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Electronic-book readers are red-hot. After a blockbuster 2009, during which an estimated 5 million devices were sold, a new batch of e-readers are waiting to burst into the spotlight.
The latest generation of devices are easy on the eye, lightweight and packed with some nifty features such as the ability to take notes, make lists and — for some — even watch video. They also offer far better battery life than any netbook or notebook, often come with an unlimited wireless connection for downloading new books, and give you access to libraries of e-books that can top a million titles. At the Consumer Electronics Show in Las Vegas this year, there were so many e-readers that they had their own special section carved out on the show floor.
But will the category remain as hot as it is now?
E-readers, as we know them now, are at a crossroads. Next week, Apple is expected to announce a new tabletlike device that could also be used to read digital books. It's expected to have a color screen, not the monochrome E Ink display found on most e-readers. Apple is reportedly talking to publishers to bring e-books and magazines to the device.
Meanwhile, other computer manufacturers are showing tabletlike devices, which are also based on color LED or OLED screens.
A device with a color screen could really change the landscape. Add the ability to watch video, play games or download apps — which most e-readers can't do — and e-readers could start to look pretty primitive by comparison.
Still, e-reader manufacturers have made a lot of strides in recent months. Amazon has even added an app store to the Kindle.
But before you decide to buy a Kindle, Nook or Sony Reader, flip through this gallery to see what will be in stores this year.
And keep in mind that an array of touchscreen tablets just might render the entire category obsolete overnight.
Above: Plastic Logic
The Cadillac of e-book readers, Plastic Logic's Que proReader is a gorgeous but expensive device that promises to give you a "paperless briefcase." The Que, which is targeted at business users, has an 8.5 x 11-inch touchscreen display and the ability to handle a range of documents such as Microsoft Word files, PowerPoint presentations, Excel spreadsheets, digital books, PDFs, magazines and newspapers.
The Que can even sync with your Microsoft Outlook account to pull in e-mails and calendar for display on the device. Feature-wise, it's difficult to beat the Que. But the price tag is enough to make most people gasp.
But if you want one, be prepared to open your wallet wide.
The 4-GB version of the Que with Wi-Fi and storage for about 35,000 documents will retail for $650, and an 8-GB version, which includes 3G connectivity from AT&T, will cost $800. The Que will start shipping mid-April.
Photo: Jon Snyder/Wired.com
In an intensely competitive market, creating a new e-reader that has some unique features isn't easy. Samsung, a late entrant to the game, introduced two new e-readers that will allow users to scrawl on their screens, so you can make notes, annotate your e-books or even create to-do lists.
The e-readers, the Samsung E6 and E101, are available with 6-inch and 10-inch displays, respectively. They have a stylus that you can use to start scrawling. The readers offer a choice of onscreen QWERTY keyboard and a slide-out physical keyboard.
The Samsung e-readers will cost $400 or $700, depending on the screen size, and are expected to be available early this year. But without a content store like Amazon's or Barnes & Noble's or a feature that makes consumers go 'wow,' Samsung's e-reader isn't going to get consumers salivating.
Photo: Jon Snyder/Wired.com
A flexible touchscreen aside, Skiff has what most other e-readers would kill for: pedigree. The device's parent company is Hearst, a publishing powerhouse whose magazines, including Cosmopolitan, Popular Mechanics and Smart Money, are newsstand fixtures.
Skiff has an 11.5-inch flexible touchscreen that makes it one of the largest e-readers on the market, beating the 9.7-inch display on the Kindle DX and just shy of Plastic Logic's 13.5-inch screen. But unlike other e-readers, Skiff has been optimized for newspaper and magazine content. Skiff will also offer a Reader Development Kit (shown in the photo) that can be used by device manufacturers to add the Skiff service to their own devices.
Though Skiff's creators haven't disclosed pricing, there's speculation they could offer a subsidized device along with subscriptions to magazines and newspapers. If Skiff can deliver on the idea, it could put an e-reader within the reach of consumers who are reluctant to spend $300 to just read digital books.
Photo: Jon Snyder/Wired.com
Entourage eDGe
With two screens that fold together like a book, the eDGE is a hybrid device that marries a tabletlike netbook to an e-reader.
The left half of the eDGe has a 9.7-inch black-and-white E Ink screen that can display books in the PDF and EPUB formats. But it also includes a stylus for taking notes and highlighting text. The 10.1-inch LCD touchscreen on the right side plays video and lets you browse the internet. The eDGe comes with Wi-Fi connectivity and offers optional access to 3G networks.
The $490 device, expected to be available next month, is a little rough around the edges. But it is an interesting answer to skeptics who have long questioned the need for a dedicated device to just read books. The two-faced eDGe offers one possible answer.
Photo: Jon Snyder/Wired.com
Aluratek Libre
Electronic paper, the black-and-white display from E Ink, is at the core of nearly every e-reader today. Every one, that is, except the Aluratek Libre.
While E Ink offers low power consumption and excellent readability, the display refreshes very slowly. If you've ever turned a page on the Kindle or the Sony Reader and watched the screen black out for a second or two, you've encountered the problem.
The Libre doesn't have that problem. It uses a monochrome LCD screen that mimics the E Ink display in its look and feel — but flipping pages is quick and easy.
But the LCD screen also means that the Libre consumes a lot more battery than its rivals. It offers about half the battery life as a Kindle. And the device is something that even Ugly Betty would think twice about carrying. Libre also doesn't have its own e-book store or content relationships with publishers.
Still, the rock-bottom $150 price tag for a 6-inch screen should find some takers.
Photo: Jon Snyder/Wired.com
Alex E-Reader
Before Barnes & Noble's Nook hit the market, another e-book reader was quietly waiting in the wings. Alex, an e-reader from a startup called SpringDesign combined a 6-inch E Ink display with a 3.5-inch touchscreen at the bottom.
It's not clear which came first, the Nook or the Alex e-reader (the two companies are embroiled in a lawsuit) but both devices run the Android operating system.
But what will eventually set the Alex e-reader apart from its competitors will be its app store, say the device's designers. SpringDesign is inviting Android developers to code apps and content for what will be called the Alex Marketplace.
There's no word yet on when the Alex will, if at all, start shipping. But for now it carries a price tag of $360, $100 more than the Nook.
Photo: Jon Snyder/Wired.com
iRiver Story
The Story e-book reader from iRiver is a Kindle clone for those who crave Amazon's design but don't want to support the latter's proprietary book format. Story displays books in the EPUB format, an open standard that is popular with most e-readers except the Kindle.
Story, which will launch later this month for $280, has a 6-inch display and a full QWERTY keyboard. A Wi-Fi version with a touchscreen is planned for the second quarter of the year, says the company.
Photo: Jon Snyder/Wired.comGo Back to Top. Skip To: Start of Article.


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How big is your container?
After-dinner mints, you have some fierce new competition. Serve Red & White Peppermint Taffy after your next fancy meal and listen as your dinner guests rave about the classic hard candy's cooler (and creamier!) cousin.
It's also a perfect treat to enjoy during the holidays!
Lovingly crafted by Sweet Candy Company. One of the oldest family-owned and operated candy companies in the United States, Sweet's has been making quality taffy for almost 120 years.
There are about 65 pieces per pound.
Bag contains 3 pounds of Peppermint Salt Water Taffy Candy.
Made in the USA.
Shipping Weight ~ 4 lbs.

subset: commoncrawl


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by Rob Cox November 16, 2013
Alternative Pool Sanitizers
It's been a while since we covered this topic on this blog. There's not much new in the world of alternative sanitizers for swimming pools in recent years.
Chlorine is still King - and when one discusses alternative sanitizers, we normally refer to sanitizers that are alternative to chlorine (or bromine).
Although there are many 'helper' sanitizers, there are few products available that can fully replace the power and efficacy of chlorine, in response to bacteria, algae and pathogens. Very few that are complete 'alternatives' to using chlorine.
In fact, there is only one. One sanitizing system with enough power to keep pool water disinfected and sanitary.
Biguanides: A truly alternative pool sanitizer, biguanides are a hydrogen peroxide based sanitizer that is sold under various trade names like Baquacil, Soft Swim or Splashes.
Biguanide users love its ease of use. Just pour in a liquid sanitizer and algaecide every week or two. No chlorine smell, and for those with skin sensitive to chlorine, no irritation.
Biguanide users may have trouble with cloudy water, especially as pool water becomes warm. At 80 degrees or higher, the effectiveness of the sanitizer wanes, and more is needed, or other products are used to restore order. Biguanides can also be expensive, around 50% more expensive than using chlorine.
For these reasons, and perhaps also the advent of salt chlorination systems, biguanide use has decreased over the years. By some estimates, only 5% of swimming pools in the U.S. are using this alternative sanitizer.
Purifiers may be a better term to use, since according to the EPA, a sanitizer is a substance that kills or inactivates 99.9% of ALL microbials (bacteria, fungi, viruses) present in a sample. Chlorine and Biguanides are true sanitizers, or disinfectants.
Here's a list of other useful pool chemicals that help to purify the water, but because of their delivery systems, or other limitations, may not be safe to use as your only means of water treatment.
I call them 'Helper Sanitizers', because they reduce the workload of your main sanitizer. Think of them as supplements to a chlorine system.
Minerals: Specifically, Copper and Silver metals, which are helpful in controlling algae and bacteria, work by releasing positively charged ions into the water, which are attracted to negatively charged contaminants. Once the minerals are attached, they disrupt cellular processes and if enough of the ions pile on, the particle size can become large enough for your pool filter to remove them.
Active method devices, such as the Power Ionizer, or the Solar Clear Ionizer, use low voltage current (electrolysis) to attract the positively charged ions to a negatively charged plate. Rushing water sweeps away the released ions into the pool, where it soon finds an oppositely charged particle.
Passive method devices, such as Nature2, Pool Rx or Pool Frog, don't use electricity to discharge the mineral ions of copper or silver, but rather use an erosion chamber, where mineral pellets slowly dissolve, releasing their positively charged ions into the water that is moving through the chamber.
Minerals are excellent helper sanitizers, and can reduce your chlorine demand by up to 50%. They are not able to do the entire job of pool sanitation however, as they lack the ability to oxidize and remove dead contaminates.
Ozone: The world's most powerful sanitizer, I like to say - ozone is a molecule with 3 oxygen atoms. In the natural world, ozone is constantly be created and destroyed, gaining an atom and losing an atom, in a blink of an eye.
Delivery systems for creating and introducing the ozone molecule into pool water have improved dramatically in recent years, however, affordable ozone systems still struggle with the problem of getting the ozone molecule in touch with as many contaminants as possible, before the molecule gasses off the pool surface, or decays to ordinary diatomic oxygen.
Ozone can be produced, or created by using an ultraviolet lightbulb, housed in an air tight casing, or with a better method called Corona Discharge. Both of these methods produce ozone naturally in the upper atmosphere, from the sun's UV light and from the discharges from lightning storms. You know this as the ozone layer, it helps shield the earth from harmful solar radiation.
For inground pools, try the Del Eclipse line of pool ozonators. For aboveground pools, the Big Dipper was recently introduced by Del at a low price, to bring ozonation to more pool owners. For hot tubs or pools under 1000 gallons, the Del MCD-50 ozonator is another great ozonator. All Del ozonators are corona discharge units, with high output ozone.
Adding ozone to your pool or spa can, like a good helper sanitizer, reduce your sanitizer demand by up to 50%.
Alternative Purification, there is really only one complete system that replaces chlorine completely, that is Biguanides. But, you can use two other alternate purifying technologies to reduce reliance on chlorine, namely Minerals and Ozone. The benefit is in reducing the amount of chlorine you use, or that you need to produce with a salt chlorinator. Helper Sanitizers, I'm calling them.


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Getting into character and perfect technique – See what Paul Michael Bloodgood says about preparing for Romeo & Juliet.
Performing "in character" is one of my favorite parts of dancing any full-length story ballet such as Romeo & Juliet. Similar to an acting role in film or theatre, trying to embody the emotions and thoughts of a character helps me to interpret the dance choreography for that role into movement that translates to the audience.
Neither character development nor ballet technique is more important to me in a story ballet – they are of equal substance to fulfilling the presentation. If the acting is terrible, the audience isn't going to care about the relationship between Romeo and Juliet, even if both dancers are technically flawless. On the flip side, bad technique would be equally distracting and pull the audience out of the scene. Although the average observer might think one is more important than the other, to me it's like cake and frosting: they complement each other perfectly.
Personally, getting "in character" for a role like Romeo involves reading the source material and watching films and ballet productions of the story, then finding my own voice or interpretation of the role. Although I try to transform into the character as much as possible, I believe bringing my own life experience to a role separates it from other iterations of the part.
Ashley (my Juliet) and I have spoken about the intimacies of our characters in depth, but we let ourselves laugh about it all, too. We've been great friends for ten years, and having the opportunity to perform Romeo & Juliet with my "stage wife" as she's been nicknamed, makes our onstage relationship come full circle. Plus, it doesn't hurt that she's best friends with my real wife, Anne – a fellow dancer with Ballet Austin and one of Juliet's friends in the production.
As we head into our last week in the rehearsal studio before production week, I am looking forward to running the three acts in succession to get a good grasp on the pacing and stamina required of me. Also on the check list are little things like trying to dance the piece in Romeo's leather boots, working out any pas de deux kinks that may result from Juliet's costumes and rehearsing to the live accompaniment from Austin Symphony Orchestra.
It's all just a part of preparing for the show.
Catch Paul onstage as Romeo on Saturday, May 12. Tickets.
Have you read Dancer Preview #2? Read it here.
Paul, Ashley and Michelle Thompson will be live-tweeting backstage during performance weekend. Follow us (and them) at twitter.com/balletaustin.


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Best Research in Information Science Award
**Electronic Submission Page**
Nomination Information
The ASIS&T Award for Research in Information Science was established in 1984 and is administered by the ASIS&T Awards & Honors Committee.
1.1 The award shall consist of a plaque to be presented to the winner(s) by the ASIS&T President at the banquet of the ASIS&T annual meeting.
1.2 The winner(s) shall be given the opportunity to publish and/or present a summary /assessment of the work in the area of the award at the ASIS&T annual meeting.
2. Purpose of the Award
2.1 The purpose of the award is to recognize an individual or individuals for an outstanding research contribution in the field of information science.
2.2 The award is intended to be for achievements that have significant impact in the field and is based on recent research or on previous research whose contributions have recently been recognized.
2.3 The award is for a systematic "program of research" in a single area at a level beyond the single study, but not at the level of a lifetime's work.
3. Eligibility
3.1 Persons involved in information science research or developmental programs which include research are eligible for the award.
3.2 The award is to be made for individual(s), not organizations.
3.3 Persons need not be members of ASIS&T to be eligible.
4. Administration
4.1 The ASIS&T Award for Research in Information Science is sponsored by the Society-at-Large and is administered by the Awards & Honors Committee.
5.1 Nominations for the award shall be sought annually. They may come from any source and be sought by publicity through appropriate media.
5.2 Writers of chapters of the latest published Annual Review of Information Science and Technology should be consulted annually for recommended nominations.
5.3 The nomination package shall consist of the following:
(a) Nominating letter, stating why the candidate deserves the award;
(b) The name, address, and phone number of the person making the nomination;
(c) The name, address, and phone number of the candidate for the award;
(d) The nomination statement (200-500 words);
(e) No more than three letters of support; and no more than three supporting documents.
5.4 The two runners up from the previous year's nominations will be automatically considered.
6. Jury Committee
6.1 The ASIS&T Award for Research in Information Science Jury shall be composed of seven members appointed by the Awards and Honors Committee, in consultation with the ARIST and JASIST editors.
6.2 Each member of the Jury shall be appointed for a term of three years, with new members added each year to replace those whose terms have expired.
6.3 The Chair of the Awards and Honors Committee shall appoint the Jury Chair from among those entering their third year.
6.4 If one of the members of the Jury is nominated for the award, the Chair of the Awards and Honors committee shall appoint a temporary replacement for that juror for that year.
6.5 Members of the Jury may not be reappointed to a successive three-year term.
7. Selection of the Awardee
7.1 The Jury Chair shall assign one or more members of the Jury to each nomination based on the subject-matter expertise of the member(s). If the subject matter is not in the domain of any member of the Jury, a Jury member will be assigned to seek outside expertise for the evaluation so that the voting procedure can progress as outlined below.
7.2 The Jury member(s) thus assigned shall:
(a) Review the nomination statement;
(b) Seek opinions and other relevant information supporting the nomination;
(c) Review the candidates accomplishments and provide a short written summary for consideration by the full Jury, including the evaluation of research achievement of the nominee; and
(d) Submit the review and summary to the Jury Chair.
7.3 The Jury Chair shall distribute copies of all nominations, review summaries, and ranking forms to all members of the Jury.
7.4 Each member of the Jury shall vote yes or no on whether the nominee should be chosen and shall rank all nominees in order, with the first choice ranked 1, the second 2, etc.
7.5 If at least three of the jurors vote no, the award shall not be given. Other wise, the Jury Chair shall total all the rankings and declare the recipient to be that nominee with the lowest total, provided the nominee shall have received two first-place votes.
7.6 In the event that no nominee can be thus declared a recipient, the Jury Chair shall announce the results of the ranking to the Jury and re-poll the jurors, deleting from the list the nominee who received the highest total score in the previous poll. The re-polling procedure shall be repeated until the award recipient is determined.
7.7 The Jury Chair shall communicate the Jury's decision to the ASIS President, the Chair of the Awards and Honors Committee, and the ASIS&T Executive Director.
7.8 The Jury Chair shall provide a 50-250 word abstract, stating why the award was given. This abstract will be used to publicize the award. Material for this abstract can be taken from the voting rationales provided by the members of the Jury.
7.9 The Jury Chair shall submit the nomination packets and the results of jury deliberations to ASIS&T Headquarters, after selection of the awardee(s) has been completed.
8. Presentation of the Award
8.1 The award shall be announced at the opening plenary session of the ASIS&T Annual Meeting; with the cooperation of the Chair of the Technical Program, the honoree may publish and/or present an invited paper summarizing his/her research work in the area of the award.
8.2 The award shall be presented to the winner(s) by the ASIS&T President at the banquet of the annual meeting of the Society.
9. Publicity
9.1 The award shall be publicized through the Bulletin of the Association for Information Science and Technology and the Society website. In addition, press releases will be sent to the winner's employer and local newspapers and other people/agencies suggested by the winner. Publicity is the responsibility of ASIS&T Headquarters.
10. Deadlines
10. 1 Appointments to the Jury Committee shall be made in advance of the award year and not later than the start of the ASIS&T annual meeting.
10.2 Nominations must be submitted to ASIS&T Headquarters by June 15. All nominations submitted shall be acknowledged upon receipt.
10.3 Selection shall be made and the ASIS&T President, the chair of the Awards & Honors Committee and the ASIS&T Executive Director shall be notified by August 1.
[Approved by Board: 10/31/91] [revised 5/95][5/96]
Nomination Deadline
June 15


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I've added this as Last Call comment LC-2721, see https://www.w3.org/2006/02/lc-comments-tracker/42458/WD-xmldsig-core1-20121018/2721 in tracker. Note that this comment applies to 2nd edition REC and 1.1. It is not a comment on changes introduced for this latest Last Call. That said, can members of the WG please review and comment/suggest concrete resolutions to the issue? Thanks regards, Frederick Frederick Hirsch, Nokia Chair XML Security WG On Nov 2, 2012, at 12:06 PM, ext email@example.com wrote: > I'm resending this, as plain text, because the Web archive doesn't seem > to have stored the message properly... > > -------- Original Message -------- > Subject: Fwd: Comment for XML Signature Syntax and Processing Version > 1.1 Working Draft 18 October 2012 (re: here() function) > From: <firstname.lastname@example.com> > Date: Fri, November 02, 2012 12:01 pm > To: "G. Ken Holman" <firstname.lastname@example.com>, > email@example.com > > G. Ken Holman of Crane Softwrights (copied) has noticed an issue > (detailed below in Ken's email) with the definition of the here() > function in XML Signature. After Ken brought this to my attention, I > have been wondering if the namespace injection/wrapping issue [1] [2] > that Meiko and I investigated might be applicable to this issue (and > thus make it more important than just a "function not found" problem). > > > Ed > > [1] http://lists.w3.org/Archives/Public/public-xmlsec/2009Dec/0000.html > > [2] http://lists.w3.org/Archives/Public/public-xmlsec/2010Dec/0005.html > > -------- Original Message -------- > Subject: Comment for XML Signature Syntax and Processing Version 1.1 > Working Draft 18 October 2012 > From: "G. Ken Holman" <firstname.lastname@example.com> > Date: Wed, October 31, 2012 7:00 pm > To: <email@example.com> > ... > > Attn: Editors of XML Signature Syntax and Processing Version 1.1 > Re: Working Draft 18 October 2012 > > Since version 1 of XML Signature there has been a glaring (to me) > error in the specification of the "here()" function, in that it was > never properly named using a namespace qualification. > > Languages that use XPath typically assume that unprefixed function > names are functions in the XPath library and that functions outside > of the XPath library must be prefixed with a namespace qualification > of some kind. Certainly XSLT and XQuery impose this > constraint. Indirectly so does Schematron. Such a constraint has > not been a part of XMLSec. > > The (low probability) issue is that who knows what future versions of > XPath might include in a function named "here" of its own? It would > be unavailable to users of XMLSec (or, worse, implement some > unexpected future semantic). > > The (guaranteed probability) issue is that a general-purpose XPath > analyzer looking at the expression would flag the "here()" as a > syntax error because the unprefixed function is not part of the > standard library. > > Standalone XPath processors may soon be available. Implementers of > XMLSec who want to use such a processor are going to be challenged > since the expression will trigger "function not found" errors when > analyzed. > > But I acknowledge that there is already an established base of using > "here()" with XML Signature 1.0. > > My thought is that "here()" could continue to be allowed for backward > compatibility, but would be deprecated from now on in favour of > something like "ds:here()" (where, of course, the prefix is > irrelevant but it is mapped to the signature namespace). > > Then, a general-purpose XPath processor would look for the function > named "{http://www.w3.org/2000/09/xmldsig#}here()" in the set of > statically-defined function signatures provided by the application > invoking the XPath processor: > > http://www.w3.org/TR/2007/REC-xpath20-20070123/#static_context > [Definition: The static context of an expression is the information > that is available during static analysis of the expression, prior to > its evaluation.] This information can be used to decide whether the > expression contains a static error. If analysis of an expression > relies on some component of the static context that has not been > assigned a value, a static error is raised [err:XPST0001]. > > http://www.w3.org/TR/2007/REC-xpath20-20070123/#dt-function-signature > [Definition: Function signatures. This component defines the set of > functions that are available to be called from within an expression. > Each function is uniquely identified by its expanded QName and its > arity (number of parameters).] In addition to the name and arity, > each function signature specifies the static types of the function > parameters and result. > > http://www.w3.org/TR/2007/REC-xpath20-20070123/#id-function-calls > [Definition: The built-in functions supported by XPath are defined in > [XQuery 1.0 and XPath 2.0 Functions and Operators].] Additional > functions may be provided in the static context. XPath per se does > not provide a way to declare functions, but a host language may > provide such a mechanism. > ... > A function call consists of a QName followed by a parenthesized list > of zero or more expressions, called arguments. If the QName in the > function call has no namespace prefix, it is considered to be in the > default function namespace. > > http://www.w3.org/TR/2007/REC-xpath20-20070123/#dt-def-fn-ns > [Definition: Default function namespace. This is a namespace URI or > "none". The namespace URI, if present, is used for any unprefixed > QName appearing in a position where a function name is expected.] > > Having the function name namespace qualified would allow the > expression to be rewritten in an XPath context without having first > to inspect the expression for the errant (to the XPath processor) > "{}here()" syntax. As it stands today, there is a burden on > implementation to prevent the "{}here()" function from getting to an > XPath library written as it is for fear of triggering a static error > "err:XPST0001". > > I hope this is helpful. > > G. Ken Holman > firstname.lastname@example.com > http://www.CraneSoftwrights.com/bio > > -- > Contact us for world-wide XML consulting and instructor-led training > Free 5-hour lecture: http://www.CraneSoftwrights.com/links/udemy.htm > Crane Softwrights Ltd. http://www.CraneSoftwrights.com/m/ > G. Ken Holman mailto:firstname.lastname@example.com > Google+ profile: https://plus.google.com/116832879756988317389/about > Legal business disclaimers: http://www.CraneSoftwrights.com/legal >Received on Thursday, 8 November 2012 18:36:47 UTC
This archive was generated by hypermail 2.3.1 : Tuesday, 6 January 2015 20:55:18 UTC


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text:
Grand Theft Auto IV – FAQ
Xbox 360
FAQ by Simon Moon
Version: 2.1 | Updated: 02/22/09
Grand Theft Auto IV: The Lost and Damned by Christian 'Simon Moon' Riesen <firstname.lastname@example.com> You can find always the latest version of this and more at http://gamewiki.net/Grand_Theft_Auto_IV:_The_Lost_and_Damned It also has a good walkthrough and 100% guide for GTA IV main game. If you have any amendments, please add them directly on the gamewiki.net page, that's what it's here for. This copy here is for GameFAQs.com only. No, I do not give anyone else permission to use it. Feel free to link it on Gamewiki.net though. Table of contents == Walkthrough == == Seagulls == == Angus Motorcycles == == Stubbs Dirty Laundry == == Random Characters == == Racing == == Gang Wars == == FAQ == == Grand Theft Auto IV: The Lost and Damned Walkthrough == === Clean and Serene === Reward: $250 You meet your President, Billy Grey again after what looks like he was in rehab. After this you ride with your club back to the club house in the south. Once parked in the arrow, you get some more insights. Billy wants his bike back. You ride out with the crew up to Bohan to a chop shop. Park in the arrow and you get to talk to the owner of the shop. The angels of death have it and brought it to Northwood. Up at that location you will run into the angles of death, 6 of them. There are two on the left, one straight and the rest to the right. Kill them all and let Billy get on his bike. Achievement reached: TLAD: One Percenter Now get on your bike and get close to Billy, follow him back to the chapter house. Once close enough you are done with this part. Go to the B blip at the chapterhouse and step into the arrow. === Angels in America === Reward: $750 Some angles of death are outside. After Billy kills one of them the rest flee. Chase them down! Kill them all. After that you have to go up north in Algonquin to meet what's left of your gang. Your best bet here is to drive up close behind your target and shoot them. The shotgun is useless over long distances so make it count. After the mission is over you get a B blip again and Jim will call you too. A new blip will be created for him, a J close to the chapter house. So go to the J blip and step into the arrow. === Liberty City Choppers === Reward: $1000 You go with Jim on a little expedition to steal some bikes. Ride north with him to the green blip, where a truck is waiting. Get off the bike and into the truck, let Jim get in as well. Now Jim gives you the new location, a diner to the south. Drive to the yellow blip and park there. As you steal the first bike, some unfriendly opposition pipes up in the parking lot around the corner. Call for reinforcement. Now get rid of all these guys there so you can load the other bikes in peace. You can't load all, bikes, so the game will tell you when to get into the truck. Do it and drive back to where you got the truck in the first place. As you pull out of the parking lot, you will acquire a tail of angry bikers. Just ignore them and drive back as fast as you can. As you unload the bikes, some cops show up and want to be bribed, not a good sign. Go again to the J blip on the map, this time a bit closer. === Bad Cop Drop === Reward: $2000 Those cops have made a bad choice. You get an automatic pistol and then it goes south to the next blip. After Jim makes himself popular, you got to run. There is an ambush setup in acter industrial. Just use the GPS track and avoid being shot. Park a bit back and let the cops get out. Now just aim for the heads and kill them. Some more cops come, take them down too. Now get back on your bike and leave the area. You will have a 2 star wanted level. Get rid of it by outdriving the cops and you are home free. Return to the club house and step into the arrow at the B blip. === It's War === Reward: $750 You meet Dave, one of the Lawyers at Schyster, you get to see more of him later. Billy has some revenge in mind. Follow him south to the Acter Industrial park (western area). Out here, kill all the Angels of death. Some are up on the roofs (look for the arrows on the red blips). Kill them all then return to your bike when the game tells you to. Again follow Billy, south again. In the southeastern corner (close to the prison, go figure) you encounter another 15 enemies. Again a few are high up, keep an eye out for those. As you progress to the back, some more come from the right around the corner. Kill them all then come back to your bike and you are done. Billy holds a small speech that Jason, one of the lost was killed. === Action/Reaction === Reward: $1000 Ray Boccino enters the scene. Billy wants to go to and pay someone a visit, the angel of deaths of course. He leads you to an ion ramp in the south. As soon as he is there, floor it and race as fast as you can to the yellow blip. It shouldn't be too hard; your bike is accelerating slow but has a killer top speed. Once you stopped the rest should come pretty soon as well. Billy has one of Ray's toys, a grenade launcher. Aim at the window and shoot of a grenade. With the grenade burning the house, you get some visits from more angels. Shoot the grenades where they pool together (especially on the right behind the van). When you run out of grenades, take your gun and finish them off. With all angels dead outside, Billy goes for the door. Follow him in, to the left and then be careful on the next corner. Two guys are straight inside there, one in the doorway to the right and back and a second coming from there as well. One more is behind the bar to the right once you are in the room. In the doorway the others were before, look up the stairs for one more guy. Now go down the stairs to the right, kill the guy just around the corner and the last two hiding out in the room down there. Billy takes the drugs and it's time to leave. Exit the building, go to your bike and drive far enough away (towards Bohan would be a good idea) to complete the mission. Billy sends you a text message a bit later to go see someone in Bohan. Go to the E blip and stand into the arrow. === Buyer's Market === Liz Torres also makes an appearance. She has a buyer for the drugs. Also Niko makes an appearance. Now you have to pick up the drugs from Brian. He is in an alley on the southeastern island. Once you have the drugs, you go to the building at the yellow blip, a bit more to the southeast. Park your ride, then get inside and to the 3rd floor. Stand into the arrow there and wait for Niko and Playboy to arrive. Once they are close, the action starts. You know this deal from the original game already, the guys are cops and the deal goes south. You have to make your way out, down while Niko and Playboy go up. First there are a few guys straight ahead. Switch to the pistol and hit their heads. Then go through the door there and around so you can fall the next cop into the back. Another one comes up the stairs, kill him then go to the stairs and kill the guy downstairs. Make your way down, but don't leave through the front door, instead take the back door. There are two guys ahead on some stairs and one around the corner to your right. Take them out and go to the right, follow the alley, jump over the fence and the next across the street. You should be far enough to grab a car here. Drive away from the scene and you should be able to clear the wanted circle. Once done, this mission is over. Billy calls you, no money, nobody is happy. He has a new contact for you, Stubbs. Go to the S blip in Algonquin and step into the arrow. === Politics === Reward: $3000 You talk to Stubbs about Politics. His uncle controls the family trust and he has to die now. On your way out you get a package, which is in short an RPG. You now have limited time to get to the airport (until 12:30 game time). Your best choice will be to go south over the Algonquin bridge and just keep going straight. Near the blip is a gate. The chopper will come in and land nearby, you can see it through the gate. Your best choice is to stay away from the gate, stand a bit back (almost at the corner of the building) wait for the chopper to come close, switch to the RPG and blow it away when it lands (the rocket fly's straight and will hit it). With the chopper blown, get rid of the cops to get your reward. Stubbs is happy with you. Drive towards Algonquin and you get a call from Ashley, she needs help. This is a forced Mission. === Coming down === Drive to the yellow blip in the north of Algonquin. It's an entrance to one of the big apartment buildings. Go inside, a bit to the right, turn around and up the stairs. Enter the apartment straight ahead with a gun ready. There are two guys here, kill them both. Leave the apartment, then walk around the stairs to the right and you will see another guy guarding a door to your left. Kill him, then be ready, this is getting rough. Inside are 5 more guys hiding in the door ways. Kill them all and go straight through the place to get to Ashley. With her free, bring her home to Alderney. Jim will call you now about gang wars. You can go there and battle with other gangs. The scheme is always the same, you go to the gang war, your team pulls up and you have to hunt down the other gang. There are 25 of these wars all over the city. They give some cash, but you don't need to do them. Go to the S blip and step into the arrow. === Off Route === Reward: $5000 Stubbs wants you to free some people from a police transport. Outside go to the blip at the police station in north Alderney. Parked in the arrow you see the transport being loaded. Grab a weapon and enter the compound. Take down the cops (you don't need all dead) and run for the side of the transport. You will see a short scene where you take over the bus and now you have to get rid of the police. Your best chance is to get some good turns in Alderney Downtown and make your way over the western side (where the chapter house is) south. Once the police are off your back, you need to go south anyways, to the Acter Industrial park, about in the middle of the island on the southern most shore. Pay attention that the bus can roll pretty easy. If it does, just steer to the left if you lay on the right side and vice versa, it usually rights itself up again. With everyone dropped off at the spot, they will flee on boats and someone dumps the bus in the water. You are done here. You call Stubbs after to let him know. Make your way towards the chapter house, Billy will call you that he needs your input, so step into the arrow at the B blip. Stubbs also calls you later that he has more jobs for you if you call him. === This Shit's cursed === Too much heat, so they need to get rid of the drugs. Follow Billy to the Algonquin Island. After driving down south again a bit, about the last block on the same height as the middle park, they want to race again. Give full throttle and race them to the yellow blip. Billy lets you go in for the deal. Of course nothing works out and they run away with the product. You end up outside on the roof. Turn to your left and kill the guys high up, then more com on to the roof, kill those as well, using the cover around you. With the roof clear follow Jim. Around the next corner are some opposition and some construction work being done. Inside you find guys up and on the ground floor. Again use cover, kill them and move forward. On the next corner you get another enemy coming around the corner. Further on it goes down, there is one a bit lower and two much lower. You can see them from above and kill them easy. Go down the ladder (use the Y button to climb it) and kill the next bad guy wave below you. Again go down the ladder and go to the front of the building where the arrow is. Billy is getting arrested, screaming that you set him up. Something is wrong here. Johnny calls Brian. He is down around the corner. Go to the street level and back to the bikes. Get on your bike and now you are the president of the club! Achievement reached: TLAD: The Lost Boy Return to the chapter house (yellow blip). Brian is very unhappy accusing you of setting Billy up. Go to the J blip in the north of Algonquin. === Hit the Pipe === Jim has some serious explosives for you, pipe bombs. So now you have to blow up 3 vans from the angels. You have 24 bombs, make them count. Your best bet is to throw them ahead of them on the road. Hold down the trigger a bit to make the fuse shorter which will make it almost impossible for the guys to evade it. When you hear it beeping, throw it. If you throw too late you blow yourself up. The trouble is if you stay too close too long you get shot to hell. So come from the back, get close, hold the trigger and when you are past the truck and it beeps toss the bomb. That should do the trick every time. With all blown up, you get a new blip (male) in the south of Algonquin. Also Elizabeta will send you a text for a new job. Jim has another job. So go to the J blip and stand in the arrow. === End of Chapter === Reward: $2000 Brian has got to go. He's down at the docks. Park in the arrow and the show starts. Brian brought some help. Kill them all. There will be a few waves. Two vans come in and one parks on the left side of you. Kill them all and the ones that come in on foot after that. Brian shows his true face now and runs. Get on your bike and chase him down! You have to kill each one of them. Just pick any of them, as they run away. They will split up and then converge again before leaving the docks. Just hunt them down and kill them. Get close enough so your shotgun is useful. With them all down, get close to Jim and you are done. You get dropped off at the chapter house (good time for a save). Go up to the J blip and stand in the arrow. === Bad Standing === Reward: $2000 You meet Ray again. He knows where Brian is, in a safe house in the south of Alderney. Go to the yellow blip. Now it might be a good idea to call for some backup. Go in the back and make it up the stairs. There are guys everywhere. Follow the red blip to get to Brian and put a bullet through his heart. Outside you get a call from Jim and later a text, you can now use this house for saving as well. Go to the E blip in Bohan and stand into the arrow. === Heavy Toll === Reward: $1000 Elizabeta needs someone killed. Drive the car to the toll booth (yellow blip). The convoy will roll in from the dukes' side. Just stay hidden until the van is standing still in front of the barrier. They scream to take the van then shoot the guys to your left and grab it. Make sure the guy from the booth also gets in, and then drive north. You need to bring it to the body shop in Bohan (after shaking the cops). Park it inside and you are done. You also get to keep the street sweeper (full auto shotgun). Go again to the E blip and step into the arrow. === Marta full of grace === Reward: $2000 Elizabeta wants you to pick up Marta from the airport. As you get to the airport someone tries to pull her away. Johnny makes sure he got the right one and punches the guy. Oops. It's a cop. A whole swarm comes in. To make life easy (if you still have the RPG) kill the helicopter after the first few close cops. Now kill all the red blips indicating more cops. There is a FIB buffalo car on the other side of the street (some feds arrived in one closer but you most likely blew that one up). Get in and get Marta in as well. To get rid of those 3 stars you have now, head for the pay and spray in Broker. Sometimes you can already get rid of the cops by just driving there, if not the pay and spray will clear you. With the cops gone, go back to Elizabeta's house and park in the arrow to complete the mission. Now just sit and wait, Elizabeta will text you. Step into the arrow at the E blip. === Shifting Weight === Reward: $3000 So you still have the drugs to get rid of. Head north to the yellow blip. After yet another drug deal gone badly, you got cops on your ass. You will not drive, only gun on this trip. Concentrate on gunning at the helicopter and the cops close to you. Just keep the left bumper down and the right trigger to constantly shoot, you got unlimited ammo. When you stop, aim towards forward and shoot the windows. Your driver will crash on its own through it but only after you got shot almost to hell already. After this ignore the cars and look for the chopper behind you. Shoot at it until it's down. You will stop at one point just for that. Also kill the cops to your left (in driving direction) to not lose too much health. Next you have to throw some pipe bombs to dispatch the rest of the cop cars. Your crew makes it free and you are done. Ashley calls you after a little chat with Elizabeta. She tells you to go and see Ray. Also she will text you that she needs you in a bit. Step into the arrow at the A blip. === Roman's Holiday === They want you to take Roman. So that's what you have to do. Grab a car and go to the next blip after the phone call to pick up Malc in north Algonquin. There you switch to a new car and go to the place where Roman gambles the first time in Dukes on the original game. You pick him up and drive him to the factory in Bohan. If you stop, he will get out and try to escape. Run after him, aim a gun at him, but don't shoot him. He will come back with you and get into the car. Drive him north and park in the yellow blip to finish this. You call Ashley after the drop off and she tells you to call her again later. Now go to the RB blip and step into the arrow. === Diamonds in the rough === Ashley is outside or Ray's. Inside you meet Ray and he tells you need to get some diamonds for him (ice). Outside you call Jim and meet up with your pals (green blip). You might want to call in Clay and Terry as well as backup. It can't hurt. After you meet up with the rest, take them to the docks where the yellow blip is. Once you get close you see the deal going over in front of the Platypus. Ignore the fight and just hound the car. Take out the car that follow the stretch then take down the stretch. Once the guy in the stretch gets out kill him and pickup the diamond he drops (look for the red arrow above his head and then the green blip for the diamonds). With the diamonds in your pocket, stash them in two trash bags, the new green blips. You will remember that you picked them up in the original GTA IV. With all the ice stashed he calls Ashley. After a while you get a call from Ray, you have to help facilitate the deal at the museum. Again if you remember this from GTA IV you will know what to expect. === Collector's Item === Reward: $10000 Go to the museum. The blip is just outside a door. Enter through that door and up the stairs, through the next door. There are some guys ahead, there also is a vest on the counter there you should pick up. Go straight across the hall to the door towards the blip. It has an exit sign above it. Follow the corridor and step into the arrow at the blip. The deal goes south as usual. Make your way down like Niko did. On the bottom of the stairs, exit the way you came in, don't go across the hall. Down on the bottom you will see another guy coming in. Outside there is a lot of Boccino's people shooting at you. Kill them all. After they are gone, loose the cops. With the cops of your back, you need to bring the money to Jim. He is in the north Algonquin area, to the southwest of the projects towers. You bring the money and that's it for this mission. Ray calls you a bit later not very happy. You also get a text from Jim to meet at rays and later another fed calls you about someone being a snitch. Got to the RB blip and step into the arrow. === Was it worth it? === Ray is not very happy with you. Jim and you make it out alive. Outside Jim takes off. Now go to Ashley's place in Alderney. You get a call from her and Ray's hit men are on your tracks. Kill them all. They are in 4 cars and they will converge on you. The best is to lay an ambush for them. If you have RPG rockets, hit the cars while the come towards you at a distance and you will have easy play with them. With all of them dead return to Ashley. Jim didn't make it. Stubbs calls you. He wants to meet you at the chapter house. So go to the S blip outside the chapter house and step into the arrow === Get Lost === Billy needs to die. Stubbs is helping you out here. Go to the prison in the south and park in the arrow. You are calling the crew in. Now Terry will give you all he has for free, so stock up to the maximum. Don't forget the armor. Now blow up the door (RPG works great). Get inside and make your way through each location of guards. Once you get past the yellow arrow you are at the end. Shoot the guards on the upper levels first, as they can hit you hard otherwise. Then aim for the heads and kill the rest. There are a lot of them and if you kill some positions new ones come in. Just keep shooting them until all are gone. There is one lonely blip left, that's Billy. Go in end kill him. With Billy dead, return to the court and hop on your bike. Follow your crew out onto the road then drive them home to the chapter house. Thankfully there is nothing on your tail there. Park in the yellow arrow and you are done. The chapter house is trashed, the lost are over. Congratulations you finished the Lost and Damned. Achievement reached: TLAD: Easy Rider == Seagulls == There are a total of 50 seagulls in the game. They are hidden throughout all parts of Liberty City. All you have to do is shoot them. In many cases a handgun will do, but some are easier hit with a sniper rifle. So if you have none, get yourself one for this job. The same rules apply for these as they do for the pigeons. If you shoot one with a cop nearby, it will get you a wanted level. You can simply string multiple gulls together if you think that will help, but usually they are too far apart to be a useful strategy. Get rid of the wanted level and take on the next gull. Being at a distance also helps greatly. The gulls glow. So you can spot them better and know this is something to pay attention to, so at night it's sometimes easier to see them. Also when you get closer you hear a "laughing" sound from the gulls. It gets louder the closer you get. So if you hear that sound, you are close by. A map of the exact locations is avaialable at this address: http://gamewiki.net/Grand_Theft_Auto_IV:_The_Lost_and_Damned/Seagulls We start in the south of Broker and work our way across the map. === Seagull 1 === Hove Beach, Wappinger Ave. Just a bit to the north of the entrance to the train station where you picked up Mallory and her friend the first time in the regular GTA IV. The gull sits on a ledge there on the east side of the road, about at hip level in the middle of the block after the alley from the train station. === Seagull 2 === Firefly Projects, Ringo St. Looking at the map, if you follow the highway just north of gull 1 to the east, it crosses another one on the east coast. Just north of that is a street that is a dead end and looks like an L upside down. Go into that street, the part that goes west-east, that's Ringo St. The gull is on the wall north of the street, close to the west, where it hits the next street going north. === Seagull 3 === Rotterdam Hill, Onion St. If you follow the street north from the internet Cafe in broker, turn left and then right again, you are in the stretch of Onion St where this gull is. It sits on a post about hip height in front of the small alley on the western side of the road. === Seagull 4 === Schottler, Dillon St. This one is a bit more complicated. Look at the map find the circle a bit to the east that says Outlook if you hover over it. Go from there straight east to South Slopes where you can see a train station (square on its edge in light blue). Now go straight from there north, and you will see a block above this one where there is some complicated looking back alley. Although the mp doesn't look like it, you can get to this alley from the north, which is where Dillon St is located. If you approach it from there, you should see it a bit to the right near the wall on the ground. This is also the place where in the standard GTA IV you got your first gun and helped Jacob out. === Seagull 5 === Beechwood City/Cerveza Heights, intersection of Carson St and Tutelo Ave. Carson is the street running west to east just south of the highway leading to the airport. If you follow the train line north with your eyes, where it crosses Carson, Tutello is the next one to the east. The road here makes a "dent" to the north and there is a jump ramp going north for a unique jump here. The gull sits about at knee level on a railing. It's in about the center of the pedestrian crosswalk at the east end of the intersection, can't miss it. === Seagull 6 === Francis International Airport, Broker - Dukes Expressway. From the last seagull go to the highway south of here near the coast. Follow it to the east, take the ramp to the south towards the airport. Just a bit to the right of you (south) there is a tower with a spinning antenna visible. The gull is not far from the off ramp away. You will find it sitting at head height (or above if you sit on the bike) standing on the railing of the highway to your right (south). If you are at the place where another road comes into yours from the left, you are too far, it's about one quarter to one third of the distance between where the road branches of and that point. === Seagull 7 === Francis International Airport, Tarmac. Go to the terminal. There is a road going around the terminal to the east. You can see a small road going away in the north east corner of that road, which splits up immediately after again. At that point is a gate. You can aim through the gat to the left where the road splits. The gull sits on the ground there, just a bit north of the left road and a bit to the northwest of that split. If you can't find it, run in, and you will see it for sure. === Seagull 8 === Meadows Park, next to the highway. Take the highway from the airport north. Take the first exit (that long round exit) to the south and stop just after it. To your left (east) is a gas station. Go to the corner where the wall from the gas station is shortly interrupted before the onramp back towards the airport starts, on the east side of this road. Now just a bit to the north is a sign with three sides, none have anything on them. And a bit further north is a tree right next to the highway. Go to that tree and look northeast. You should see the gull standing there in its glow and hear it, right on the ground. === Seagull 9 === Willis, Carrollton St. Take the road south from that onramp, just follow it. Take the second road to the right (west) and stop in the middle of the block. You should be on Carrollton St now. Turn to the south and you should see a building with a green canopy over the entrance. To the left of that on the ground you should see the gull. === Seagull 10 === Cerveza Heights, Dukes Boulevard. Take the big road just east of the weapons shop in Broker to the north. Pass the on ramps, and the road that leads to the docks on the left. Also pass the next one and stop just after it. Now in the block to your left (west) is this gull. Just enter the opening in the chain link fence there and circle the building to the south. On the western wall of the building you will find some stairs (ignore them) and further north some green scaffolding. The gull sits on the first level a bit above the head height, in the middle of it. === Seagull 11 === Steinway, Trenton Ave. If you come from the west off the east Borough Bridge, take the first road to the left, make again a left and then the next right to find Trentan Ave. In the block to the west you can see on the map even spaced lines (alleys). Go to the southern most of them. You will see that the alley has two walls, one south one north. The gull sits in about the middle of the northern of these walls here. === Seagull 12 === Charge Island, Toll booths. Go to the toll booths on Charge Island and go to the north side of them. Look at the Toll booths and you will see the gull sitting there, to the right of the western most booth that lets people travel north. Now shooting it up close will cause some trouble, so instead get some distance and shoot it with the sniper rifle. It still is likely to get attention, but at least you will be far away from a mob of angry cops. === Seagull 13 === South Bohan. Go to the projects blocks in the southwest of Bohan. Take the southern two pair of the four that stand there. Go in between them and a bit to the west. There is some sort of small park there, the gull stands on the ground just to the right of the small path you come in on. === Seagull 14 === Boulevard, Intersection of Grand Boulevard and Uprock St. Grand Boulevard is the one that comes down from the Northwood Heights Bridge, the northern most bridge in the game. The second road crossing it, is Uprock St. Stop at the intersection and go to the park entrance in the northeast. The gull sits on a round stone ornament of the wall that goes parallel to the Grand Blvd. Can't miss it, it's right next to a lamp post. === Seagull 15 === Boulevard. Go east from the last intersection, take the first one left and drive up and over the large road. Just to your left now is a building. Stop after it and go to the area to the southeast of it. Here was also one of the pigeons. The gull sits on the edge of one of the two large planters here, the one to the west, but it's located at the eastern edge of it. If you step in between the elongated planters and look southwest you should see it for sure. === Seagull 16 === Fortside, Rykers Ave and Lotus St. From the last gull, get into the car and keep on driving on the road to the west again. Take the first left, go straight at the next intersection and follow the road to the southeast until another short road goes to the east. You have arrived at the corner. Look to the northeast and you see a store with a canopy to the south and signs above it that say "Deli Grocery". The bull sits on the southern edge, in the western area of the canopy. === Seagull 17 === Little Bay, Bronco St. If you come in from the Dukes Bay Bridge, Take the first left and the next right and you should be in the Bronco St. It's a short one going west east. Look to the south of the road and you will see two buildings. The western one has some stone railing up to the door and the gull sits on the eastern one of them close to the door. === Seagull 18 === Northern Gardens, the beach. The easiest way to get here is to use the parking lot in the northeast corner. From Broncost, just exit to the west, go right (north), and then take the road that goes northeast under the highway. You will get to the parking lot. Exit the car and walk to the beach to the northwest. Look at the map. The coastline is pretty even except for one larger bump there. It's about in the middle between the parking lot and the next road that crosses the highway to the west. The gull sits on a ledge, a bit on the western area above the beach. To get there, just circle around to the north and west and you can get access to up there. You might also be able to shoot it from below, if the angle is right, but it's harder without knowing exactly where it is. === Seagull 19 === Boulevard, Butterfly St. Go to the street north of the pond in northwest Bohan. Now look to the north side of the road. There is a wide sidewalk and some wooden fences. Behind those fences are a few telephone poles parallel to the road. The eastern most one, before the street goes upwards to the east and the street sign goes across the road, starts the telephone line there. Just go north from it over the fence. You should hear it and can see it from the fence, but once you step a bit closer it gets more obvious. === Seagull 20 === Northwood, Frankfort Ave. Take the Northwood Heights Bridge to the west. Ignore the first road crossing and then stop on the north (rights) side, before the road makes a curve. There is a small parking lot here. The gull sits on the ground at the corner before that parking lot starts. === Seagull 21 === Northwood, Vespucci Circus and Wardite St. This is the southwestern corner of those 3 X shaped project buildings in the northeast of Algonquin. The gull sits on the ground under a tree, on the south side of the road. === Seagull 22 === Middle Park, south east corner. Go to the southeastern corner of Middle Park and enter it on foot. Take the path that goes northwest and then immediately take the one that goes northeast (see the map). About half way before the next path comes, to the left (west) you will see the gull sitting at the border of the path. === Seagull 23 === Lancet, Albany Ave. Look at the Algonquin Bridge where it meets Algonquin. There is a road that goes below it, that's Albany Ave. Go to the spot just south of where the road goes under the bridge. There just to the west after the road gets straight again, this gull sits on the ground under a tree. === Seagull 24 === Colony Island, south end. There is a tall building in the south of Colony Island, not the old abandoned hospital. There is a parking lot on the east side of it. Stand at the southern area of the parking lot and look at the building. It looks like an upside down, fat, L character. The gull is on a railing on the southeast facing part of the building that is further north of the two. It sits there about in the middle. === Seagull 25 === Chinatown, Emerald St. Just north of the weapons shop in Algonquin is Emerald St. There incidentally is also the gull. Go to the north side of the block with the weapons shop in it, and look to the other side. There is on the more eastern area a building that has the letters UTBNB on its south wall, near the western edge. A bit to the right of that on the same ledge that is just below the letters you will find the gull. === Seagull 26 === The Exchange, Barium St. This gull sits on the ground on the north side of a building, close to the eastern end of it, in an area that has multiple thick columns. If you take the road in the southwestern corner of Algonquin not into the tunnel, but east, take the second road to the left (north, Columbus Ave) and then the second road again left (west, Barium St). Just after you are around the corner look left again behind the first column of the building to the south and you will spot the gull on the ground. === Seagull 27 === Suffolk, Back Passage. Just south of the very tall building that takes up an entire block, is this road going north south. To the west of it is a Ds (Didier Sachs) shop in typical black. The gull sits in front of the store on the ground, right outside a door. === Seagull 28 === The Meat Quarter, Hematite St. Go to the north of the very large building, drive west and stop in about the middle of the next block. Now get out of your car and walk in between the building to the right and over the gas station that is to the west. When it gets a bit more open, and you are about in the center of this block, you will see some loading docks ahead of you with some small stairs to the left. Above that loading dock is a small, slanted and green roof. The gull sits on the edge of that roof. The roof also points south so it should be easy to find. === Seagull 29 === The Triangle, Columbus Ave. The gull is perched on the railing of the upper level, on the west side of this building. The easiest way to find this is to locate the eastern construction site (where the road is blocked and on the map you can see bars going over the road). Just south of that in the block is on the west side the Vinewood Bar and Grill. The gull is on the buildings railing on the other side of the street to the east. Your best bet is to stand in front of the Vinewood and shoot with the sniper from there, otherwise you will encounter a lot of police. Look to the right (south) and you see some stairs on the buildings side. Now look to the left and you will see columns. The second column is where the gull sits on top. You can also see behind some tents, the gull is where the large gap is from your point of view. You can also climb the stairs and shoot it up front but escape is harder that way. === Seagull 30 === Star Junction, Kunzite St. This place is just behind the block where the Split Sides comedy club is (on the east of that block). Also back here is the elevator that can bring you to the top of the large building to the east, where one of the pigeons was hiding in GTA IV. The gull is in plain sight in the middle of the road, between a tree and a lamp post. === Seagull 31 === Star Junction, Frankfort Ave. This road is the other large road with a construction site in it to the west, which goes north south. Drive just one block further north, than the pay and spray is. There is a bus station to your left (west) and a building with a white sign saying "Pill Pharm" and "Chemist". Go into the alley south of that building. You should walk right into the gull sitting there straight ahead of you on the ground. === Seagull 32 === Middle Park West. If you take the road to the west just south of middle park, take the second right (north) and the next one left (west). Stop at the corner where the road curves north again. Get on foot and walk south towards those three buildings to the southeast, which are the art museum. The gull is in the open area that is in the northwest corner, of this block, or just west of the northern most building. It sits openly on the ground. === Seagull 33 === Middle Park, Quartz St. Quartz is the one going straight through the middle of the park. Approach the park from the west and then go north into the park (on foot or with a vehicle, your choice). There are lamp posts left and right of the path. About in the middle of the path, at the third lamp post on your right side, you will find the gull sitting on the western edge of the path on the ground. === Seagull 34 === Varsity Heights/North Holland, Topaz St. Go to the Hickey Bridge, the one that leads from Algonquin to Alderney in the north. The bridge first goes over another street, then there are the onramps for the larger road and next comes the river. That road that goes under, stop the vehicle when you are just over that road, just after the lamp post. Now look to the northwest. There you see some stairs leading to a building to the east. At the top of the stairs at the corner of the railing to the east has this gull found its home and soon, last resting place. === Seagull 35 === Leftwood. Cross the bridge take the first right (north) and at the next intersection go right again (east). Stop before you reach the last road and get out of your car. Go north into the alley there and then climb up to the west after the alley upwards. You will find a vest back here near the fence, just climb up one more time. Now you can see to the northwest the parking area of the police. If you have completed the game you will have been here already. The gull is on a small green patch in the middle of the parking lot. You should be able to snipe it from this position and make your escape. === Seagull 36 === Westdyke, Beaverhead Ave. This is the road that goes in the northeast corner of Alderney around the north part and back west and south. This gull is in the northeast corner of this road. Park the car on the side of the road then circle around to the north on foot so you can get to higher ground. The gull sits on the ledge to the right of you now (towards the west) about above the tree at that intersection to the dirt road below you. === Seagull 37 === Westdyke, Beaverhead Ave. Take the large road to the north and west and then down south. Ignore the first road going left (east) and stop after the third lamppost on your right side. Get out of the car jump over the small wall to the west and go to the water front wall. The seagull sits here on the tiny wall. You might have to go north or south a bit from your position, it shouldn't be hard to find it. === Seagull 38 === Leftwood, Plumbers Skyway. Go to the onramp south of the last gull. When you are in the middle of the onramp (heading south) look on the rail to your right, the gull is sitting right there. === Seagull 39 === Alderney City, Applewhite St. This street goes in an S curve through Alderney City. It is close to where the hideout was in GTA IV. The easiest way to find this road is coming from the bridge take the first left (south), keep straight at the first intersection and take the next one right (west) and you are on the road. In about the middle is a bus station on the right side of the road (west). The gull sits on top of the north edge of it. === Seagull 40 === Alderney City, Keneckie Ave. Go to the west end, close to where the highway is. There is a large green area where the highway makes an S curve, just after it turned to the south. Keneckie Ave is the street that goes north south here next to the highway in the northwest corner. The street ends in the south into Vitullo Ave. In that last southern block, before it ends, look on the west side of the road. In about the middle of this block, walk towards the highway. Very close to it, to the northwest of one of the trees back there, you will find this gull sitting on the ground. === Seagull 41 === Berchem, Cockerell Ave. If you go from the last gull south, turn right, follow the road and take the second one right (west) again, you will be on cockerell Ave. Just after you turned the corner look left (south). There is some green there at the corner and then come some stairs. The gull sits on the side of those stairs, the eastern border of them. === Seagull 42 === Alderney City, Koresh Sq. Easiest way to find this is to go from the tunnel entrance. Go west, and stop at the fourth corner where the road goes north. Now there is just one more block before the road curves north. The building at the corner you are on says on its western front "Lombank". On the southern edge of that sign sits this gull. === Seagull 43 === Normandy. Enter the port from the north (the road that leads to the tunnel). Stop before you reach the gates as there are some buildings and tanks to your right (west). Look at the railing of the structure that is just south of the three northernmost tanks. The gull sits there on the south facing rail. === Seagull 44 === Acter, Mueri St. If you take the road west of the weapons shop north, take the second right (again north) you are on Mueri St. Ignore the first street on the right as you go north and stop in the middle of the block here before the next road to the west comes. Look west and you see a small building that says "Roadservice" on it. South of it is a low wall and the gull sits on its eastern edge in about the middle. === Seagull 45 === Acter. Just west of the chapter house, behind those houses that block the view to the skyway. You can reach it easiest by actually going on the skyway, then look towards the houses (east). The gull sits there on the ground in the grass. === Seagull 46 === Tudor, Niblick St. Take the big road that's double lane in the middle of Alderney south. It gets down to one wide road on the map, stop in that block right after that happens. To the east is a small alley going west east. The gull sits on a rail here, on the west entrance of this alley. === Seagull 47 === Acter Industrial Park, Toggle Ave. Easiest to find from the prison. On the street west of the prison entrance, go north until it stops. Turn left (west) and this is Toggle Ave. Stop before the next road goes north (Grommet Ave). To your right (north of the street) in front of the chain link fence and a bit before the corner is the gull on the ground. Just to the west is the police station so be careful. === Seagull 48 === Acter Industrial Park, Plumbob Ave. Go to the large onramp in the south here. But don't take it up, instead drive around it and under it to the west. About in the middle, stop and look south. There is a walkway close to you. Look at the railings of that walkway. The gull is on the southern of the two and about in the center. If you can't locate it, use the stairs a bit to the west and south. They are close to the gull so you can't miss it if you climb up there. === Seagull 49 === Acter Industrial Park, Red Wing Ave. This is the road that goes to the northwestern most corner of the industrial area. After you passed under the skyway, look to your right. There will be a wide ramp with three garages. The gull sits on the ledge above the western most of these garages. === Seagull 50 === Tudor. This is just northwest from the southern hideout (you need to have killed Brian to get this one). If you don't know where that is, look at the map for the + shaped buildings. Go to the road just north of the southeastern of these three buildings, in the southwestern area of Alderney that is not yet past the water into the industrial area. There is a road going north here and the onramps for the Plumber skyway. That single road going north interrupts a brick wall. After the road is a brick wall in two steps. The gull sits on the higher of the two edges near the eastern corner. Very convenient just around the corner is your safe house, so go and safe your progress and never see a gull again. == Angus Motorcycles == You can call Angus about a job after you have dealt with the cops in the story mission with Jim. He will give you a job to get him a special bike. === A ride in the park === Bike: Wolfsbane Reward: $900 Go to Middle Park, the center street that goes through it (Quartz St). As soon as you get close, the guy on the bike will drive away. The most smooth way you can get it is just wait until they have to stop at a red light, park your bike and highjack theirs. Otherwise you have to shoot them off the bike and risk damage. With the bike yours, return it to the club house. === Zorst Fumes === Bike: Hellfury Reward: $900 There is a convoy of bikers on the plumber skyway. As you approach they start to drive south. It's a good idea to first kill the shooters and then kill the guy on the lead bike (which is the one you want). Once the guy fell off, grab it and bring it back home, after losing what cops you might have acquired in that shooting. === Get Off Your High Horse === Bike: Hakuchou Reward: $900 This bike is on the east borough bridge. There are two more bikes with this guy. The easiest way is to use something nice like an ambulance and ram the bike. The guy will wipe out and you can grab it. === Ex-Display === Bike: Nightblade Reward: $900 This is on display in the bike shop in Westdyke. If you did the Unique jumps you might have stolen one or another fast bike from this shop before. If the store is closed, just shoot the windows, grab the correct bike and make your escape. === Stripclub Hog === Bike: Hellfury Reward: $900 This one is stationary, parked at the Strip club in Bohan. Just drive up, kill the guy talking to a stripper next to it to get away clean and drive off. Should be very easy this way. === Short Stay Parking === Bike: Nightblade Reward: $900 This one is in the multistory car park in Purgatory. It's on the top level. As soon as you have it and near the exit you get a 2 star wanted level. Get rid of it and bring it home. === Delivery Boy's Hardship === Bike: Bati 800 Reward: $900 This guy drives around in Chinatown Algonquin. Just bump him off his bike and you are home free. === Tattoo Parlor Lament === Bike: Angel Reward: $900 Stationary, how convenient. Get close to the guy cleaning his bike. Aim at him with no weapon and he will get scared and run away. Grab the dirt bike and drive it home. === Beachcomber === Bike: Wolfbane Reward: $900 This guy is on the beach Firefly island. Just get to the beach, grab one of the other bikes there and bump into him. Once you did that he will stop. Now just jack the bike like you would normally and bring it home. === Take Out Liquor === Bike: Hellfury Reward: $600 Another stationary bike. It's in Broker in front of a liquor store. Unfortunately there are also four gang members there. Kill them and take the bike home. After the last one has been delivered Angus will call you and tell you so. Also from now on an Innovation bike and a Bati 800 will spawn at your safe house. == Stubbs Dirty Laundry == After finishing the second mission for Stubbs you can do some side jobs for him. These count towards 100%. === When the Blue Chips are Down === Reward: $1000 Go to the alley indicated with the blue blip. As you go in cops start shooting at you. Inside the alley kill what you see in direct line of sight but don't go hunting for them. Instead go to the car in front of you and press the left bumper when you are close to uncuff the CEO. She gets into the car and so should you. Now drive her to the helipad just behind the tunnel entrance. Best is to switch to pipe bombs, chuck them out frequently and keep on driving like the devil. Park in the arrow right in front of the helipad and protect her as she enters then helicopter. With her flown away, your wanted level vanishes and you are done. === Communication Breakdown === Reward: $1000 Stubbs needs some help with getting rid of some reporter. You have to drive across town in under 2 game hours. Once arrived there just get close to the blip. A short video shows you that the guy does not like to be intimidated and takes off. You have to kill him. Two easy ways to do it is either use an RPG or hit the back of the car, the window, where the driver should be with a carbine. Usually works pretty well. If he drives off, just chase him down and kill him the old fashioned way. === Knowing Me, Knowing You === Reward: $1000 The deputy major seems to be a problem. So go and steal the car indicated at the blip. It's nicely parked in the driveway in north Alderney. Now you have 2 hours and 45 minutes game time to drive to the bugging expert in the south and back. I suggest ignoring the games route and drive onto the skyway in the west, then drive down the ramp in the industrial area. Don't worry about scratches, the guy will buff them out. Once he installed the stuff, you have to make it back to where you got it from. This time without any scratches, to drive carefully. Just park it where you found it and then get away from there as fast as you can. When you are far enough away you will get the money and a bit later the phone call from Stubbs about the success. === Phone Ho' === Reward: $1000 Another creative solution wanted. Go to the gun shop in Alderney. There when you hit the arrow it tells you to climb to the roof. Around the back from the alley you can climb on crates to the north and then on that roof and from there to the lookout point. Just sit up there and wait for a red car to pull up. when it does get out your phone select camera from the menu and zoom in on the driver and the hooker that will get close to him. When she bends over to the window and talks to him, make sure you get his face and her into the picture then capture it. With that done, send it to Stubbs. After a bit you will get your money indicating that you've done well. === First Impressions === Reward: $1000 A friend of Stubbs seems to be a problem. Go to the superstar cafe in north Algonquin. Go inside, heavy armored and full health. The guy is sitting on a table to the right. Blast him (shotgun works well) then run outside and take off with one of the vehicles there. As soon as you go far enough away from the place you are done. And with that you have completed Stubbs missions. == Random Characters == You can, like in GTA IV meet random characters. They count towards your 100% completion. === Malc === Reward: $500 You find him in Algonquin on the corner across the northern pay and spray. He is working on his bike there. Just walk close to him and the encounter starts. He needs some help. After he fixed his bike get on yours or grab the one around the corner. Now follow him. You go and meet DeSean near the gas station in the meat quarter. Some guys were shooting at a race, not nice, so there is to be some payback. Now follow DeSean. You get a bit north close to the pay and spray and meet those cheating bikers. Kill them all. With the last one dead they thank you and leave you alone. === Malc 2 === Reward: $1750 A day after the first encounter Malc will be just a bit to the northeast of where you found him last, just across the street, north of the pay and spray. This time he wants you to race. Follow him to the start line, don't worry he will wait for you. It's very similar to the race park circuit, so you shouldn't have any troubles. Keep behind the first few curves and then clean up the field when the road turns east. concentrate on driving but if you get close, use the power swings (hold the button and release it when close) to knock them off the bike, that will give you much more help then clubbing at them. Win to complete this mission. === Dave Grossman === Reward: $500 Some lawyer makes this lawyer trouble. Drive straight west against the traffic so you approach the red blip from the south. Now comes the tricky part, you need to intimidate but not kill this guy. Shoot up his car, aim for the tires. After you shot him up enough he will stop. Just get close to the car and don't worry about the police, it will vanish later. After your little chat and convincing him that dropping the case is a good idea, you've done it. == Racing == In total there are 12 races. They appear at random on your map as a red blip with a white helmet on it. You will only see one at a time. To start the race just get to that blip and park in the arrow with a bike. You get 250 for winning the first race (no matter which) and an increase of 250 for each win after that until the last race wins you 3250. If you lose, you can redo the race later. Until you won all races, no race will appear again that you already won. === Alderney Industrial === A very curvy track. Concentrate on driving and only take the bat out when you are close to others. Also pay very close attention to the water and try to stay away from it. The computer always slows down extremely in the last bit from the alley near the police station to the start point. There is your chance to hit them hard or just overtake them by driving skills or both. === Tudor Docks === This docks race gives you a very good shortcut, since you need to hit the blips and not actually do the course. Where the course in the southwest makes a sharp and complicated turn, you can actually go earlier to the left through the gas station there. This shaves you off a few ranks almost every time you do it. Also near the second gate in the port heading north, the other bikers make a curve to the left, while you can go pretty much directly for the blip instead of driving that nice curve. === Alderney Casino === This track leads around the casino and the abandoned house. Since you go again around the beach be careful not to land in the water. Let the crowd bash ahead around the casino and take them again when it goes from the beach up to the roads again. Never be in the crowd around the casino, from where you cross the bridge to where you drive under it. One good swing there and you are out of the race. === Alderney City === This is a simple track. There are two hard spots. One is the turn south after you race a long stretch in the north. Slow down way before the turn or you won't make it. Second is the alley to the start point, again, make it slowly in there, many of the other racers will screw up there. === Alderney Beach === This track is a bit hard to do since most of it is on the beach. So you need something strong and fast. The city course part is very tricky as you have many corners and positions where you can slip away. And don't drive too deep into the water or you will lose the bike and the race instantly. === Park Circuit === Starts in the north projects in Algonquin, goes south, then through the road in middle park and north again. Very simple track. Get that speed up on the stretch through middle park and then up the road to the north. You can get most of the distance there. === North West Alderney === This one is tricky. It's basically just all curves and corners all the way. Keep your eye on the corners and ignore the crowd for the most part. It's three laps,. so use the first to scout the track and then start cleaning up and gaining rank if you haven't already. === Holland === This race starts northwest of the northeastern X project buildings. The race goes around Holland, which is the area north of Middle park in general. Be very careful with the turn northwest to the east again, that one has a lot of potential to screw your race up. === Bohan Steps === This 3 lap race takes you around the northwest of Bohan. Drive careful through the first bit, especially at that Z curve. There is a shortcut here over the stairs if you manage it. Since most of the others are having troubles here, you can save a lot of time. When it goes north, floor it, there is where you can make distance. Just be careful when the large curve in the north comes, that's where you can get drifted out through the wooden fence on the right. Slow down a lot up there and the rest should be easy. === Bohan Strip === 3 laps, short ones at that in the northeast corner of Bohan. This is again one of those courses that leads you over steps and across lanes. Just after the steps on the right is an alley, if you can hit it, you save a lot of time. Drive careful around the sharp corners and floor it on the straight stretch. === Bohan Beach === These 3 laps around the beach is a bit tricky. It's a small course and except for the beach, nothing hard. Just concentrate on staying away from ledges and the water near the beach and then drive fast on the roads again. === Schottler Station === A long 3 lap race. There isn't much to say but to be careful at the turn in to the end of the race. The turn from under the rail tracks through the alley, be very careful there with the construction, you have very little space. When it goes through the park and then straight up to the highway, there is a small spot where you can break through some construction barrier and get to the highway faster, which will shave off a few seconds of your time. == Gang Wars == Gang wars can be triggered by getting on a bike and standing in the arrow at one of the "explosion" blips across the town. They are always in about the same locations but rotate among them. Before you start, you should stock up on armor, health, and ammo. If you have the cops on you, don't worry. Kill them if they annoy you, but concentrate on the other gang. With the gang or the target eliminated, the wanted level will disappear. You will need to do 25 wars to get 100%, but you can do more. For certain numbers of gang wars you also get a bonus weapon spawning at your home. They spawn on a table next to the bed in the upper level. * 10 Gang wars: Sawn-off shotgun * 20 Gang wars: Full auto handgun * 30 Gang wars: Carbine rifle * 40 Gang wars: Combat shotgun (Full auto one, new in TLAD) For the first war you win, you get 1000. For each war after that, you get 250 more than for the previous one, so for winning war 30, you get 8500. Basically there are 3 types of missions. Once the mission is started you will see and hear what it is about. === Roaming === In this type you just hear your crew say something about their location. These are usually a gang of bikers or sitting in a few cars. If they sit in cars, it's a good idea to blow one up with an RPG to introduce yourself. Otherwise they start shooting when you are close enough. Just get close yourself, shoot them and the war is on. Be careful as in some higher level fights there will be reinforcement. Try to find some cover and shoot from behind it to make it longer. === Convoy === You will hear your people talk about a vehicle the other crew is guarding. As you get close you get an arrow above a car, a truck or even a tanker. Of course this is seldom alone and has a following of cars and bikes usually. As you get close they will shoot at you. Take down the few guys that shoot at you immediately but then concentrate your fire on the car. Shoot it until it blows up (or use your pipe bombs). Your chances hitting it with the RPG are slim but you can try that. Once the vehicle is blown up, you are done. === Ambush === These are stationary and will not move. It usually is a large crowd away from everyone, like in the construction site at south Algonquin, or somewhere at the coast up north. Sometimes one of the flees, so you need to chase them down. == FAQ == There are always questions so here the answers to the most frequent ones. If you have more, contact me at firstname.lastname@example.com ; How much does The Lost and Damned cost? : 1600 Microsoft points (or roughly 20 USD). ; Do I need the original GTA IV for this? : Yes. It builds on the main game. Without the main game and it's disc you will not be able to play! ; How do I start the game? : After buying and downloading it completely, insert your GTA IV game disc and start normal GTA IV. Usually it asks you if you play it for the first time if you want to play the lost and damned. If not, just start normally into GTA IV. Now when you have control, press start, move to the Game menu and select "new game". Now it should have a selection of Grand Theft Auto IV and The Lost and Damned here. Select the lower, hit the A button and you are on your way. ; How do I switch back to normal GTA IV? : Same way as above, just select Grand Theft Auto IV this time. Also the game loads always the last save made, so if you save in normal GTA that's where you will start again. ; How do you reach 100%? : Complete the story line, get all 10 bikes for Angus, do the 5 side missions for Stubbs, win all 12 races, finish and win 25 gang wars, kill all 50 seagulls, meet twice with Malc and once with Dave. You also have to win one game (no matter with who) of Air Hockey, Arm Wrestling, Darts and Pool (easiest if you do them as activities with friends). You also have to do each activity once, but it doesn't matter which one you call up to do them, you can mix it up. The activities are Air Hockey, Darts, Drinking, Eating, Pool, Show and Strip Club. ; What do you get for 100%? : At your hideout, you will see a Hakuchou bike spawn. It's nothing fantastic but that bike is pretty fast. ; Are there dates, unique jumps, anything else? : No. ; Can I get the Xbox 360 Achievements from the main game also in TLAD? : The ones that are not story specific, yes you can. Like say you win in pool, you get the pool shark if you haven't done that already in GTA IV. ; Do the old cheats from GTA IV still work? : Yes. There are also new ones for the new bikes. ; How long is it? : The story can take around 6 hours if you don't fail once. That said, it is harder than the regular GTA IV, so it will entertain you a lot longer. To reach 100% it will take you about 12 to 15 hours. These are rough estimates after playing it twice, so don't take them as a fixed number. ; Can I put your guide in part or full on my site? : No. But you can link to it on gamewiki.net if you like. Copyright by Christian 'Simon Moon' Riesen <firstname.lastname@example.com>
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Hi Although I am logged on as Ann people I am usually known as Annie Smith
I run City and Guilds Patchwork and Quilting courses together with Diane Freeman here in Spofforth just outside Harrogate, Yorkshire. We run the 2 2year Patchwork and Quilting courses, the Certificate and the Diploma.
We also run informal Patchwork and Quilting classes, Castle Quilters for beginners and for those who do not wish to take City and Guilds.
Our contact details are


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Fortune has a fascinating look at how Apple was able to create an astonishingly successful retail presence at a time when most retailers were scaling back their retail stores. (Anybody remember Gateway Country?) This quote from TheStreet.com in 2001, when Apple first announced its retail strategy, nicely illustrates the feeling of most analysts at the time: "I give [Apple] two years before they're turning out the lights on a very painful and expensive mistake." Six years later Fortune magazine has declared Apple the best retailer in America.
The article is chock full of interesting tidbits. Former Gap CEO Mickey Drexler was pulled in to lead the retail initiative and decided that step one was to rent a warehouse and build a prototype of the store. This strategy paid out big in the end as they realized that their first prototype was organized "by how the company was organized internally, not by how a customer might actually want to buy things." "We were like, 'Oh, God, we're screwed!'" said Jobs.
Another key feature of the Apple stores came from former Target merchandising chief Ron Johnson.
As an icebreaker, we said, "Tell us about the best service experience you've ever had." Of the 18 people, 16 said it was in a hotel. This was unexpected. But of course: The concierge desk at a hotel isn't selling anything; it's there to help. "We said, 'Well, how do we create a store that has the friendliness of a Four Seasons Hotel?'" The answer: "Let's put a bar in our stores. But instead of dispensing alcohol, we dispense advice."
In addition to the trip down memory lane, the article has some fairly impressive stats on the current state of the Apple retail stores.
- Apple earns just over $4,000 per square foot of retail space. Compare that to Best Buy, which brings in just $930 per square foot and is considered "tops for electronics retailers."
- The average Apple store has nearly 14,000 visitors a week. The Fifth Avenue store brings in close to 50,000.
- Last year's sales were nearly $1 billion a quarter.
While the fiscal success of the Apple stores is undeniable, the Apple stores certainly have their share of detractors. Especially worrisome for some is the fear that Apple stores will become essentially iPod stores, something already affecting the the quality of the Genius Bar according to some. What do you guys think? Share your stories of woe or triumph from an Apple store in the comments.


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Disability Awareness Month
Most people have disabilities of one kind or another. The difference lies mostly in degree, and in whether our disabilities are overt or hidden. We challenge you to embrace people's differences. When you free your mind and see the potential inside everyone, you'll open yourself to a world of new possibilities – and new friends.
For more information, visit http://www.indianadisabilityawareness.org/
About Disability Awareness Month
Each March, Disability Awareness Month is celebrated throughout Indiana. And given that adults and children with disabilities represent slightly more than 19 percent of Indiana's population, disability awareness is important for all of us. Led by the Indiana Governor's Council for People with Disabilities, the goal of Disability Awareness Month is to increase awareness and promote independence, integration and inclusion of all people with disabilities. The Council develops a unique theme for this annual event and produces campaign materials that are available free of charge to Hoosiers who want to help make a difference.
The 2011 campaign theme is "Cultivate Inclusion." The poster artwork features a diverse group of people – of different ages, ethnicities and abilities – working together to plant a colorful urban flower garden. The text encourages everyone to contribute to not only a beautiful community, but an inclusive community, by being open to the unique gifts of others. This year's campaign materials are sponsored by Duke Energy.
This is the 21st year for Disability Awareness Month. Won't you join thousands of advocates and people with disabilities across the state by conducting community-based activities? Activities include events such as mayoral proclamations; art contests; and awareness campaigns in schools, businesses and government agencies.
Please visit our Materials Library to view and/or download materials that can help you plan and conduct an event in your area. To order our standardized kit, simply Order Online or print the Order Form and return it as noted. We'll then send you our free materials.
Thanks in advance for your efforts to help raise awareness and understanding of disability issues in your home, business, school or neighborhood!