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Final Fantasy III – Boss FAQ
Boss FAQ by Mykas0
Version: 1.37 | Updated: 08/08/08
Final Fantasy III for Nintendo DS "Boss FAQ"
By Mykas0
version 1.37
BE SURE TO READ THIS FIRST PART! You can read this faq as long as you
don't change ANY part of it (including this small introduction). Also,
you can print it but only for use at your home, you may NEVER sell
this stuff or else you will make me really mad and maybe I won't work
anymore! Finally, if you want to use this faq on your site (or use any
part of it for other things, like writing your own faq or something) you
have to mail me and ask me for it, I will almost surely grant it to you!
Finally, this guide may NEVER be published in CheatCC.
Also, I must warn you that this faq is full of small spoilers, so if
you don't want the game spoiled for you, just don't read it!
0~. Version History
1~. Introduction and important tips
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Normal Bosses
2~. Land Turtle
3~. Jin
4~. Bahamut
5~. Big Rat
6~. Medusa
7~. Guzco
8~. Salamander
9~. Hyne
10~. Kraken
11~. 4 Frogs
12~. Goldor
13~. 3 Gold Knights
14~. Garuda
15~. Hekaton
16~. Dorga
17~. Unne
18~. Titan
19~. Zande
20~. Dark Cloud - PART 1
21~. Dark Cloud - PART 2
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Optional Bosses
OP1~. Odin
OP2~. Red Shinobi
OP3~. Leviathan
OP4~. Bahamut
OP5~. Amon
OP6~. Kunoichi
OP7~. General
OP8~. Scylla
OP9~. Guardian
OP10~. 2-headed Dragon
OP11~. Ahriman
OP12~. Echidna
OP13~. Cerberus
OP14~. Iron Giant
FAQ. Frequently Asked Questions
B_END. Special Thanks
END. Contacts
0~. Version History
-> version 1.37 <-
- Added a new strategy for the battle against Bahamut.
-> version 1.36 <-
- Added a new strategy for the battle against Hyne.
- version 1.35 <-
- Added a new strategy for the battle against the Land Turtle.
-> version 1.31 <-
- Fixed a minor problem concerning the battle versus the Kraken.
-> version 1.3 <-
- Added a new question to "Frequently Asked Questions";
-- Added more information on the "Iron Giant".
-> version 1.25 <-
- Added the HP for "Iron Giant";
-- Added another strategy for the battle against "Jin".
-> version 1.2 <-
- Added the HP for most of the bosses;
-- Corrected some minor problems in the guide;
-> version 1.1 <-
- Fixed a minor mistake;
-- Added a new optional boss.
-> version 1.0 <-
- Did the entire guide.
1~. Introduction and important tips
Another Final Fantasy game release (well, more like a port...), and this
time I don't really have much to say. Let's skip to the initial notes,
which you should give a look before even trying to read specific boss
strategies, as they may help you.
- Like in most RPGs, your current level is quite important, allowing you
to easily increase your stats and even have an easier time with the
battles that you will face later on. In case you really can't seem to
defeat a particular boss, ALWAYS consider to gain a couple more levels
before trying again.
- Apart from levels, your armor and equipment is also important. Every
time you visit a new town, try to get the best weapons and armor that it
sells for each of your characters, even if that means selling some of
your items and equipment, or even getting into more battles just to win
some extra cash.
- Every time an Inn crosses your path, take your time to decide if you
should rest there or not. Most of the times, you'll be wanting to rest
in there, to restore the HP and MP of your characters. However, be aware
that resting there doesn't bring a character back to life, or cures
certain bad status, for example, "Stone" or "Frog".
- With new job classes, yet more power joins you. Every time you defeat
one of those bosses next to a crystal and you gain new jobs, be sure to
give them a look, as more than once they will be really useful. As some
important upgrades you should try, I can state the White Mage -> Shaman
-> Sage, Black Mage -> Warlock -> Sage, Fighter -> Knight or anything at
all to Ninja (he is probably the best class in the game).
- While I mostly used a party composed by 2 Mages, a Knight and a Monk
during my game, it doesn't mean that you have to do the same thing. I
strongly advise you to take a White Mage (or a Shaman, or even a Sage
with powerful healing techniques) with you at all times, but the other 3
elements of your party are usually up to you. You can either accept my
suggestions (usually given near the strategy for that boss) or creating
your own, using the job classes you like the most.
- Each time you change your class into a new one, your stats become halved
for a bit. Therefore, I strongly advise you against changing them in the
middle of dungeons or before facing particularly strong enemies. This
halving is easily seen by looking at the menu, where you will see a
small arrow pointing down, meaning that his (or her) stats are currently
halved. How to fix it? Run around, facing a couple battles, and
eventually it will disappear.
Having all these tips and informations in mind, you can now continue
reading, for more information on each of the bosses you can fight in this
2~. Land Turtle (111 HP)
Your first boss turns out being quite easy to defeat.
Hopefully, you explored the cave as much as you could, and you should now
equip two swords (you must have 2 of those, if you battled enough and
opened all the chests) instead of a sword and a shield. Then, head to the
battle and ALWAYS use FIGHT command. When the health of your only current
character drops below 10HP, be sure to use a "Potion" and proceed as
usual, your foe will go down in no time at all.
There's also a possible alternate strategy, which consists of simply using
"Antarctic Wind" (an item found in this cave), before striking with a few
physical hits - such strategy makes it even easier to defeat this boss.
3~. Jin (600 HP)
Sara may appear during this battle and cure your characters, but such
occurence turns out being fully random. I went to this battle with my
characters around level 10, and I strongly suggest you to do so, too. Now,
your main strategy should be the one of using the "Fight" command for
everyone (come on, there's not much you can do right now, is it?) and if
someone's life goes under 50HP, cure him with the "Cure" white magic (you
hopefully already equipped it to someone) or by using a "Potion". Keep on
ollowing this same strategy and eventually your enemy will go down. While
he seems to have a multi-hit fire spell, it won't cause you much trouble
if you just follow what I've stated above.
For an even easier time, you can use an item that cause Ice Damage (one of
which is called "Antarctic Wind", in the American version of the game) in
order to cause damage as quickly as possible.
4~. Bahamut (probably 34000 HP)
It it discussable if this is actually a "battle" or not, but in case you
actually try to beat this fearsome beast, you'll notice him to be way
stronger than anything you've seen this far. It MAY be possible to beat
him at this point, but it would require a whole lot of level ups, and it
just turns out not being worthy. So, all you have to do is running away
from this battle, as soon as possible. For those of you who are playing
a japanese version and haven't got a clue on where the RUN option is, I
can just tell you to press the last option in the battle menu. Doing it
for everyone is probably a good idea, too, as it increases the overall
effectiveness of the process.
5~. Big Rat (900 HP)
Your main problem here is that your party is minimized, and therefore
their physical attacks will barely scratch the enemy. Bearing this in
mind, there's a single way to win this battle: magic.
Hopefully, you have at least a single Black Mage in your party, equipped
with his own proper spells. If you have more than a Black Mage (or even
Red Mages, it's up to you), even better! Having one White Mage (at least
during this battle) is also a good idea, so that you can heal your
characters easily.
Now, as soon as the battle starts, you should start attacking the enemy
with black magic spells (start by the upper level ones, like level 3, and
when you run out of them use lower ones) and using the characters that
have no spells of that kind to heal. Whatever happens, don't let your
mage(s) die, or you will be in big trouble. Keep on striking with those
spells and eventually your enemy will go down. Here, it's not only a
matter of strategy but also one of damage, with you needing to level up
enough (I mean, try to level up as much as you want, the more you do it
the better it will be) in order to ensure a victory.
6~. Medusa (3000 HP)
While this battle isn't very hard, it turns out being tricky. Your best
bet is probably striking physically with at least 2 characters, have a
White Mage to ALWAYS heal the injured party members, and you can add a
Black/Red Mage if you want, or trade him for another physical attack. In
case you actually use a Mage to case offensive magic, try to go (first)
for the more powerful spells and then for the weaker ones, but stay away
from fire-based spells, as they seem not very good to use in this battle.
As you may notice during the battle, the most important features about
this boss is that it can turn your characters to stone, or simply make
them unable to cast spells. If any of those 2 effects are induced in your
characters, be sure to use the proper item (or even a magical spell) to
remove such effect, as soon possible.
By avoiding these 2 effects, healing with the White Mage and attacking
with everyone else, your enemy will probably go down in no time. When I
fought this battle, my weakest character was at level 14, and I strongly
suggest you to do that very same thing, in order to have an (even) easier
time fighting this mythological foe.
7~. Guzco (3500 HP)
This battle turns out being slightly weird... while most of the enemies in
the cave can use ice spells against your party, ice spells also seem to
work quite good against this boss. Well, nevermind, back to what really
While there are many possible configurations for your party when it comes
to this battle, personally I had my lower-level character at level 15 and
went to the battle with two fighters, alongside with a Black Mage and a
White Mage.
Having the white mage in there is ALWAYS a good idea, but the rest is up
to you; since magic seems to cause a good amount of damage to your enemy,
a good option would be, for example, 3 black mages and 1 white mage, or 2
black mages, a knight and 1 white mage, or... in a sum-up, be sure to
include 1 White Mage and 1 Black Mage on your party, giving the other 2
places to anyone you want.
To the white mage, you should give the task of healing when necessary, and
the other party members should be constantly attacking the enemy, either
with physical attacks or magical spells. If you're going for the spells,
start with the more poweful fire and ice ones until you can't use them
anymore, and then you should advance for the weaker ice/fire ones. If you
follow this strategy and your characters are properly levelled (since the
enemy seems to get a lot of critical hits...), I doubt you will have much
trouble with this battle.
8~. Salamander (5700 HP)
In this battle, your biggest problem is a flame attack that your foe can
sometimes use, and which damages all the elements of your party for a good
amount of damage. In order to prevent him from using it many times, you
should try to defeat this fiery enemy as quickly as possible.
The best way to damage him is by using ice-based spells, and while you can
actually manage to beat this battle with a single Black Mage, you may want
to take more than one. A White Mage will be really important (who should
always be healing the party in EVERY turn), and you should try to cause as
much damage as quickly as possible, as I've already told you.
Be aware that your enemy can strike twice in a row, and you should always
have that in mind when you're deciding how to proceed and who to heal.
Personally, I found it important to heal the entire party at each turn, to
prevent the enemy from easily weaking my party. You may want to gain some
levels before fighting this enemy, as it may be a tough battle for you (my
weakest member was now at level 19), but that's a detail that is fully up
to you.
9~. Hyne (4500 HP)
While this enemy is not particularly strong, it has 2 interesting
abilities: he is not only an undead, but he can also change his weak point
(in terms of magic) each 3 rounds. In the original version of FFIII, I
remember that you could use the Scholar job class to see an enemy's weak
point, which would be of great help in this battle. In this game, you can
do the very same thing, so that may be helpful when you're facing him.
As for the "undead" issue, it turns out being quite weird, as healing
items (such as potions) don't seem to do any harm, unlike it is usual in
most Final Fantasy games.
So, how should you proceed in this battle? First of all, be sure to take
at least a White Mage to this battle, along with a Black Mage. Besides
those two, I would also suggest an additional Black Mage and any kind of
physical attacker, the strongest you have.
Now, when your battle finally starts, be sure to always attack with the
physical striker (or strikers), heal (whoever is damaged, or even the
entire party) with your White Mage in every turn and use offensive magic
with your Black Mage.
In case you have any way to check the enemy's current weakness (read the
initial statements of this strategy to understand it), use that method to
check the current weakness and then using a magical spell of that very
same type. From time to time the enemy will change this weakness, as I've
stated before. When that happens, scan him once more and proceed as stated
above. Repeat until the enemy is defeated once and for all.
If you don't have that luck (like I didn't), your battle will be tougher,
but yet possible to beat. If that's your case, simply follow the strategy
stated in the second paragraph, but be warned that you will need a lot
more level ups before managing to beat this enemy; personally, my weakest
character was at level 22 when I managed to beat it.
Strateby by "Screeling_":
One strategy that I had for Hyne, which was maybe a little bit of luck
thrown in, was to take a Geomancer. I think the character had a job level
of around 9. Definitely lower than 10, because I hadn't really used it
that much before this dungeon. Even 'elemental' attacks like Ice Pillar
are not blocked by Hyne's elemental defense, and if you get really lucky
you'll hit him with Shadowflare, which should do enough damange to take
him out in one shot.
10~. Kraken (8000 HP)
Hum, so, it appears that the usual water boss is back. Did you missed him?
I know I didn't... anyway, about the battle, his physical attacks are
strong, but if you got some levels before heading into this battle, you
won't have problems. Personally, I went to the battle with my weakest
character at level 25 and the party fully healed, and had no trouble at
As usual, heal with the White Mage when needed (which will probably be
every turn), attack with your Knight, use the most poweful spells by the
Black Mage (try to use the "Bolt" ones above all the others, as they seem
to cause more damage) and give the final spot to anyone you want. I went
to the battle with a Monk in there, but it is really up to you.
While preparing for the battle, bear in mind that physical attacks are
probably your best change in this battle, and that the enemy has an attack
which may induce the "Blind" status in your characters, making them miss
most of their physical attacks. If that happens, have the White Mage heal
him, before proceeding as usual.
11~. 4 Frogs (800 HP each)
Believe it or not, this in the sewers turns out being nothing more than
one of those battles that you randomly seem to face in this area. You have
to beat 4 frogs, which you can easily eliminate with physical attacks,
magic or any strategy you normally use for random battles. The only
special thing that you must be careful with is poison, which your enemies
seem to (sometimes) induce with their attacks. However, you can easily
cure this with the proper item or white magic, and then continue attacking
as usual.
12~. Goldor (9000 HP)
Against this enemy, physical attacks appear to be the most effective
weapon, and while you should still have your White Mage in the party, a
good idea would be including at least 2 characters capable of causing a
good amount of physical damage, but you can even go for 3. In case you
want to keep your Black Mage in the party (I did!), always use his most
powerful spells, hoping to cause as much damage as possible.
With my weakest character at level 27, I had no trouble in beating this
battle, and except for the Bolt spell (which he may use in a sole
character or in your entire party) and one where he may try to induce the
"Blind" status, he appears to be quite calm. Always heal with the White
Mage (as we did in battles before) from the damage he causes in each turn
(mostly with his physical strike), and be aware that sometimes he may even
attack twice in a row.
13~. 3 Gold Knights (1100 HP each)
A non-random battle against 3 of those folks, fought in a bar. Well,
beating them is kinda easy, just be careful with their magical attack
(an electrical one) and you'll do fine. Heal when necessary and strike
with the best moves of every character in your party.
14~. Garuda (10000 HP)
Once more, the main problem with this boss turns out being his very own
Bolt magic, since it can cause a whole lot of damage to your party, in
case you are not at an high level. Now, there are basically two strategies
for this battle, feel free to choose yours from between these two.
You can give your entire party the Dragoon class (or job, or whatever you
wanna call it), properly equip them (you can find/buy equipment for them
in the 4 small city areas nearby), go into battle and then just use their
"Jump" ability all the time, hoping to defeat the enemy. This strategy,
while effective, turns out being much easier if your characters are at an
high level, so they can cause as much damage from each attack as possible.
Keep following this strategy until you (hopefully) win.
In case you aren't interested in changing all the equipment and jobs of
your characters (something that I surely wasn't, at this point), you can
go for the usual party of a Knight, Monk, White Mage and Black Mage. With
those characters, you should constantly attack with the Knight (which
should be using a sword in each hand) and the Monk (empty-handed, as he
seems to cause more damage like that), use the White Mage to heal everyone
at each turn of the battle and finally use the Black Mage to cast the most
powerful magic you have, probably the latest installment of "Ice", which
also works quite good.
Keep on repeating this strategy, healing properly your characters with
ONLY the White Mage and attacking with everyone else, and your enemy will
probably go down soon. This strategy worked amazingly good with my
characters at level 29, and if you manage to get those level ups right,
you will have an even easier time here.
15~. Hekaton (28000 HP)
For some reason that I can't seem to understand, this battle is too easy,
or maybe just my current party was too strong, or something... Your enemy
can attack twice in a row, and he seems to feature a powerful magic attack
which damages the entire party. (FAQ by M y k a s 0 :P)
With your Black Mage, simply use the best spells you have in a descending
order (first the level 6 ones, then the level 5, and so on), while you are
healing, as usual, with the White Mage. The other two members should
constantly attack the enemy. You can also do the same thing as I did,
train a lot (most of my characters were at level 40 when I defeated this
boss) and you'll easily win.
16~. Dorga (22800 HP)
Hum, he's back... not only his physical attack damage is quite big, but so
is the damage caused by his magical attacks. Exactly what we were supposed
to see in this kind of character, I guess...
Anyway, he seems not to have any particular weaknesses in terms of
elemental magic, so your best bet is probably attacking him with physical
strikes. You surely have to include the usual White Mage on your party,
but you can also put 3 physical attackers in there, if you want. Your
whitey should do the same task as in battle before (i.e. heal your team in
EVERY turn) and the other members should be constantly attacking the enemy
with physical strikes.
A good idea could probably be the one of putting 2 Knights and a Monk in
the party, or any physical strikers you like, but it turns out being fully
up to you, just be sure to take good care of the White Mage, as you'd be
pretty much in trouble, without her.
At level 41, my characters were more than enough to beat this foe, but you
will then have to fight yet another boss battle, exactly after this one...
17~. Unne (21800 HP)
She seems stronger than Dorga, at least in my opinion. Like what happened
to the boss you fight just before her (look above ^ ), she has no weakness
in terms of elemental magic but she is weaker against physical attacks.
For obvious reasons, you will be using the very same party that you used
in the battle before, and your strategy should be almost the same. Your
enemy goes mostly for magical attacks, with a powerful spell that puts ANY
of your friends with less than 10 HP (however, this attack will never kill
anyone, think about it as this game's version of a powerful "Demi" spell)
and other powerful spells. You can also use some attacking spells, but I
don't think it is a very good idea.
Mostly, try to stick to physical attacks and healing all your party EVERY
turn. In case more than one of your members dies (except for the White
Mage, which you should revive as soon as possible), try keeping your
strategy up and attacking as usual, but DON'T forget that HEALING is the
most important thing in this battle. Without it, you will be really fucked
up, and there's not even much you can do to save you from defeat.
18~. Titan (29000 HP)
>_> I think we've seen this somewhere else, didn't we? Well, use the usual
strategy, with the White Mage healing everyone, the Black Mage attacking
all the time with the most powerful spells you have, and finally your
physical strikers doing their usual task. At level 44, this was an easy
enemy, and I hope that you will also have an easy time with him.
19~. Zande (49999 HP)
The first of the final bosses, he appears to be stronger than he indeed
is. From time to time, he may use "Meteor", and that's probably your
biggest (or, perhaps, only) problem. I strongly advise you try to face
this battle only after your characters being at least at level 56. Also,
before heading to these final battles, there are probably some tune ups
that you should do in your party. In case you've usually used White and
Black Mages (or even their upgraded forms), change BOTH of them into
Sages, who have an interesting abiliby of being able to use ANY kind of
magical spells, apart from largely increasing the amount of most powerful
spells you can use. As for the physical strikers, you should get at least
a single Ninja, who has the ability of throwing stuff at the enemy you are
facing. Provided you bought lots of Shuriken (more than 30 will be just
fine) in Eureka's secret room, he will be of great help against the final
enemies, even being able to deal up to 9999 damage per Shuriken thrown.
You can turn all your physical fighter characters into Ninjas, but wether
you do it or not, it's up to you.
As for the strategy in this battle, it turns out being easy: use your
Ninja to throw ONLY 3 Shuriken in this battle, and then strike with
physical attacks for the rest of the time. The Sages should be mostly
used for healing up the party, a task that you should be specially careful
with, in order to avoid the damage that comes from your enemy's "Meteor"
magic. Any other physical attackers that don't have the Ninja job should
simply give physical attacks to this foe.
20~. Dark Cloud - PART 1 (probably 120000 HP)
"HUH, what an amazing foe", you think... well, it isn't. There's no way
you can win this battle, you should simply defend (and NEVER use any
Shuriken, since it would be just a waste of time and effort) until your
enemy uses its special attack, which deals 9999 damage to the entire party
of yours. THERE'S NO WAY TO WIN, so you don't even try. I doubt you can
even cause a ridiculous 1 HP of damage to the enemy, which easily proves
that this battle isn't supposed to be won.
21~. Dark Cloud - PART 2 (120000 HP, or less)
Stated in the optional bosses section of this guide, you will see that you
can beat 4 optional bosses in this final area before going for this final
enemy. In spite of being totally your option, I strongly suggest you
defeat those 4 main enemies before venturing to this battle, in order to
have an easier time and hopefully defeat this boss. In order to access
this battle, take the central teleporter in the Dark World and follow that
path (tricky area, once again) until you find another teleporter, which
you should take. My characters were at level 57 when attempting to beat
this boss, and hopefully yours will have an even higher level.
Your enemy has a lot of strategies in here, but the most important thing
is that she can strike 4 times in a row. She usually goes for physical
attacks, but she can also cast a lightning-like magical attack (which
damages your entire party), some protection spells on her (both for
physical and magic damage), turn one of your characters into a frog and
even use the very same attack that killed you in your previous encounter
with her, an attack that isn't *that* powerful right now, causing less
than 1500 HP of damage to every character currently in your party.
If you did everything as I've told you, this won't even be an hard battle.
The Ninja should be throwing Shuriken until you run out of them (which,
hopefully, will not happen before your enemy dies), and then strike with
physical attacks.
The (hopefully 2) Sages should be given different tasks, one casting
mostly attack magic (but switching to heal/revive characters when needed)
and the other ALWAYS healing your entire party, with the usual healing
spells. Be aware that both of them should, above everything, should be
used as healers, and if you have to choose between nailing yet another
offensive spell or healing your entire party even more, you'd better go
for your curing spells.
Bearing all this in mind, form your own party and go for it, I can do
nothing more than wish you good luck. In case you have more than 15
Shuriken right now and you are willing to put 3 Ninjas in your party (be
careful when trying this, since when you change the job of a character,
his stats are halved for a while), always throwing Shuriken, and a single
Sage, that could probably be the best possible party for this encounter,
as you would generally be able to cause at least 25000 HP of damage per
After this battle, the ending of the game is seen. Hope you like it!
OP1~. Odin (31000 HP)
While you fight this boss as soon as you get your ship's ability to go
underwater, I strongly advise you not to do it until much later in the
game, since this enemy may cause you a lot of trouble. While he first
seems to be a weak foe, he has a special attack that he uses from time to
time, called "Atom Edge", which deals an enourmous amount of damage to
every person currently in your party.
When I first tried to face this battle, all my characters were at level 35
and they didn't even managed to survive against a single of those special
attacks, so it's probably better to come face this enemy only when you're
sure you can beat him.
In case you really want to face him, well, simply take your ship to the
sea exactly south of the city that is divided in 4 places plus a castle
(you know, the place where you fought Garuda), go underwater in there and
you will find a cave. At its end, you will fight a palace-like room, where
Odin is, alongside with his horse.
Personally, I advise you to go for the exact same strategy that you used
against Garuda, with the 4 party members turning into Dragoons and using
the "Jump" command all the time. However, you can also go for the other
strategy I gave you back then, with a Black Mage always attacking with his
best spells, a White Mage healing your party every turn and your physical
strikers (hopefully you'll be using more than one) causing their damage as
usual, you'll manage to beat this enemy BUT only if you are properly
levelled up. I am not tired of stating this, the problem here is not
strategy, but your party having enough defense to withstand that powerful
special attack that your enemy has.
After beating this battle you will win the "Odin" summon spell, which you
can equip in anyone you want.
OP2~. Red Shinobi (probably 11000 HP)
Found in the Fargabaad town, behind the waterfall, he is weaker than you
may have supposed. Go for the very same strategy you use in random
battles, but be aware that (and despite striking only once, unlike most
boss battles you face right now) his physical attacks may sometimes poison
one of your characters. His strenght is certainly high, but provided you
have the White Mage healing your party, that won't put you in much
After winning, you get a powerful sword.
OP3~. Leviathan (32000 HP)
After getting the Invencible, you can go back the the original map (you
know, that floating island that you came from) and you will eventually be
able to find a lake with a black shadow floating around. You can simply
stop it around (there's some grass on the lower area of the lake, where
you can stop your airship) and then use the canoe to enter that black
shadow. When you're inside, there's not only a whole bunch of treasure to
collect (all of which you should try to get before continuing) but you
can also find Leviathan at the end, in an area full of the usual gray
Fighting him, you'll probably notice that he is nothing more than a
slightly tuned up version of Odin. His physical attacks aren't that
powerful, but he has a powerful special attack (the name is probably
"Tsunami") which may even kill your entire party, if your level isn't high
enough. Being a water creature, he obviously has its weakness in the
electrical attacks.
Your strategy for this battle is simple: your Black Mage (and you MUST
take one with you, this time...) should constantly use your best
electrical attacks (I used the 3rd "Bolt" spell) and your White Mage must
be healing the entire party at all times. As for the other two characters,
their choice is up to you. Personally, I took a Knight (who was always
hitting the enemy with his two swords) and another Black Mage, who was
using the best "Bolt" spell he could.
Now, there's a tricky part. Even if someone dies due to one of those
"Tsunami" attacks, you shouldn't take a turn to revive him, unless your
White Mage already has the "Full Life" magic, which I doubt. Instead, you
should keep on following your usual strategy, so that *maybe* your next
strike may even kill this beast. In case you are wondering, I was around
level 38 when I slayed this beast.
After winning, you acquire the "Leviathan" summon spell.
OP4~. Bahamut (34000 HP)
This is probably the strongest of the optional bosses so far, I strongly
advise you to be at least at level 43 before even attempting to face him.
Using the best flying ship, the Invincible, you should head to the place
where you first fought (well, if that can really be considered a
battle...) against this Bahamut. From there, head southeast and follow the
shore, which will eventually lead you to a small place where you can see a
cave nearby and one of those places where you can use your airship to jump
to another place. Do it, enter the cave and follow it up to the end, where
you will finally face this enemy in a deadly battle.
Bahamut mostly uses physical attacks (two in a row), but he also has a
powerful special attack where he damages your entire party for a whole lot
of damage, usually even killing them all. Your main problem will probably
be this very same attack, since you can't dodge it and it is REALLY
If you think about it, you probably may want to defeat this enemy as soon
and as quickly as possible, so that you don't even have to taste the
awesome power of that special attack. Above any type of strategy, your
main concern in here should be heading to this battle with your characters
as powerful as you can get them. I suggest you come here before heading
into the game's final dungeon, and trying to have as many levels in each
character as possible. The less damage you take from that special attack,
the easier your life will be and the less damage you'll take from the
special attack stated above.
When it comes to strategy, you'd better have a Shaman (the upgraded form
of a White Mage) in there to heal your party, CONSTANTLY (and I mean it!)
using healing spells in the entire party. About the other 3 characters,
you should mostly pick the strongest physical strikers you have available,
alongside with their best weapons and armor. They should constantly attack
the enemy, while being healed by the Shaman. You can have the usual Black
Mage (or a Warlock) in there, but magic seems to cause less damage than
the one you can inflict with characters prepared for
physical attacks.
When you finally are able to defeat this powerful beast, you will acquire
the "Bahamut" summon spell, to equip in whoever you want.
Strategy by D. Anderson:
If you have a Dragoon, just buy his weapon on the Invincible (I think it
was "Dragon Spear") and just keep using "Jump". It does 9999 each hit, so
the fight is fairly short. No, I did NOT have a Shaman (just a White
Mage), and I barely had to heal. Also, I still had a black mage, and just
had him keep using "Bio". The fight lasted 4 turns for me.
OP5~. Amon (33500 HP)
The first boss found in Eureka, which you can fight by picking up a
chakram, or a boomerang, or whatever that is.
While he kinda resembles Hyne, he isn't very strong and usually goes for
physical attacks and some magical ones. Keep on healing with your Shaman
and attacking with everyone else (a Warlock should use his best spells,
in order to try to cause as much damage as possible) and eventually this
enemy will be down, awarding you that boomerang-type weapon.
OP6~. Kunoichi (29000 HP)
The second boss placed in Eureka, which you can fight by picking up the
first sword you find, placed to the right of a place where you come from
the upper side and can head down, left or RIGHT.
She is not very strong, mostly focus in physical attacks and some magic
(which she usually opts by using in your entire party), but be aware that
she can strike up to 3 times per turn.
Strike with everyone else ("Flare" for your Warlock seems to be quite
good against her), either with physical attacks or black magic, healing
the entire party with the Shaman in EVERY turn, and she will go down
probably even quicker than the boss you faced before her.
At the end you gain the sword that you've just seen.
OP7~. General (35000 HP)
The third boss which you can find in Eureka, you can fight him by picking
up the second sword you find, placed to the right of the final door, in an
area full of those wooden bridges.
Seems even weaker than the 2 bosses found before him, he mostly goes for
(strong) physical attacks. Use "Flare" with your Warlock, physical
strikes with your characters that are better at that kind of task, and
finally heal with the Shaman, the very same task that we have been doing
up to now.
After winning, you'll acquire the sword that you've seen before, which
turns out being one of the best ones available in this game.
OP8~. Scylla (35000 HP)
Also in Eureka, you can fight this mythology-based enemy by picking up the
staff, shown exactly to the left side of second-to-last room in this area
of the game.
She isn't very strong, and provided you follow the exact same strategy as
in the battle before, (and I mean "Flare" for the Warlock, curing everyone
for the Shaman and striking physically with the other 2 guys) you will
probably do just fine.
After winning the battle, you get the staff you've just seen.
OP9~. Guardian (33700 HP)
When reaching the final area of Eureka, the same one where you fight
Scylla, you can head to the right to fight this boss battle, acessible by
interacting with the golden sword, the final one you'll see.
Like Scylla, he isn't very strong. However, he has some powerful magical
attacks and sometimes he even casts "Reflect" on himself. If that happens,
(you'll easily notice it because he turns purple) stop using all kinds of
offensive magic and have your Warlock (or whoever you were using magic
with) just defend himself. Everyone else should continue attacking, and
the Shaman should be healing as usual. Provided you are careful with the
magical attacks (which fortunately he hardly uses) and with his status
that reflects magic, you'll do just fine and defeat him easily.
After beating you, you get a new sword.
OP10~. 2-headed Dragon (99999 HP)
On the last area of the game, the Dark World, you should take the upper
right path and follow it until you find this boss.
He only uses physical attacks, but all of those are quite strong and you
may have a lot of trouble with them. Also, some of his physical attacks
seem to induce the "Silence" status in your characters, stopping them from
being able to use magic.
If this happens to ANY of your Sages, be sure to heal that effect as
quickly as possible, and then continue using those very same characters to
heal the damaged members of your team, a task that you should do in EVERY
turn, in order to prevent the enemy from killing any of your party
With your Ninjas, you should always throw Shuriken at the enemy, and if
you have other physical strikers, they should be constantly attacking the
After winning this tough battle, you will not only have your party fully
healed but also also gain an interesting effect, which instantly weakens
the final boss, lowering its maximum HP.
OP11~. Ahriman (99999 HP)
Also on the last area of the game, the Dark World, you can take the lower
right path and follow it up to the end in order to battle this enemy.
He isn't very strong, but can attack twice in a row, with usually
different moves. His physical attack isn't very strong, but it may
sometimes petrify your characters; if that happens, try to cure that
effect as soon as possible, using the classical "Soft" item (you brought
some, didn't you? I hope so, that's important!). He may also cure himself
(usually for around 4500 HP) and use most offensive magic types against
your characters.
Well, apart from the petrifying issue, this enemy isn't that powerful, you
can use Shuriken with your Ninja (but be careful with how many you have
left, since you will be needing it for the final battle), physical attacks
with the characters who are good at that task. As for your Sage (or, even
better, Sages, as you should have 2 of them in your party by now), he
should be healing all your party (when necessary) or casting "Flare" or
After beating this enemy, not only your party will be fully healed but the
final boss will be weakened even more, by having its maximum HP lowered.
OP12~. Echidna (99999 HP)
In the Dark World, you can take the lower left path and take it up to the
end (be careful, the area is a little tricky) in order to fight this very
same enemy. She seems to cast "Drain" (which, as you may suppose, drains
some HP from one of your characters) every turn, followed by another
attack, which may be a physical one (sometimes inducing "Silence" on the
character attacked) or a "Death" spell. None of those attacks are really
that powerful, and you should mostly stick to an adapted version of the
usual strategy.
Your Ninja, as usual, should be throwin Shuriken at the enemy. Your other
physical attacker should be striking physically as usual. As for the 2
Sages you (hopefully) have in your party, one should be ALWAYS (whatever
happens, even if the enemy only caused you 1 HP of damage last turn)
healing the entire party, while the other one should be casting "Flare"
or any kind of offensive spell every turn.
Eventually you will beat her, and your party will be fully healed. Also,
the final boss will have its HP lowered even more.
OP13~. Cerberus (99999 HP)
Also in the Dark World, you can take the upper left path and follow it up
to the end in order to fight this enemy. He is stronger than the other 3
optional bosses, usually attacks up to 3 times per turn (sometimes even
inducing the "Poison" effect with his physical attacks), either with
strong physical attacks or the best "Fire" magic, sometimes used in a
single character and others on your whole party.
As in the battle before, use your Ninja to throw Shuriken at the enemy
(be sure to have at least 13 left for your final battle) and attack
physically with the other character. Then, one of the Sages should ALWAYS
cast the best healing spell in the entire party and the other one can cast
offensive magic (go mostly for "Flare" or the most powerful ones you
currently have). In case someone dies, ignore this last action and be sure
to revive them as soon as possible, then continuing with this strategy as
if nothing had happened.
After beating the enemy, your party will once again be fully healed and
the final boss (which will be next, if you are following my guide on
beating these last 4 optional bosses) will be given even less HP than it
normally would have. The strategy for beating that very same final boss of
the game is stated in its proper section.
OP14~. Iron Giant (199999 HP)
First of all, in order to unlock this boss you need to send at least 8
messages via Mognet to your friends. Then, send 4 messages to "The 4
Elderly" (and wait until they reply back to you, which is usually quick),
followed by 4 messages to "King Arusu", and when he replies to it with a
forth mail, grab your airship (you'll need the one that can go underwater,
so be sure to get that one) and go to the area with the floating island,
you know, the one where you started the game. From that place, start
heading to the right side and continue going until you see a big circular
shadow inside of the water.
There, go down with that special airship and you'll be able to enter a
secret cave, where you will fight this optional boss, the strongest one
available in the game.
Since I don't have a Wifi connection, I wasn't able to unlock this boss
and therefore I can't give you any strategies made by myself, but several
people discussed with me that the best strategy for such battle is byuing
the most powerful magic you have, while having all your characters into
the back row and using 2 shields.
The enemy starts by using "Meteor" several times. After losing a certain
amount of HP, he will use several physical attacks and "Slash", that hits
everyone in your party for good damage.
After defeating him you gain a massive amount of experience (99999, in
case anyone is wondering), alongside with lots of money (once again, the
incredible amount of 99999 gil) and a card that you can use in your
messages. Besides, you can go back to that area, and probably fight him as
many times as you want.
In case you disagree with the strategy stated above or you found a better
one, be sure to mail me about it, and I'll add it to this guide, obviously
crediting you for it.
FAQ. Frequently Asked Questions
Some of the questions you, readers, may have... in case you mail me an
interesting question and I think that other readers should also hear the
answer, your question will be added here and your name will be credited.
Q: [Insert something here], where should I go next?
A: Did you noticed that this was a Boss FAQ, not a FAQ/Walkthrough? Be
sure to read one of those instead, since I have no idea on what to tell
you about that kind of question.
Q: Hey, my strategy is better than yours! What should I do?
A: First of all, if your strategy is indeed better than mine, just use
yours instead of mine. Also, you can mail me that strategy and in case
I find it interesting, I will also add it to this Guide and credit you.
Q: Why isn't Nepto in your bosses' list?
A: Finding him (or not) is fully random. Besides, you lose your normal
ship later in the game, and I couldn't find a way to visit Nepto's bay
by water after such occurence.
Q: Are there any other bosses not stated in this guide?
A: I don't believe so. While I heard that you can acquire certain quests,
items and more stuff by using Mognet and the Wi-fi funcionalities of
this game, I wasn't really able to try it, as I don't have a wireless
connection. I don't have the DS Wireless Adaptor either (feel free to
offer me one! :P), but I strongly believe that even in those new quests
you wouldn't be facing any new boss, besides the ones stated in this
very same guide.
Q: Why do you display the bosses in that order? I fought them in a
different one!
A: The order given here is exactly the one I've faced in my game. Besides,
apart from a single battle (and not counting the optional bosses), you
MUST face them in that order.
Q: Where do I get the Ninja? Or the Sage?
A: You get them after reaching the last crystal.
Q: In Eureka, where can I buy the Shuriken? Where's the secret room?
A: Well, lots of people seem to ask that. First of all, you must enter
Eureka (a secret, rocky, place, available in the Crystal castle, found
near the end of the game), and follow it until the end, where you will
find a teleporting circle. By taking it, you're able to visit a smaller
area, where there are no enemies, just people selling equipment and two
healing fountains. In that very same area, you'll see a strange group
of walls, in the right side of the room. By taking your character
there, he will be able to get inside the wall and follow an invisible
path which, at the end, features a person selling not only Shurikens,
but also other amazing pieces of equipment.
That's all...
B_END. Special Thanks
I want to thank the following people:
- Everyone who made this game;
- Andyrm, for confirming that Hyne's weakness can still be studied with
the "Scholar" job class;
- coverzin1, for telling me of a way to confirm the boss' HP;
- Zach L. , for telling me the exact HP of the "Iron Giant";
- PuppetKing, for more information on the "Iron Giant";
- Everyone who mailed me about the "Land Turtle" battle;
- Everyone who contributed strategies, they are generally credited along
with their own contributions;
- Everyone who likes my works, it's for those people that I like to work
in this type of project.
End. Contacts
If you want, you may see my web page, just check it at the HTML
address www.geocities.com/Mykas0/ .
My e-mail is Mykas0 [at] gmail.com , you can send me some questions you
may have or contributions to this guide, but please try not to ask any
questions that aren't about this guide or Boss battles, as I am not the
best person to reply to those. Also, se the following subject or I will
NEVER reply.
Subject: "FF3 BOSS FAQ" for posing questions or giving contributions
Thanks and until the next version!!!!!!
View in:


text:
A More Cerebral Fantasy Experience
Noone could have missed the growing popularity of Swedish mystery writers like Stig Lasson and Henning Mankell least not as a Swede. Yet Swedish science fiction and fantasy literature has been lacking from this blog so far. I have promised myself I will rectify that in the future.
First out is Åsa Schwartz who's first novel Nefilim has been published in 16 countries (link to English version). Nephilim are the offspring of angels and human females according to one interpretation of the Bible. Her new book En Död Ängel [A Dead Angel] a standalone sequel to Nefilim is so far only available in Swedish but I understand there are plans for an English translation later.
En Död Ängel takes place in Stockholm and the Mount Ararat region of Turkey and Armenia. The female protagonist Nova Barakel is a Greenpeace activist with a mysterious past. She goes to Mount Ararat with other Greenpeace activists to build an Ark there as a symbol for the fight against climate change. The green theme goes all though the book and humanity's pollution of Earth is a major issue.
Nova is brutally attacked when she and her new-found boyfriend Benjamin visit the uninhabited ruin city of Ani only to wake up a week later in a hospital bed in Stockholm. Benjamin has not been seen since, why? She checks herself out only to learn that Sylvester one of her hacker friends has been murdered. Against doctors and her friend Arvid's protests she immediately starts to plan to return to Turkey to search for Benjamin and clues of her own past.
I like strong female characters and Nova Barakel is probably the most believable I have met so far. She is a complex character unsure of her past, which will be revealed in this book. She makes mistakes and deal with them as a normal person would do. As in almost all good stories there is love but it never becomes the main thing. Nova is her own person but she has some relationship issues not only with her missing boyfriend but also with pining male friends that complicates her life. All her inner dialog allows the reader to come really close to her.
The environment and the details in the story give the same kind of insight behind the curtain that has made other Swedish authors popular abroad. I am impressed by the research and expertise evident in this book with social criticism, religion, history, mysticism and cyber security in a coherent and enjoyable mixture. The author must have spent a great deal of time researching it. I had the opportunity to talk with her at EuroCon this year and she told me she went down to Armenia to do the research on site. That she works as an IT security consultant is also clear.
I don't want to go into too many details and spoil the surprise but Nova stumbles on something that can have global repercussions. We dig into cyber security, angels, family secrets, and much more before the surprising and explosive finale.
Åsa Schwartz is the leading lady of eco fantasy and her new book En Död Ängel [A Dead Angel] is an ominous eco thriller, a sequel to Nefilim that takes us into the supernatural. It was a real page-turner I read in one go. This gets a warm recommendation as a more cerebral fantasy experience.
Book information
En Död Ängel [A Dead Angel] (Nova Barakel 2) by Åsa Schwarz ( Telegramförlaget 2011) – Bokus (Swedish)
Read the first chapter here (pdf in Swedish)
Åsa Schwarz homepage defaults to English and there you can find video with Nova and an excerpt from Nifilim (pdf in English)

subset: commoncrawl


text:
Feb. 27, 2009
PHILADELPHIA, Pa. - In recent years, Yale and Penn have played some memorable games at the Palestra, but in the end, the Quakers always came out on top. That finally changed Friday night. Ross Morin scored 20 points, one of five players in double figures, as the Bulldogs rallied to top Penn 87-79 before a crowd of 2,785 in the historic building.
"It's one of the top arenas in the Ivy League and the country," said senior Travis Pinick. "To get a win in my last game here feels great. It was really a team effort."
It was Yale's first victory over the Quakers in Philadelphia since a 60-58 win on Feb. 15, 1997. The Bulldogs did beat Princeton in the Palestra in an Ivy League playoff game in 2002.
The Bulldogs (12-13, 7-4 Ivy) moved into sole possession of second place with the win and losses by Dartmouth and Columbia. Yale trails first-place Cornell (9-2) by two games.
Yale dominated the game on the inside, getting 60 points from its frontcourt. In addition to Morin, Pinick had 15 points, five rebounds and four assists, Jordan Gibson scored 11 points and Paul Nelson added 10 points and five rebounds.
"Our game plan is always to go inside," said James Jones, The Joel E. Smilow, Class of 1954 Head Coach of Men's Basketball. "We have a lot of big bodies. Our guards did a great job of getting them the ball in good spots."
The Bulldogs had 20 assists and committed only six turnovers. Porter Braswell had five assists and Chris Andrews contributed four.
And when Yale couldn't score inside, Alex Zampier made sure there was still enough offense. He made 6 of 12 shots from the field and finished with 19 points.
Early on, it looked like it would be another long night for the Bulldogs in Philly. The Quakers (8-16, 4-6 Ivy) made four three-pointers in the first seven minutes and led by 13, 28-15, midway through the half.
"They were scoring at will," Pinick said.
Yale, though, picked up its defensive intensity and closed the first half with a 15-7 run, capped by a Pinick driving layup with four seconds left, to pull within 37-36 at the intermission.
The Bulldogs took their first lead of the second half, 40-39, on Pinick's layup in the first minute. The advantage grew to six on Greg Mangano's dunk with 11:07 left.
The Quakers got back within four, but Yale seized control with an 11-4 run over the next four minutes, capped by a Gibson free throw.
"The difference in the game was that we raised our level of defense in the second half," Jones said.
After shooting a sizzling 60.9 percent in the first half, Penn was held to a more respectable 53.8 percent in the second half.
"We were switching too much in the first half," Morin said. "In the second half, we did a better job of fighting through the screens."
The Bulldogs have won four of their last five games. They have trailed at the half in each of their last three wins.
There were 68 free throws attempted in the game. Yale outscored the Quakers 20-17 from the foul line.
The Bulldogs will look to complete their first sweep of the Penn-Princeton road trip since 1986-87 when they play at Princeton on Saturday. Tipoff is slated for 6 p.m.
Report filed by Tim Bennett, Yale Sports Publicity


text:
Every small town and local community should have a dentist clinic or two nearby and when you are the only dentist, getting customers should be a cinch, but once competition starts to kick in, maybe you need to do some advertising just so people are aware and convinced that you are the better service out there.
Advertising can be rather tough these days especially when you do not have much money to invest in. There is nothing so thrilling about going to the dentist to begin with so you need to seek out the people that really need to go to the dentist as soon as possible. If you don't know where to start, the Internet would be a great place to start and here are some early tips to help jumpstart your Internet marketing campaign.
Create your Own Website
Before you start advertising your business, it is best to create your own website so that people have a place to go to when they want to find out more information about your dental clinic. The website should contain the logo of your business and some pictures of the interior and exterior so people will be familiar of the place and what kind of ambiance to expect. Therefore you need to keep these surroundings clean to attract more patients.
It is also important to include a map page that highlights instructions on how to get there. People that know exactly how to get there will more than likely check out that place first.
Appear on Local Online Directories
People often resort to posting in local online directory sites because they offered narrowed information to a place that they are looking for. This is great for attracting people from search engines early if the online directory happens to be popular. Try to post as many white and yellow pages as you can for even better results.
Write in Article Directories
There are some people that are simply too afraid to go to the dentist because of fears of coming out worse or suffering pain. You can turn the doubt around by writing useful information about dental clinics and then directly or indirectly state why your service is better than the other services out there. Like local online directories, articles are very effective in driving search engine traffic to your website especially if you apply some search engine optimization techniques to each of your articles.
Get a Presence from Social Networks
Social networks are very effective in promoting a business because the number of contacts that you add can quickly determine how many people approve your service. You can post some advertisements in certain areas to gain some exposure as well. Just be sure that you are out there to make to help individuals solve their dental problems.
These are just some of the free ways that you can use to gain some members. Keep the advertisements consistent and you might find yourself handling more people than necessary.


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Inside the Compiler
Because awk automatically breaks input into word tokens, processing the Forth code is simple. The compiler makes two passes. First, it reads all words into a few arrays. My PC has plenty of memory so I've decided life is too short to spend time optimizing memory usage on the PC. Once all the words are complete, the compiler starts pass two. In this pass, it finds the main word (nominally main) and compiles it. During compilation it keeps a list (todo) of all the words that were used that haven't been compiled yet (the compiled word list is in the done array). When it finishes compiling, it picks another word from the todo list and compiles that word.
The output is assembly language destined for the cross assembler. A special pair of words, { and }, allow words to contain assembly language. What's more, words that contain just a single word or assembly language line are expanded inline automatically when used in other words. You can also force this behavior for any word by using the special macro word in a definition (you can also use inline as a synonym for macro). For example:
: x someword ; : y macro word2 word3 ; : main x y ;
Is really the same as writing:
: main someword word2 word3 ;
And the generated code will look roughly like:
main: call someword call word2 call word3 return
Without the macro optimization, the generated code would look roughly like this:
main: call x call y return
I say "roughly," because the compiler emits special labels for Forth words. That's because Forth allows any arbitrary string of non-space characters to comprise a word. So #*$#! is not only a comic book expletive, it is also a legal Forth word. But it isn't a legal assembler label. So the compiler makes arbitrary labels for words and also for other places it needs labels (for example, in if statements).
The compiler performs several optimizations. For example, if a word call occurs right before a return, the compiler will emit a single jump in place of the two instructions. In fact, if the compiler gets ready to jump to a word at the end, and that word has not been compiled yet, the compiler will go ahead and emit the word, saving the final jump as well as the call and return. Some of these optimizations are done on the fly during compilation and others are done by the optimization script that manipulates the initial assembly language output.
Of course, I mentioned earlier that words that are themselves single words (or those marked as macros or inline) are expanded inline, which is another optimization. Another optimization is that words that contain only literals are replaced by the literal itself.
The post optimization script also handles the common case where a value is pushed on the stack and then immediately popped off the stack. The script replaces this push/pop combination with a single move. However, it does not look deeper than one level. That is to say for the code sequence:
The optimizer will only move B to X but the A to Y transfer will still use the stack.
The compiler recognizes special comments as directives. These are typically found at the start of a file and control the compiler's operation. For example, the \!org directive sets the start address of the program. You can find all of the directives in the compiler's source, but here are a few of the more common ones:
- \!include Include another file into this one (note: included last, not at the current point!)
- \!org Set origin (default 0x200)
- \!quick Use quick jump and calls (note: some library calls don't respect this)
- \!main Use this word for main (default _pre_main)
- \!wordcomment If set, include comment showing forth words in a compiled word
- \!ignorecase If set, ignore case in words
- \!nomainloop Halt if main returns when this is set
The Built-In Words
The compiler has several built-in words (these would be "immediate" words in a normal Forth interpreter):
*:- Define a new word (must be first thing on a line, although definition may span lines)
* ;- End word definition (must be last thing on a line)
* ;- constant. Must have a single constant argument, be on a line by itself, and be global (outside any colon definition)
314 constant pi*100
* variable. Creates a word that defines an address. Optional argument saves space after the variable. Must be on a line by itself and global
variable x 32
variable y
* value. Create a variable that is initialized (still use @ and ! with these). Must be on a line by itself and global
33 value rpm
{...}. Copies tokens out to the output (use label if you need a label, one line per {})
: zerodisp { MOV FZERO,FIO_DISP } ;
* label. Inserts a label in the output (see goto)
* goto. Inserts a jump in the output
: forever label gohere goto gohere ;
macro (or inline).Inside a word definition tells the compiler to copy the word "in place" instead of making a standalone word. This is always true for literals and single word words. The compiler recognizes inline as a synonym for macro.
: 4x macro 2* 2* ;
: foo 10 4x .disp ; ( same as 10 2* 2* .disp )
* if, then, endif, else. Standard Forth "if" words (endif is a synonym for then)
* char. Push a character on the stack
: exclaim char '!' emit ;
* recurse. Call current word
* begin, until, again, while, repeat. Standard Forth looping words
* '- Get execution token
: doadd ' + execute ;
* regcall. Used as the first word of a colon definition, causes a register to be allocated and initialized for calling this word. Obviously this does not make sense to use with a macro. Registers start at 63 and work downward. You must not use any of the registers used by the monitor unless you don't use the monitor (say, register 1F and below to be safe).
: foo regcall + + 2/ ;


text:
Before you begin the installation, ensure that all other programs and internet browsers are closed, and any previous antivirus software is uninstalled.
- Apple macOS 10.14.x (Mojave), Apple macOS 10.13.x (High Sierra), Apple macOS 10.12.x (Sierra), Apple Mac OS X 10.11.x (El Capitan), Apple Mac OS X 10.10.x (Yosemite).
- Intel based Mac computer with 64-bit processor.
- 512 MB RAM or above (1 GB RAM or higher preferred).
- 256 MB minimum hard disk free space.
- Internet connection (to download and register the product, for automatic updates of the program and antivirus database).
- Optimally standard screen resolution not less than 1024 x 768 pixels.
Install Avast Security Pro
- Download the Avast Security Pro for Mac setup file by clicking the button below and save it to a familiar location on your Mac. Download Avast Security Pro for Mac
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- Click Continue to determine if Avast Security Pro can be installed.
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Penguins' Neal suspended five games for kneeingNHL.com @NHLdotcom
NEW YORK – Pittsburgh Penguins forward James Neal has been suspended for five games, without pay, for kneeing Boston Bruins forward Brad Marchand during NHL Game No. 438 in Boston on Saturday, Dec. 7, the National Hockey League's Department of Player Safety announced today.
The incident occurred at 11:06 of the first period. Neal received a minor penalty for kneeing.
Under the terms of the Collective Bargaining Agreement and, based on his average annual salary, Neal will forfeit $128,205.15. The money goes to the Players' Emergency Assistance Fund.
For a full explanation of the decision, complete with video, please click on the following link: http://video.nhl.com/videocenter/console?catid=60&id=506355&lang=en


text: Okay, let me pose a hypothetical. Say I am considering doing an update for the PC version of Terraria... In the event that such a thing were to take place, what would be some things that you would be interested in seeing? Edit from the Mod Team: Keep it clean people. We're watching. There are plenty of threads for in depth discussion about the past and the future for Terraria, this is a thread for suggestions, so stay on topic. ^_^ - The Mod Team Please Open (Move your mouse to reveal the content) Please Open (open) Please Open (close)


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kanusho (needs class)
- refuse (items or material that have been discarded)
This Swahili entry was created from the translations listed at refuse. It may be less reliable than other entries, and may be missing parts of speech or additional senses. Please also see kanusho in the Swahili Wiktionary. This notice will be removed when the entry is checked. (more information) July 2009


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(Posted originally on the Best American Poetry blog)
There's been a lot of talk about Barack Obama being a President who reads and knows about poetry. Well, I've taken all this with a few grains of salt, but was quite interested to see that in his recent message to Iran, Obama quoted the 13th-century Persian poet Sa'di - who is, you might say, to Iranian culture what Shakespeare is to ours.
As it happens, Basil Bunting had an abiding interest in Sa'di and Persian poetry, starting when he found a French translation of Ferdowsī's epic, Shāh-nāma, in a book stall on the harbor quays of Genoa in the early 1930s:
"I found a book—tattered, incomplete—with a newspaper cover on it marked Oriental Tales. I bought it, in French. It turned out to be part of the early 19th century prose translation of Firdausi, and it was absolutely fascinating. I got into the middle of the story of the education of Zal and the birth of Rustam—and the story came to an end! It was quite impossible to leave it there, I was desperate to know what happened next. I read it, as far as it went, to Pound and Dorothy Pound, and they were in the same condition. We were yearning to find out, but we could think of no way. The title page was even missing. There seemed nothing to do but learn Persian and read Firdausi, so, I undertook that. Pound bought me the three volumes of Vullers and somebody, I forget who, bought me Steingass's dictionary, and I set to work. It didn't take long. It's an easy language if it's only for reading that you want it."
Bunting applied for a Guggenheim in 1932 to translate the poem (which tells the history of the kings of Persia from mythical times down to about 628 A.D. in some sixty thousand couplets); he didn't get one. He even named his children for figures in the poem: daughters Roudaba (b. 1934) and Bourtai (b. 1932), and his son Rustam (b. 1937, d. 1953). Bunting went on to spend much of his long life reading, translating, or thinking about Persian poetry: at one point he lived in Iran (apparently working as a spy!), married an Iranian woman, and spent time "amongst the nomadic mountain-tribes, who taught me to ride & to shootmoufflon and ibex." Late in his life, wrote the foreword to Omar Pound's fascinating Arabic & Persian Poems in English.
One of Bunting's most poignant poems, written on the occasion of his son's death, is "A Song for Rustam," which begins:
Tears are for what can be mended,
not for a voyage ended
the day the schooner put out.
Short fear and sudden quiet
too deep for a diving thief.
Tears are for easy grief.
Much has been written about Pound's obsession with economics. Bunting was far subtler, to say the least. With no small wryness - given the depressed economy of the thirties, when he began to translate - Bunting called some of his translations "overdrafts;" as Richard Price sees it,
"By calling these works 'Overdrafts' Bunting publicly affirms that he has come to an understanding of indebtedness with the poets who, as it were, underwrite him. On that basis, he can only supply what is provisional—a draft—and must also in some sense obscure, write 'over,' the work of his poetic betters. But to take out an overdraft is usually to smoothen cash flow problems: in this case by translating these works, the poet keeps his own poetry moving, in currency, in credit."
Ah, cash flow problems! The poet is prescient.
I'll leave you with a snippet of Bunting's Sa'di:
Many well-known people have been packed away in cemeteries,
there is no longer any evidence that they ever existed.
That old corpse they shovelled under the dirt,
his dust's so devoured not a bone of him's left.
Naushervan's honourable name survives because he was open-handed,
though a lot has happened since Naushervan died.
— Better be open-handed, What's-your-name, (write it off: Depreciation)
before the gossip goes: 'What's-his-name's dead.'
If a few publishers give the go-ahead, a book on Bunting's Persia may soon be in the works.
Tuesday, March 24, 2009
On Overdrafts
3 comments:
- the unreliable narrator said...
Tell them we will pre-order! I love this—"There seemed nothing to do but learn Persian and read Firdausi, so, I undertook that." The way he makes that solution sound SO OBVIOUS.
- March 24, 2009 at 9:43 AM
- Ms Baroque said...
Wonderful. Also wonderful. Thanks...
- April 1, 2009 at 5:04 AM
I seem to recall Bunting saying that his referees for the Guggenheim were Eliot and Yeats for the poetry side of things, and a professor at the University of London (?) for the language bit.
- August 5, 2009 at 6:58 AM
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OTTAWA, April 26 (UPI) -- Canada's Supreme Court announced Thursday it will not hear an appeal by animal-rights groups to move a lone, ailing elephant out of a zoo in Edmonton, Alberta.
The court upheld an Alberta appellate court ruling from 2010 that said courts should not be involved in animal-care matters when there are existing agencies and oversight, the Edmonton Sun reported.
The 36-year-old Asian elephant named Lucy has been living alone at the Edmonton Valley Zoo since 2007 when another female was sent to a breeding program in the United States.
Animal-rights groups including People for the Ethical Treatment of Animals and Zoocheck Canada have been lobbying to move Lucy to a better climate and to be with other elephants, but zoo officials say she is too frail to move safely because of lung problems.
Celebrities including William Shatner and former host of "The Price is Right" Bob Barker have also petitioned the city to move the elephant, Postmedia News said.


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This condition works like Better Mage Exori/Exori Gran, copying and replacing strike with rune:
It will start casting once the targeted creature has been hit once by your weapon, so as to not try to cast when outside range, and stop once the creature reaches a fixed percent hp.
This percentage (blue) should be configured to suit your damage and the creature you hunt hitpoint's. If it stops casting to early and you kill too slow lower it, if it seems to cast alot of runes that finishes the creature of make it higher. If you want it to use runes until death set it to 1.
For every creature you wish to use a strike on you need to make a conditional like the red one. Also all conditionals must stay in the correct order, the _rune=no always before the different creatures and the conditional for the strike itself after.
The purple is the ID of the rune you want to use.
Code:1 #number=# 1 0 0 0 exiva _rune = no $nameofhex-id:{$hex-lastattackedid$}$ #string=# minotaur archer 0 0 0 exiva _rune = 56 0C 1 #number=# 1 0 0 0 exiva _live2rune = 0 $hpofhex-id:{$hex-lastattackedid$}$ #number># 20 0 0 0 exiva _live2rune = $numericalexp:{$_live2rune$}+1$ $hpofhex-id:{$hex-lastattackedid$}$ #number<# 100 0 0 0 exiva _live2rune = $numericalexp:{$_live2rune$}+1$ $_rune$ #string<># no 0 0 0 exiva _live2rune = $numericalexp:{$_live2rune$}+1$ $_live2rune$ #number=# 3 0 2000 0 exiva > 84 FF FF 00 00 00 $_rune$ 00 $hex-lastattackedid$


text:
25 years ago
february 24, 1988
Hans Rosenberg, a native of Denmark, but a resident of Munich, Germany, landed a 22-passenger twin turbo-prop plane at Marion Municipal Airport this weekend. Rosenberg was ferrying the plane from Munich to Oklahoma City and decided to land in Marion where he had been told he had relatives. He spent the night in Marion getting acquainted with his second cousin, Frances Vinduska, and flew on to Oklahoma the next day.
Edward Davies, Marion, won the Marion County Republican Central Committee nomination for county sheriff at a meeting held Wednesday evening in the First National Bank basement at Hillsboro. An installation ceremony will be conducted Friday.
Fifteen former Marion residents and their spouses attended their third annual get-together Feb. 19-21 at the home of Maurice and Marjorie Siebert in Sun City, Ariz.
An article by Pam Farney tells the story of Ern Hett, 1985 Kansas Artist of the Year, who makes copper and brass sculptures that he sells in his Copper Shed and in other gift and souvenir shops throughout the state.
Marion High School's varsity quiz bowl team took first place recently in the CVL tournament. Members of the team are Mark Meisinger, Phil Hanes, Robin Summervill, Brad Tice, Lane Allison, Lori Lalouette, Ed Zeller, and Greg Tice.


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Not Quite "Just Add Water," But It Was Built In Eight Weeks
Barry Penfound, under the guise of Penfound Design, is making quite a name for himself building clean, crisp customs based on late-'50s and early '60s two-door hardtops. The past few years have seen a '63 Impala Sportsroof, a '59 Buick LeSabre, and a '64 Caddy, but the latest, this '59 Chevy dubbed Inpala, might just have presented his greatest challenge yet, owing to one remarkable feature. It wears its original paint. Obviously the bumpers and wheels have been color-matched, but the rest of it is the same paint that was laid on at the GM plant half a century ago! We'll let Barry explain:
"As a collector of early custom car magazines, I noticed a unique trend in the late 1950s. Back in the day, when the pocket-sized Rod & Custom was on the newsstands, bold car buyers would pick up their new '59 or '60 Thunderbird, LeSabre, or Impala, and get them customized as quickly as possible. There are stories of people driving new cars directly to body shops when they left the dealership, hoping to get their modified stockers back on the street in hours, not months. Instant customs were born.
"That is the idea behind Inpala-taking an original-paint survivor '59 Chevy and doing as much as possible without resorting to radical body modifications, paint changes, or engine swaps. The plan was to make the car smooth and clean and make the most of its already outlandish 'Mission to Mars' styling.
"While some of those '50s and '60s mild customs were the inspiration for the 'instant Impala,' the car also has elements with a contemporary feel as well. Body-colored, solid billet 18-inch wheels modified for N.O.S. Chevy dog-dish center caps have an old-school look with modern technology, a one-off stainless steel grille smoothes out the front, and one-piece California bumpers add a clean look. Of course, the stance, provided by lower springs all around, clear headlight lenses, and red, flat plastic taillights-from a how-to article in a '59 magazine-are reminders of those earlier customs.
"To keep the original paint intact, most of the changes were made to what could be removed and replaced. Fortunately, the aftermarket makes tons of reproduction parts for Chevrolets, so the hood eyebrows, headlight and taillight bezels, and rocker panel moldings were replaced with modified new ones. Bumpers and other trim pieces were out there waiting to be salvaged, which made it easier to remove and save the original pieces. The radical factory styling helped make it a successful instant custom.
"It was a great experience to do a mild custom quickly in a world that sometimes judges a car's success by how many modifications it has, how many hours of labor are in it, or what it cost. Extreme cars are neat, but there's something to be said for getting a car to the street in less than dog years!"
Barry purchased the Impala about seven years ago, its original paint and 50,000 miles helping the car sell itself. Having the first owner show up at Goodguys Indy last year brought its history full circle, too. Though, when Barry showed the car to the guy he'd bought it from-who knew he'd customized it-a 15-minute inspection was followed with a gruff, "I knew you were going to **** this car up." Barry's response to a friend? "I think that went pretty well, don't you?"
Thing is, there's nothing been done that can't be undone, and Barry kept all the stock parts, too. This turned out to be one of the most challenging aspects of the project-maintaining the originality of the car, while giving it a custom identity. As Barry put it, "Once you cross the line of repainting a car, anything is possible, but with an original-paint vehicle, the game is harder. Plus, with some of the dealer-installed accessories like the lower rear fender ports having been on the car for over 45 years, they'd earned their place." And lest you should think that Inpala is a show-only vehicle, with its low original mileage preserved at all costs, it's a driver-making the first leg of the Hot Rod Power Tour last year, driving for eight hours in the rain, as well as attending Goodguys events in Indy and Columbus, which is where we caught up with it in its home state.
Rod & Custom Feature Car
Barry Penfound
Elyria, Ohio
1959 Chevrolet Impala
Classic Industries supplied the 2-inch dropped front and 3-inch dropped rear springs, though the remainder of the frame is as the General intended, down to the stock 3.36:1 rearend ratio, steering, and brakes. In the tradition of those instant customs of yesteryear, it's only what you can see up top that counts. The underpinnings are far less important.
The 185hp 283 is the original engine that this car came from the factory with in 1959, and it's not often we can say that! It's completely stock internally and even has the factory option dual exhaust. It shouldn't come as any surprise to find the original Powerglide under the floor either, shifted courtesy of the factory column shifter.
Body & Paint
We've made a great deal of the stock paint on this car, but it's the accents that make this hardtop what it is. Painting the headlight and taillight bezels and hood eyebrows body color, as well as the one-piece bumpers with hidden bolts, has the dramatic effect of reducing the amount of chrome and stainless over an overly bedecked stocker, while the new grille and perfectly detailed wheels ensure you know it's not stock, but can't quite put your finger on why. Hand-cut flat red plastic taillight lenses and Chev's of the 40's-supplied clear headlights add to the updated effect, as does the subtle pinstriping on the bumpers by Dean Sadowsky. The backup lamps were also deleted from the rear valance, as were the door handle guards and door edge guards.
Wheels & Tires
Eighteen-inch Series 91 Wheel Vintiques billet hoops were supplied with polished rims, the centers being painted to match the bodywork after The Wheelsmith in Santa Ana, California, modified them to accept the N.O.S. Chevy dog-dish hubcaps. Goodyear Eagle F1 rubber measure 235/40/18 and 255/45/18, front and rear, respectively.
Again, the operative word here is "stock," though CARS Inc. supplied new upholstery and there's a full Custom Autosound system hidden in the interior, installed by Complete Automotive Services in Barry's hometown of Elyria, Ohio. Let's face it, there's not a whole lot that needs to be done to make a '59 Chevy interior any more impressive than the factory job!


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Buy a damaged Prius and salvage the running gear/innards for use in your own creation – Too much to spend on an art car for Burning Man but serious gearheads could do something interesting with this… Thanks Paul! Link.
Update: "Fety" in the comments says that the site is selling "access" to listings for $15 (and is unhappy about that) – our post was pointing out that dead Priuses exist and could be used for projects, we do not endorse or have anything to do with the site(s) besides thinking that dead Priuses are interesting.


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The last of the true wild horses—a stocky, short-maned species known as Przewalski's horse—is much more distantly related to the domestic horse than researchers have previously thought, according to a new study led by Kateryna Makova, associate professor of biology at Penn State.
Przewalski's horse—named for the Russian explorer who first encountered it on the steppes of Central Asia—is considered the closest relative of today's domestic horse; indeed, some have argued it's the direct progenitor. But DNA studies of the wild species have been sparse, as Przewalski's horse was driven nearly to extinction during the middle of the last century by hunting and loss of habitat. "By the late 1950s," Makova says, "only 12 individual horses remained." Strenuous efforts by conservationists have raised the present-day population to 2,000 individuals living in wildlife reserves and zoos.
Using massively parallel sequencing technology, Makova and her team analyzed the complete mitochondrial genomes (the portion of the genome passed exclusively from mother to offspring) of four surviving female lineages within the Przewalski's population. They first determined that the genomes of two of those lineages were identical, thus narrowing the genetic pool to three lineages. Then, they tested their data against the prevailing hypotheses about the genetic history of the species.
They concluded that, although previous scientists had assumed that Przewalski's horse (Equus przewalskii) and the domestic horse (Equus caballus) had diverged around the time that horses were domesticated—about 6,000 to 10,000 years ago—that divergence was actually much more ancient. "In fact," Makova says, "they probably shared a common ancestor as far back as 160,000 years ago, long before horse domestication. This is a major shift in our understanding."
To bolster their conclusions, the team also sequenced a small portion of the Przewalski's horse's nuclear DNA—as well as a similar sample from a third species, the Somali wild ass. Adding this information, Makova explains, allowed the researchers to "calibrate the molecular clock of horse evolution," thus narrowing the window of time for sub-species divergence.
In addition to the earlier split, their data suggest that present-day Przewalski's horses have a much more diverse gene pool than was previously hypothesized, Makova says. For this, she credits at least in part the work of conservationists. "They not only began new breeding efforts and built wildlife reserves in California and Ukraine, but they also made sure to avoid inbreeding among close relatives."
Makova and her team hope their findings will help guide future conservation efforts. "The idea is to gradually reintroduce Przewalski's horse into the wild," she says. "Now that we have a more thorough understanding of the different maternal lineages, we can diversify the animal's gene pool even more. This will be a way to ensure that members of wild species suffer as few recessive diseases as possible and have the best opportunity to flourish once they are introduced into the appropriate habitat."
In addition, the researchers hope to further studies of horse evolution by sequencing the genomes of additional breeds of domestic horses, and, eventually, by sequencing the complete genome of Przewalski's horse. "More genetic data means a more precise evolutionary clock," Makova explains. "The more we know, the more we can adjust the time frame for when Przewalski's horse and other horses diverged from their common ancestor."


text:
by Tyler Peck, sports
information graduate assistant
PENSECOLA, Fla.- For the third straight day, the tennis matches were cancelled due to rain at the White Sands Invitational against Tuskegee College.
The Bobcats return to action Tuesday, March 31 against Newberry College with matches beginning at 2:30 p.m.
Visit www.GCSUBobcats.com to nominate your favorite former Bobcats and Colonials to the GCSU Athletics Hall of Fame. The GCSU Department of Athletics sponsors 10 varsity athletic programs at the NCAA Division II level. As a Division II program, GCSU prides itself on balancing the life of the student-athlete, evidenced by the Bobcats' multiple appearances in post-season competition as well as documented academic success and community-service involvement. Sign up at Twitter.com username GCSUSID for up-to-the-minute reports.


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Burglary suspect indicted by grand jury
Thefts occurred during snow emergency in January cops say
The Palmer grand jury indicted Anchorage man Ian Bradford on numerous charges alleging theft, burglary and criminal trespass for his role in a rash of Valdez burglaries that occurred in January.
"Mr. Bradford was indicted on multiple felony counts," Sgt. Bart Hinkle of the Valdez Police Dept. said in an interview Monday. "There are three counts of burglary in the second degree and five counts of theft in the second degree."
Bradford is also accused of five misdemeanor counts of criminal trespass according to court records.
Bradford has been in custody of law enforcement since late January, accused of violating his probation conditions after coming to Valdez with the rush of workers who poured into Valdez to work removing snow. There is no evidence Bradford ever touched a shovel, but the grand jury believes he did remove a large number of possessions from Valdez residents.
Close to 20 burglaries of garages and thefts from cars were reported.
The Coast Guard Housing at the end of Hanagita Street was hard hit, as well as other locations around Valdez. Items reported stolen were purses, cash, debit/credit cards, snowboards, knives, binoculars, MP3 players, guns, and a Motorola radio.
A number of items have been returned to victims in Valdez but a number of items believed to have been stolen by Bradford – and an unknown number of juvenile suspects – have yet to be recovered by police.
"There is still a bunch more we wish we could have returned," Hinkle said.
The names, ages, and hometowns of the juvenile suspects have not been released by law enforcement officials in Anchorage or Valdez.
"They (Anchorage police) did take custody of a couple of juvenile offenders," Hinkle said.
The date of Bradford's indictment by the grand jury in Palmer was set and rescheduled a number of times in February, frustrating victims and law enforcement officials alike.
"We had a number of local witnesses," Hinkle said, including a witness that saw a suspicious vehicle and noted the license plate number before the burglaries were reported.
"Between Anchorage police and the community," Bradford was pinpointed as a suspect Hinkle said. "It was a joint effort obviously."
Efforts between Anchorage and Valdez police are ongoing Hinkle said.
"Of course there is an ongoing investigation," he said. "If anybody has any information, please come forward."
Bradford, age 21, has three prior theft convictions according to court records. His next court appearance is slated for May 7, 2012.


text: Public finance law firms can represent any of the key parties involved in issuing municipal bonds to help pay for public infrastructure projects (such as roads, hospitals, sports stadiums and schools). Lawyers may represent the government, underwriters, issuers, trustees, banks, construction companies or other groups. Public finance attorneys can negotiate, draft and review the necessary documentation; perform due diligence; offer legal and tax opinions; review required securities documents and disclosure statements; and ensure that all annual reporting obligations are met.


text:
Fender Deluxe Dimension Bass V Natural
Fender Deluxe Dimension Bass V NaturalPro-level bass style, power, performance & personality.
Fender Deluxe Dimension™ Bass V, Maple Fingerboard, Natural
Enter a new dimension of Fender bass. Dimension basses now take their place among Fender's greatest bass designs as the modern pinnacle of pro-level bass style, power, performance and personality.
The company that invented electric bass now brings you an elegantly original body style with all-new pickups, electronics and other fine features that let you sculpt and personalize your tone as no Fender bass ever has before. It is a level of bass artistry unparalleled in Fender history, and it is the future of your Fender bass experience. In every way, it's an entirely new Dimension in Fender bass.
The five-string Deluxe Dimension Bass V is a phenomenal instrument, with an ash body in the completely new Dimension shape (alder body on Black-finish model). Its graphite-reinforced maple neck has a comfortable "C"-shaped profile and smooth satin finish, topped by a 9.5"-radius rosewood fingerboard with 21 medium jumbo frets.
The instrument's sonic sophistication is unmatched. Its single Dimension Bass humbucking pickup is powerful and nuanced, and its 18-volt onboard preamp, three-band active EQ (center-detented treble, mid and bass boost/cut) and master volume deliver remarkable tonal versatility with any degree of muscle and finesse. Other premium features include a three-ply black pickguard, knurled chrome control knobs, five-saddle Fender Hi-Mass bridge, five-in-line die-cast mini tuners, headstock "tunnel" string retainer (for A, D and G strings), side-mounted oval output jack and rear-mounted quick-release battery compartment. Available in elegant Natural, Black and Aged Cherry Burst gloss finishes. Deluxe gig bag included.
- Model Name: Deluxe Dimension™ Bass V, Maple Fingerboard, Natural
- Model Number: 0142712321
- Series: Deluxe
- Colour: Natural
- Body Material: Ash
- Body Finish: Gloss Polyester
- Body Shape: Dimension Bass™
- Neck Material: Maple
- Neck Finish: Satin Urethane
- Neck Shape: "C" Shape
- Scale Length: 34" (864 mm)
- Fingerboard: Maple
- Fingerboard Radius: 9.5" (241 mm)
- Number of Frets: 21
- Fret Size: Medium Jumbo
- String Nut: Synthetic Bone
- Nut Width: 1.75" (44.45 mm)
- Position Inlays: Black or White Dot
- Middle Pickup: Dimension™ Humbucking
- Controls: Master Volume, Treble Boost/Cut, Mid Boost/Cut and Bass Boost/Cut
- Special Electronics: 18V Preamp with Active 3-Band EQ
- Bridge: Fender Hi-Mass with Chrome-Plated Zinc Saddles
- Hardware Finish: Nickel/Chrome
- Tuning Machines: 5-In-Line Die-Cast Mini
- Pickguard: 3-Ply Black
- Strings: Fender® USA NPS, (Gauges .45 - .125)
Important Note
Price errors and omissions excepted - An order is considered finalised on dispatch. No monies are debited from your card until the item is in stock or by prior arrangement.


text:
click to enlarge
The Champion Ape is a stable ultra-long disc golf driver from Innova. This super-fast driver is designed for power backhand players or side-arm flickers, but is also a good choice for overhand throws like tomahawks or thumbers. This disc is made from Innova's super-tough Champion plastic, so you know it will take a lickin' and keep on discin'!


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The European presence in what is now Alabama began in the early sixteenth century, when Spanish explorers reached the Gulf Coast. In 1540, Hernando de Soto and his men became the first Europeans to traverse Alabama's interior, bringing death...
Alabama is home to some of the greatest biological diversity in the United States, and many of its natural wonders can be found in the state's numerous state parks . From the mountain forests of Cheaha State Park , to the subterranean...
The accomplishments of Alabama women resonate across the state, the nation, and the world. Three famous women from the state have received the nation's highest civilian awards: Helen Keller, the Congressional Medal of Freedom; Rosa Parks,...
Alabama's history, culture, geography, and natural environment are covered in a wide selection of books. Here are a few we think you will enjoy. Several of the authors listed have written entries for the Encyclopedia of Alabama.
EOA in the classroom! The Alabama Department of Archives & History has lessons plans using EOA content.
New to EOA? For an introduction to EOA's content, please read historian Wayne Flynt's essay on Alabama.
Visit the new homepage for Alabama's Bicentennial Celebration!


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Freshman senator Ted Cruz has created buzz throughout the halls of Capitol Hill ever since the 113th Congress convened on Jan. 3.
And the conservative movement has taken notice.
The American Conservative Union announced Thursday the Texas senator will be the closing speaker at next month's Conservative Political Action Conference, America's largest annual gathering of conservative leaders and activists. Cruz got the coveted slot — occupied last year by former Alaska Gov. Sarah Palin — over an impressive collection of big-name Republicans.
"In just a few months, Ted Cruz has become a strong, independent conservative voice in the Senate," said ACU Chairman Al Cardenas. "Sen. Cruz personifies the theme of this year's CPAC – America's Future: The Next Generation of Conservatives."
Cruz has taken a hard stance on many hot button issues already this year, including a strong opposition to Chuck Hagel's nomination as Secretary of Defense, opposed Hurricane Sandy relief legislation, and has remained vocally skeptical of restrictive gun legislation.
Cruz has been a speaker at the two most recent CPAC conferences. Many of the conservative activists who attended the gathering supported Cruz in his Republican primary battle against Texas Lt. Gov. David Dewhurst.
Other high-profile speakers at the convention include former Florida Gov. Jeb Bush, House Majority Leader Eric Cantor, Sen. Marco Rubio, R-Fla., Rep Paul Ryan, R-Wisc, NRA Executive Vice President and CEO Wayne LaPierre, Sen. Rand Paul, R-Ky., and Wisconsin Gov. Scott Walker.
While Cruz has disavowed any talk of a 2016 presidential candidacy, it'll be interesting to see how the Houston Republican fares in the annual CPAC presidential straw poll — even if he isn't on the ballot.