languages, and experiences," McKee Albertson says.
This past January, McKee Albertson was one of 23 graduate students from the Carlson School of Management to participate in the two-week Graduate Global Enrichment course, "Managing in a Global Environment," offered through the Carlson Global Institute in Delhi and Bangalore, India.
Instead of studying in a classroom, the students were learning in the field, gaining insight into the business world of India. The group toured businesses, government agencies, talked to CEOs, and discovered some of the challenges facing the country.
McKee Albertson said the experience abroad will benefit her career in HR by opening her eyes to a more global viewpoint.
"It's important not to just think of America and the things we do, but to be able to see what other countries do and see if there are other solutions," she says.
Jennifer Theisen, '12 MA-HRIR, chose to spend her one week abroad during the summer of 2012 in Dublin and Limerick, Ireland, while enrolled in the part-time MA-HRIR program. While there, she visited a large hospital system in Dublin and spent the day talking with Human Resources about the programs they run.
"Learning how other organizations run their HR can only help make me a more informed HR professional," she says about visiting the hospital.
There are many study abroad options available for students with different schedules and lifestyles. Theisen chose the one-week program in Ireland because it best fit her busy schedule at home and work.
"I chose this program because I have a husband, a 4-year old and a 2-year old. I also work full time in HR and own a restaurant. No other study abroad program would fit into my life," Theisen added.
Theisen advises other students who will be studying abroad to educate themselves on the location they will be studying before arriving. "It will help maximize your short time there and will allow you to communicate better with the people you meet."


text:
An enabling behavior is an action by a loved one that allows a
person with an addiction to alcohol or drugs to keep drinking or using drugs without facing
the consequences.
Enabling might include making excuses, calling in sick, or paying
legal fees for the person. These actions often can keep the person with an
addiction from realizing or admitting that he or she has a problem.
Family members, partners, or friends who act this way are sometimes
called "codependent."
Last Revised:
January 18, 2012
Healthwise Staff
Medical Review:
E. Gregory Thompson, MD - Internal Medicine & Peter Monti, PhD - Alcohol and Addiction
This information does not replace the advice of a doctor. Healthwise, Incorporated disclaims any warranty or liability for your use of this information. Your use of this information means that you agree to the Terms of Use. How this information was developed to help you make better health decisions.
To learn more visit Healthwise.org
© 1995-2012 Healthwise, Incorporated. Healthwise, Healthwise for every health decision, and the Healthwise logo are trademarks of Healthwise, Incorporated.


text:
If your favorite farmers market, or nearby roadside produce stand, are not yet open, it soon will. And, once that occurs, you will be inspired by what you'll find. My first trip to the market this season yielded the sweetest tomatoes I've enjoyed in months. Silver Queen corn was there, too, as well as lovely Vidalia onions, from Vidalia, Georgia, where the 35th Annual Vidalia Onion Festival will take place Thursday-Sunday. (vidaliaonionfestival.com).
With all three in hand, the tomatoes, the corn and the onions, I headed home to bake Market Vegetable Pie, a savory, beautiful dish that can be served for breakfast, with a side of fresh fruit, or for lunch or a light supper, especially nice accompanied with a salad comprised of mixed baby spring lettuce. Besides hooking up with the produce and the makings for your next meal, you'll surely enjoy chatting with market farmers, vendors and other folks in love with the farm-to-table way of life.Supermarkets and large retail outlets, of course, have their invaluable place in our day-to-day lives, but for wholesome farm fresh produce that is fresher, less processed and far less traveled, check out the farmers market.
In Beaufort County, you'll find an extensive list of area farmers markets at www.bcgov.net/calendar/events/Beaufort-County-Farmers-Markets.php, including dates and times for Bluffton Farmers Market and Buckwalter Farmers Market. The United States Department of Agriculture (USDA) also maintains a website with a list of farmers markets around the country, at apps.ams.usda.gov/FarmersMarkets, but it doesn't list them all, so if you don't know where to go in your neighborhood, call your local chamber of commerce for locations and times.
1 (9-inch) partially baked piecrust, recipe and instructions follow
1 cup whole milk
½ cup evaporated milk
2 large eggs
2 large egg yolks
½ teaspoon salt
¼ teaspoon granulated sugar
1/8 teaspoon nutmeg
1/8 teaspoon ground black pepper
Pinch cayenne pepper
1 large, fully-ripened tomato, cored, peeled and cut into ¼-inch slices, salted and drained*
1 large Vidalia onion (or other sweet onion), sliced thin and caramelized*
½ tablespoon butter, plus more as needed
½ tablespoon vegetable oil, plus more as needed
2 ears fresh corn, microwaved until cooked crisp/tender*
1 cup (4 ounces) Swiss cheese, grated
¼ cup grated Parmesan cheese
Basil leaves, for garnish*
*Directions for preparing the tomatoes, onion, corn and basil follow
For the filling
In a medium mixing bowl, whisk together the milks and eggs, until well blended. Stir in the salt, sugar, nutmeg and black and cayenne pepper, mixing well; set aside.
For the tomatoes, onion, corn and basil garnish
Tomatoes: Place the tomato slices on a mesh screen set over a large bowl and sprinkle lightly with salt. Allow tomatoes to stand for 20 to 30 minutes as excess water drains from tomatoes, then blot dry with a paper towel.
Caramelized onion: In a large heavy skillet, set over medium heat, heat butter with oil until butter is melted. Add the onion and cook, stirring frequently, until the onion becomes soft and begins to take on a golden color, about 20 minutes. Lower heat and continue to cook until onion has caramelized, or is done to your liking, about 15 to 20 minutes more.
Corn: Leaving husks and silk intact, place corn on a dampened paper towel, then microwave corn on HIGH power for 6 minutes, turning corn over after 3 minutes. When done, let corn stand for 5 minutes. Wearing oven mitts (the corn will be very hot), strips husks and silk from corn and cut corn from cob with a sharp knife. Set corn aside until ready to use.
Basil: Stack basil leaves into a neat pile, then roll into a tight, cigar-shaped cylinder. Using a scissor, snip the basil into thin slices. (This is called basil "chiffonade.")
Preheat oven to 350 degrees. Place tomatoes on the bottom of the partially baked pie crust. Top tomatoes with caramelized onion, spreading evenly over tomatoes, then distribute the corn over the onions. Sprinkle the Swiss and parmesan cheeses over all, then pour reserved egg/milk mixture into the pie shell. Bake for 35-40 minutes, or until pie is set and knife inserted into the pie's center comes out clean. Allow to rest for 10 minutes, before cutting. Garnish with basil strips before servings. Make 8 servings.
1¼ cups all-purpose flour
¼ teaspoon salt
1 stick (4 ounces) unsalted cold butter, cut into ½-inch cubes
3 tablespoons ice water
In a large bowl, combine the flour and salt, mixing well. Add the butter to the flour mixture, tossing lightly to cover butter with flour. With a pastry blender or two forks, cut the butter into the flour mixture until mixture resembles small crumbs. Gradually add some of the water to the flour mixture, 1 tablespoon at a time, tossing lightly with a fork after each addition. After pastry is well mixed, press dough with your hands to form a disc; do not overwork dough. Chill dough for 1 hour, then allow to sit out at room temperature for 10 minutes before rolling. On a lightly floured surface, roll the dough about ¼-inch thick (lightly dusting it with more flour, if needed) into a circle 1½ inches wider all around than an inverted 9-inch pie dish. Carefully fit pastry into pie plate, then trim overhang dough to 1 inch from the edge of the pan. Roll the dough under so that it sits on the edge of the pan. Flute edges into a generous, decorative border all around pie dish, then refrigerate dough for 30 minutes. While dough is chilling, preheat oven to 425 degrees. Remove pie crust from refrigerator and line bottom of the crust with a piece of parchment paper, or foil, to fit, then fill with pie weights, dried beans or rice*. Bake for 15 minutes, then carefully remove paper with weights. Lower oven temperature to 375 degrees. Pierce the sides and bottom of crust all over with a fork (this is called "docking," and it will allow steam to escape and keep the crust from puffing up); return pie crust to the oven and bake for about 5 minutes more, or until the edges are a light golden brown. Remove from oven to wire rack and set aside until ready to use.
Sue Ade, a Lowcountry resident since 1985, is a gourmet baker and collector of vintage cooking utensils and cookbooks. She can be reached at firstname.lastname@example.com or 683-0375.


text:
I recently got back from AnDevCon V in Bostom, MA after delivering 2 technical sessions on OpenGL ES in Android, running a game development workshop and hosting a panel of professionals in a session about the business of Android apps, and decided maybe it's time to actually track all of the various sessions, workshops, demos and other such professional public things I've done. It's cool to look back and see the progression of small, local events out to larger events with bigger audiences. I'm more comfortable now than ever teaching classes, speaking to groups and working with people. I've got a good list here and will keep it up to date as I do more events and will also dig for links to recordings, livecasts, etc from past events. If you are looking for a speaker to present at your conference, please reach out! I'd love to work something out. Read on for the complete list...
If you used to follow my blog then please allow me to apologize. I may have just been through the busiest year of my life, but I have something to show for it so allow me to get everyone caught up with this post and then I am going to make some efforts to keep things a little more current going forward. It's amazing, when you're really in to a project or multiple projects as my case usually is, how fast time starts to slide by. I'm always stretched thin these days but I have managed to crank out a few things so here it goes...
BatteryTech has been an interesting experiment so far. In case you don't know what it is, it's a software library I developed last year for Battery Powered Games that makes it way easier to write cross-platform games, assuming they are targeted at PC, Mac, Android and iOS. BatteryTech is not free, but instead goes for a one-time purchase with lifetime upgrades. This model is nearly opposite from most of the competing products which opt for a subscription model, getting you in the door cheap and taking that chunk of change from you each year to keep using their product. It's difficult to figure out what the best marketing strategy is for a product like this, so today I set up the $99 experiment, which I'll explain further.
It's been a very eventful 8 months since the first article of this series. I moved cross-country, took on my first reasonably-sized contract, bought my first house, ran deep into debt, paid all the debt off, then went way back into debt, started my first e-commerce site, worked on a book and saw it get published, developed & marketed a new software product and recently hired a full time contract developer and 2 sales roles. When I write it all out like that, it seems a little ridiculous. I like to think that everything I'm doing is making perfect sense, but if you haven't noticed, my blog updates have become extremely sparse since I became self-employed and there is a good reason for that: I never seem to have enough time anymore! So what does a person do in this sort of position?
A few weeks ago I began prototyping a new game, tentatively titled "Project 7." It's called that because it's my 7th game, but that's just a working title. This will be a featured BatteryTech game and will utilize Bullet Physics, Lua, OpenGL ES 2.0 and will run on Android and iPhone. The game idea was conceived by Ryan Foss who did the art, level design and much of the overall game design on Deadly Chambers. The idea is to have a game world where you, the player, control a race of characters that are in danger of being swarmed and killed by another, much meaner race. Originally we were going to go for Humans and Zombies but right now the art team is working on a cuter alien race vs some scary indigenous monsters. I love the art concepts they are coming up and will post some of them below. Keep reading for those and then some videos of the prototype running on Windows and Android.
I've always been super interested in point-of-sale systems and e-commerce, particularly the bits around inventory management, shopping carts and really slick sales integration pieces. I've never had a really good functional reason to mess around with any of this, though, outside of when I worked at IBM on an order management system for a client, until I wanted to start selling BatteryTech licenses online. The site, www.batterypoweredgames.com runs Drupal and I had some special needs so with just a little bit of module coding, I was able to piece together a fully automated sales and checkout system that requires a webform to be completed (EULA in my case), handles payment via paypal and provides the customer with access to everything once the payment is completed. This article will outline how I did it.
If you haven't heard, the Android 2.3 SDK was released to the public today. Up until this release, Android has been a bit problematic for many game developers. While it's made steady progress in that area since the 1.0 release in 2008, there have been many things missing that we game developers have been begging for. Ask and you shall receive. 2.3 comes with the release of NDK r5 which includes a slew of game-friendly native APIs. Native Input, Native EGL and one of the biggest ones.. OpenSL!
It's been nearly 2 years since I've received a corporate paycheck. I left that world in Jan of 2009 and haven't looked back since. Was it an easy jump? Hell no. It's been hard - very hard, but I don't regret it and still consider it one of the very best things I've ever done for myself. Read on...
I'll make this article short and sweet. If you have an Archos 5 Internet Tablet and wish to use ADB with it like I do with any Windows x64 variant, you'll just need the latest Android ADB driver and a little text editing skills with magic numbers. Click on for the technical stuff..
After having the story about the Nexus One multitouch flaws spread all over the blogosphere and seeing so many comments blame my test app for the problems, I figured the best way to kill that whole idea would be to just publish the source code so that people, even non-technical, can see that I do absolutely no manipulation of the touch points. All this code does is figure out what color the touch point is based on the ID and then draws those points exactly where the touch API tells it they are.
This is also a good bit of source to start with if you're interested in developing multitouch code. I still am using multitouch in the new games. This test simply allows me to understand the limitations before I design the control system. Read on for the code.


text:
Tone Up for Summer Series: Class 3
43 mins
Toning up for summer has never felt so good!
Enjoy a strong class of triangles, bhimas, dogs and tigers. Combine these postures together into the flowing Dru Vitality Sequence - designed to strengthen, tone, sculpt and leave you feeling fantastic!
Stretch out safely with specific body preps and then tone up for a fabulously healthy body - ready for summer!
Leave a comment
Members' comments:
12 Oct, 2016
Thanks Coby for this wonderful class. Just what I needed to energise and relax, a wonderful combination for deep Autumn as well as prep for summer.
12 Oct, 2016
Thank you Coby, great class, suitable for revitalising as we head well into Autumn too... fun activations, lots of stretching, lovely pace, wonderful relaxation - just what I needed! Feel both relaxed and energised, a fabulous combination.
3 Sep, 2014
Thank you Coby, just what I was looking for to tone up for my summer holiday! Perfect!


text:
Teaneck Public Library
840 Teaneck Road, Teaneck, NJ 07666
Tel.: (201) 837-4171 | Fax: (201) 837-0410
Milton G. Votee
Source: New York Times, Aug. 10, 1961 p.27, col. 1
Teaneck, N.J., Aug. 9
Milton G. Votee, an elected member of the governing body here since 1931 and for twelve years Mayor, died this morning of a heart attack at Holy Name Hospital. His age was 81.
Mr. Votee, one of the organizers of the township manager form of government in Teaneck, was re-elected in 1958. A vigorous leader despite his age, he was planning to run again next year.
In 1958, the township renamed its Central Park the Milton Votee Park in recognition of his leadership in establishing local parks and playgrounds.
Mr. Votee retired from the Railway Express Company in 1951 after fifty-one years of service. He was secretary of the Bergen County Sewer Authority.
Another Article about Milton Votee


text:
My next card may look familiar to you - I shared it on Tuesday as part of a gift set I made my daughter. I created the background using an airbrush tool (more details in Tuesday's post, so please go back and read it!) and colored the flowers in the Happy Place set using my Spectrum Noir markers. Here's a breakdown of the markers I used:
Korin Sutherland
Make plans to join us for the Release Party tonight over on the Sweet 'n Sassy Stamps member company forums at Splitcoaststampers. There will be challenges, full reveals of stamp sets, and lots of chit-chat! The fun starts at 8:00 PM EST -- see you there!
Stamps: Make a Wish (Sweet 'n Sassy Stamps)
Card Stock: Kraft (Bazzill), Cream (Recollections)
Ink: Versamark (Tsukineko), Rich Cocoa (Memento), Brushed Corduroy (Ranger)
Accessories: Aged Ivory Embossing Enamel (Stampendous), Ribbon (May Arts), Paper Tape (Love My Tapes)
Tools: heat gun
Stamps: Happy Place (Sweet 'n Sassy Stamps)
Card Stock: White (Neenah), Black (Recollections)
Ink: Tuxedo Black (Memento)
Coloring Medium: Spectrum Noir
Tools: Perfect Airbrush Tool (Perfect Paper Crafting)
Stamps: Vintage Baby (Sweet 'n Sassy Stamps)
Card Stock: White, Kraft (Neenah), Cream (Recollections)
Ink: Rich Cocoa (Memento)
Coloring Medium: Spectrum Noir
Accessories: Lace Tape (Love My Tapes)


text:
Stanford comes up just short in 73-66 loss to No. 7 Arizona on anniversary of McKale opening
- Image 1 of 2
- Image 2 of 2
TUCSON, Ariz. – Stanford got off to a great start and stayed close even when No. 7 Arizona fought back.
The Cardinal faded down the stretch, but hanging with a top-10 team in one of college basketball's toughest environments is a good sign.
Dwight Powell scored 18 of his 24 points in the second half, but Stanford couldn't stop Arizona and it seniors in the second half of a 73-66 loss Wednesday night on the 40th anniversary of the first game at the McKale Center.
"It shows they can compete at this level," Stanford coach Johnny Dawkins said. "This is a tough environment. It was a great effort, but it's not about the moral victories for us. It's about what we have to do to win.
Stanford (14-9, 5-5) dominated Arizona early to put a damper on Arizona's celebration. Even as the Wildcats rallied and the McKale Center came to life, the Cardinal stayed close behind Dwight Powell, who scored 18 of his 24 points in the second half.
Stanford faded down the stretch, though, unable to stop Lyons and Hill or handle Arizona's defensive pressure in the game's final 3 minutes.
Powell grabbed 10 rebounds, but had five turnovers, and Aaron Bright added 16 points for the Cardinal, who finished 7 of 19 from 3-point range.
"Even though tonight was a loss, we came out and showed we can hang with anyone in the country," said Stanford's Josh Huestis, who had 10 points and 10 rebounds. "We let things down in the last couple of minutes and that's where we lost it."
Playing in front of color-coordinated crowd at the McKale Center, Arizona (20-2, 8-2 Pac-12) came out flat, spoiling the festive atmosphere inside its 40-year-old arena.
The Wildcats needed most of the first half to catch the Cardinal and traded a flurry of made baskets in a back-and-forth second half before seniors Mark Lyons and Solomon Hill took over.
Lyons has turned his lone season in the desert into a get-it-done showcase, making big plays down the stretch of close games all year. He did it again against the Cardinal, hitting jumpers, scoring on hard drives and setting up his teammates for easy baskets inside.
Hill has the same kind of mentality in close games in his final season in Tucson, becoming more aggressive when team needs it. He also ramped up with the game on the line, shaking off a 1-for-6 first half by hitting some big shots, including a thunderous dunk on a drive down the lane that brought the fans to their feet and put the Wildcats firmly in control.
Lyons finished with a season-high 25 points and Hill scored 20 of his 23 points in the second half.
Behind its two seniors and with a lift from Angelo Chol — he had eight rebounds and six points with Grant Jerrett out — Arizona made 15 of 25 shots in the second half.
"Their seniors really stepped up," Dawkins said. "Lyons and Hill made a big difference in the end there."
The McKale Center became one of college basketball's most difficult places to visit during its 40 years of existence, the rowdy fans and strong Arizona teams often overwhelming opponents.
The arena named after former athletic director J.K. "Pop" McKale has been home to some of the game's best players, from Sean Elliott and Steve Kerr to Jason Gardner and Derrick Williams, along with a Hall of Fame coach in Lute Olson.
The Wildcats won 67 of their first 70 games after McKale Center opened and kept going, posting a winning percentage of .832, including 10 undefeated home seasons.
Stanford, like so many other teams, hasn't had much luck in the building, losing 28 of 36 games.
The Cardinal scored the game's first 10 points and kept Arizona close after the Wildcats rallied.
They just didn't have an answer for Lyons down the stretch.
Despite an elbow to the throat that had him coughing in pain on the bench, Lyons followed a missed jumper by Powell to set up Chol for a layup with a dish inside, then scored on backdoor cut to cap a 9-0 run that put the Wildcats up 58-54.
After Bright hit a 3-pointer, Lyons followed with one of his own and found Kevin Parrom in the corner for another that stretched the lead to 65-59 with 1:39 left.
"Mark not only scored tonight, he made his teammates better," Arizona coach Sean Miller said. "His six assists were much closer to eight or nine. He ran the team and led the team, and really let the game come to him."


text:
Dr. David Weinstein, a pediatrician at the University of Florida, now shares something with Pope John Paul II, Nelson Mandela and Oprah Winfrey.
Dr. David Weinstein, a pediatrician at the University of Florida, now shares something with Pope John Paul II, Nelson Mandela and Oprah Winfrey.
He joins these luminaries as a new recipient of the Order of the Smile Award, an international humanitarian award from an organization that goes by the award's same name and is based in Poland.
"It's a little bit of a shock considering I deal with a disease most people and even most doctors know nothing about," Weinstein said. "This is the first time that the humanitarian part of our efforts has been recognized. Ultimately, we're in the business of helping kids."
Notably, Weinstein was nominated for the award by his patients: children with a rare genetic condition called glycogen storage disease (GSD), in which they have missing or defective enzymes responsible for breaking down sugar in the body, causing it to build up in the liver and muscles.
Children who Weinstein has treated — from more than 30 countries — and their parents wrote letters to the Order of the Smile Foundation about how Weinstein had saved them.
"It really shows the power of social media," Weinstein said.
But the real power is his own single-minded devotion to a disease that no one else was touching when he came across it as a fellow at Harvard University 14 years ago.
"Somebody had to care about these kids. I decided that they needed a champion," he said.
Weinstein moved to UF in 2005 in order to work with the Gene Therapy Institute on developing genetic therapies for the disease to ultimately find a cure. "We've progressed to the point of applying to the FDA to try to perform genetic therapy in humans since it's worked well in dogs," Weinstein said.
In moving south, Weinstein said he also hoped to create a clinical reference point for children with GSD. "One of the things I wanted to do was create a Disney World of health care for these kids," he said.
That happened, and Weinstein has treated 425 children from all over the U.S. and 36 countries and Gainesville and helped advise hundreds more online. He also created a charity to help children who wouldn't otherwise be able to travel to be seen by him. For example, the U.S. Army met a child in Afghanistan who, because of the charity, was able to travel to Gainesville.
Weinstein also travels once a month to Europe and South America to educate physicians on this rare disease.
Most kids with GSD begin to show signs between 4 and 8 months: They may not grow properly, or they have abdominal swelling. If the disease goes undiagnosed and untreated, children can die or suffer brain damage.
The low blood sugar kids have during the night from fasting can cause sudden infant death syndrome (SIDS), Weinstein said, adding that in certain communities that tend to marry within the community, such as Jews and Latter Day Saints, the disease was once a major cause of SIDS.
The disease is primarily genetic and affects about one in every 100,000 babies.
Although people never outgrow the disease, which has many different sub-types, they can be treated for it. And oddly enough, a kitchen staple is the most effective treatment so far: cornstarch, mixed with water.
"This gravy is a miracle treatment," Weinstein said. But the key is proper dosing, and the cornstarch has to be measured to the gram precisely for each patient.
The formula works because it's a slowly released form of glucose, Weinstein added. Much like diabetics, people with the condition have to monitor their blood sugar and restrict their intake of dairy, table and fruit sugars.
They take the formula a few times a day, at precise times, which involves getting up in the middle of the night.
For parents, this is often the greatest challenge.
"The big fear is that you'll miss an alarm and the child will die in his sleep," said Iris Ferrecchia, a mother of four grown children, three of whom have the disease and have been treated by Weinstein.
"When you have a doctor who cares so much, it's easier to have kids with it because you don't feel like you are alone," Ferrecchia said.
"You know that you can send off an email at 1 in the morning and will get a quick response."
Ferrecchia recalled the time that one of her sons needed a liver resection because of tumors.
"I felt like I needed a doctor at 2 a.m., and (Weinstein) answered the phone," she said.
Ferrecchia, also a nurse who works with Weinstein, said he is often at the office past midnight and is known to sleep just a few hours at night.
"Dr. Weinstein is an interesting combination of science and love. He loves his patients, and he's also so scientific and quick of mind," Ferrecchia said, adding that Weinstein's whole family "eats, drinks and lives glycogen storage disorder."
Weinstein's son, when he was in kindergarten, talked to his class about the condition for show and tell, Ferrecchia said, and the family dog is named "Argo" — the name of the world's leading brand of cornstarch.
For his part, Weinstein said his recent award, which he will receive in August at a knighting ceremony in Poland, validates his decision to dedicate himself to a small subset of patients with a big need.
"I feel really fortunate that I practice a form of medicine where I really get to know the patients," Weinstein said, adding that a lot of the letters in support of his nomination for the award came from children who without his help probably wouldn't have survived the disease.
"They wanted to say thank you."
Contact Kristine Crane at 338-3119 or email@example.com.


text:
You are here
Nissan unveils NISMO-tuned GT-R
We've all been there - looking at our pathetic, standard Nissan GT-R and bemoaning its slovenly 2.7-second 0-100kph time, and 272kph top speed, and 7:24.22 lap of the Nordschleife...
Now, finally, someone at Nismo's seen sense and done something about it. Power from the 3.8-litre V6 has been bumped from 542 to 591 horsepower, torque's up from 630 to 652Nm.
The power's been boosted by bolting on two turbochargers from the GT-R Nismo GT3 racer, fiddling around with the intake and exhaust system, adjusting the ignition timing, and fitting some super-sticky Dunlop tyres.
Not extreme enough? You'll be relieved to learn that there's an optional super-bonkers-nutter version called the Track Pack, which replaces several bits with carbon fibre (amounting to a 64.8kg weight reduction - roughly 82 per cent of a Richard Hammond), some chassis tweaks, manually-adjustable Öhlins shocks and different springs with a lighter rate.
In this guise, and in the hands of ex-FIA GT1 champion Michael Krumm, it's just lapped the Nürburgring in 7:08.69. That's faster than every road car in the world bar a Radical SR8 LM (6:48), SR8 (6:55), and Porsche 918 Spyder (6:57). And it's still cheaper than that Porsche 918. It will be available in Japan in February 2014, coming to the US and Europe later that year.
So... are we looking at the fastest real-world car in the, er, real world?


text:
HARARE, Zimbabwe, July 31 (UPI) -- Zimbabweans lined up at polling stations Wednesday to vote in the first presidential election since a violent and disputed one five years ago.
This year's presidential and parliamentary vote is a rematch of the 2008 election -- pitting 89-year-old Robert Mugabe's Zanu-PF party, which has ruled Zimbabwe since it gained independence from Britain in 1980, against Prime Minister Morgan Tsvangirai's Movement for Democratic Change, the Financial Times reported.
Tsvangirai is making his third run at the presidency.
He won the first round of voting in 2008, but withdrew from a runoff, citing a violent crackdown against his supporters. He and his party then joined Mugabe and Zanu-PF in a unity government in 2009, with Mugabe as president and Tsvangirai as prime minister.
Voters told the Times campaigning in advance of this year's voting has been relatively peaceful, with less intimidation and harassment than in previous elections.
The MDC and other organizations, however, complained of electoral irregularities, particularly with voter registration, the Times said.
Mugabe dismissed questions about registration irregularities during a Monday news conference and said he would step aside if he lost.
"If you lose you must surrender to those who won," he said.
A recent Amnesty International report accused Zimbabwean police of arresting and "intimidating human rights defenders," NBC News reported.
"The clampdown on the work of human rights defenders is a worrying indicator that government agencies remain actively hostile to civil society," Noel Kututwa, Amnesty International's Africa deputy program director, said in the report.
U.S. officials said they were "deeply concerned" about the lack of transparency in preparations for the election. Patrick Ventrell, a U.S. State Department spokesman, said the election was not considered credible.
Mugabe called the U.S. concerns "absolutely insane."
He said he has "no regrets" about his leadership.


text:
FAYETTEVILLE Recently-hired Arkansas receivers coach George McDonald will leave the Razorbacks for an offensive coordinator position at another school, sources told the Arkansas Democrat-Gazette on Tuesday.
Arkansas coach Bret Bielema said Tuesday night he had accepted McDonald's resignation to become offensive coordinator at "a major university". Reports have linked the assistant to the offensive coordinator position at Syracuse.
"When you set out to assemble one of the top coaching staffs in the country, the group will consist of individuals who are highly respected and highly sought after," Bielema said. "I have always tried to hire coaches who possess the qualities and ambition to move up in our profession."
Per his letter of agreement signed with the UA, McDonald will have to pay $50,000 to accept a position with another school before June 30, 2014. McDonald, 36, was hired last month after spending two years as an assistant coach at Miami.
His salary at Arkansas was set at $275,000, significantly more than his predecessor with the Razorbacks, Kris Cinkovich. He had also previously been on staff with the Cleveland Browns.
The loss of McDonald leaves Arkansas with one vacancy on Bielema's first coaching staff. Bielema hired Barry Lunney Jr., a former Razorbacks quarterback, on Tuesday as tight ends coach.