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1970 Dodge Challenger - Return Of The 392 - Engine SwapWritten by Marlan Davis on April 3, 2008 Dropping A New 6.4L Hemi Crate Motor Into A '70 Dodge Challenger
Chrysler's performance parts division Mopar Performance (MP) is now selling 392ci Hemi engines, brand-new in the crate. This isn't your Grandpa's 392, but a modern 6.4L Hemi stroker based on current production 6.1L Hemi engines installed in Chrysler passenger cars. The 4.055-inch bore x 3.795-inch stroke aftermarket-only motors just happen to displace 392.1 ci-certainly no mere coincidence, evoking as it does fond memories of Chrysler's early Hemi heritage.
Like MP's previously released 5.7L crate engines, the new 392s are available in both carbureted (PN P5153604) and EFI (PN 5153605) versions. Out of the box these motors carry serious power ratings: 525 hp at 6,400 rpm and 510 lb-ft of torque at 5,200 rpm for the EFI version; 540 hp at 6,500 rpm and 490 lb-ft at 5,400 rpm for the carbureted one. Besides the engine assembly, both packages include a wiring harness, an engine control unit (ECU), an ACT sensor, optional dual wide-band oxygen sensors, and detailed installation instructions to help you swap the engine into classic musclecars. An ECU is needed even with a carburetor because there's no way to install a distributor in the late engine.
Matt Deane, parts manager at Glendora Dodge, got his hands on one of the first of the new 392 EFI assemblies, figuring it would make a perfect update to replace the 383 in his '70 Dodge Challenger. Besides the 392, Deane's revitalization plans included a small-block version of the venerable A-727 three-speed automatic coupled to a Gear Vendors add-on overdrive unit. Although longer, the combo is much slimmer than late-model Mopar integral-overdrive automatics, eliminating the need for major floorpan surgery. Deane beefed the A-727 with a Chrysler overhaul kit and MP shift-improvement package before hooking it to the engine with a B&M Holeshot, 3,000-stall torque converter, which has both the right stall speed for the torquey Hemi as well as the correct 71/416-inch converter mounting bolt-hole pattern. Deane also updated the front suspension with a Unisteer rack-and-pinion steering conversion.
Compared with the previously released truck-based 5.7L crate Hemi, Deane found that the new passenger-car-based 392 has some significant differences that impact retrofit swaps (see HOT ROD, June '07, "Hemi Swap" for what it takes to install a 5.7L Hemi and A-518 automatic-overdrive into a Mopar A-body). One problem area in particular is interference caused by the low-mounted A/C compressor. Read on to find out what these differences are and how Deane stuffed a 392 into his classic Challenger using TTI engine mounts and headers.
Front Accessories
The 392 engine's front cover is compatible with production-based 6.1L SRT8 front accessories, which must be purchased separately. 6.1L accessories are different from 5.7L truck Hemi parts. At present there is no 6.1L/392 A/C delete option.
|Power steering pump
|P/S pump eliminator kit
|Air conditioning compressor
|Drive-belt tensioner
|Serpentine belt
More Photos From This Article View Slideshow
This new 525hp, 392ci Hemi crate engine now powers Matt Deane's '70 Challenger. Note the 392's long-runner intake and front-mounted throttle-body. Previous 5.7L EFI crate motors had a centrally located, top-mount throttle-body. New Hemis are about 125 pounds lighter than Chrysler small-block A-motors. The 392 Hemi hood decal is available under PN P5153481.There's ample room in an engine bay originally designed to accommodate big-blocks. The air filter and inlet elbow (with air charge temperature ACT mounting hole) are part of MP's high-perf induction kit (PN 77060006) for late 5.7/6.1L passenger cars. The upper radiator hose (PN 5290488AB) is off a 6.1L Magnum.To clear the front-mount throttle-body, the 392 comes with an '05-'06 300C SRT8 front cover that mounts the A/C and alternator lower than the 5.7L's truck-based front cover, causing clearance issues on some swaps. Using a 5.7L high-mount drive mandates a 5.7L front cover. A Fluidampr balancer is standard on the 392.All 5.7L Hemis use a round-port header flange. Larger 6.1 and 392 Hemis need an oval-shaped flange (right). The 392 further ups the ante with CNC-ported runners; Chrysler recommends at least 2-inch primary tubes. The only available long-tube 6.1/392 swap headers are a 131/44-inch primary-tube set made by TTI (its polished ceramic-coated set is PN 61HC-C5).The TTI headers are designed to clear a ministarter as used on late-'90s Chrysler 360 trucks as well as this MP big-block unit (PN P5007860). Clearance is tight but it does fit, and without removing the headers.TTI brackets (TTI PN MM57BE) bolt new-design Hemis into '66-'74 B/'70-'74 E-bodies with a stock V-8 K-member (not a Slant Six or 426 Hemi K-member). They use Chrysler B/E-body V-8 (except 426 Hemi) rubbers (PN 2536121, two needed). Deane had to trim the passenger-side bracket back about 11/48-inch to clear a boss added to the 392 block (arrow).The engine-mounted oil filter hits the K-member. TTI makes a block-off plate (PN 0200-FBP, A) for use with a remote filter. Tight alternator clearance (B) requires 45-degree -10 elbows for the remote filter lines in Milodon's remote oil filter kit (PN 21572). Generic Home Depot 11/48-inch pipe fittings (C) connect to a stock '70 E-body oil sender (PN 3488609, D). The alternator clears the E-body frame.The 392's front-sump oil pan won't fit classic Mopars, so Deane installed a Milodon rear-sump pan (PN 31000) and pickup (PN 18331). The Unisteer R&P steering support required slight grinding (A) for pan clearance. Deane also plans to relocate the drain plug (B) to a more accessible location.
Deane bolted in Unisteer's power rack-and-pinion. These kits usually come with all the parts needed to convert a musclecar with a classic motor, but the late 392 can stick with the stock SRT8 factory pump. Viewed from the rear looking forward, holes A bolt to the old steering box holes; B mounts (with supplied spacer) to the old idler-arm mount.Unisteer supplies a steering shaft with U-joints that couples its rack to the stock steering column. To install it, shorten the old steering shaft, then drill one of the U-joints and the shaft straight through with the supplied drill bit to pin the setup securely in place. The chrome-moly material is tough, and you'll probably destroy the bit in the process.Heater hose clearance to the rear intake is tight. Deane modified premolded passenger-car 6.1L Hemi heater hoses (PN 68000978AA and PN 68000979AA) to fit.The A/C unit also hits the K-frame gussets that support the heavy stock steering box; Deane carefully trimmed them (arrows) for clearance. Structural integrity isn't affected because the original box was replaced by a rack-and-pinion conversion. Retaining a stock box? Consider a Street & Performance custom accessory drive setup.The R&P conversion bolts to the stock K-frame and steering knuckles, replacing the existing manual or power steering box, idler arm, Pitman arm, centerlink, and tie-rod ends. In this photo, you can also see the long crossover lower radiator hose (PN 5290489AD). It's from a late 5.7/6.1L Magnum/Charger, trimmed to fit by Deane.A 25.5-inch-wide electric fan-and-shroud kit (PN P5007266) listed in the performance catalog for a V-10 Viper crate engine sucks air through the stock 26-inch-wide 383 radiator. Deane made adapter brackets (arrows) to make up the 11/42-inch difference and bolt the shroud to the radiator. Note the four square relief flaps that open at speed.Fuel rails with fuel return provisions must be purchased separately. MP's blue-anodized aluminum rail kit (PN P5153783) for this application comes with a pressure gauge and a regulator.Chrysler includes a pull-type, cable-actuated, 80mm throttle-body, but no throttle linkage or linkage mounting bracket. Deane fabbed a bracket from aluminum angle to support a universal Lokar throttle cable. Lokar also supplied the trans dipstick.The tank-to-engine-bay fuel-feed line (A) is a Right Stuff Detailing 31/48-inch od, 440 Six Pack/426 Hemi stainless steel repro item. The original 51/416-inch line (B) now serves as a return. Earl's flareless tubing adapters (C) couple the tubing to XRP -6 stainless braided hoses and fittings and a Trick Flow fuel filter.
To mate with the 51/416-inch return at the fuel tank, Deane silver-soldered a 51/416-inch tube (A) in place of the 426 Hemi/440 Six Pack pickup's original 11/44-inch vapor-return line fuel fitting. The 31/48-inch outlet fitting (B) connects via a hose to an MP electric fuel pump (PN P5153688, C) originally designed for the Magnum crate engine EFI package.The A-727/GV combo bolts to the stock V-8 (except 426 Hemi) trans support and mount. GV's VSS (A) interfaces with a small computer to select automatic OD shift points; it also serves as a coupler to extend the stock speedo cable. Actual unit actuation is by means of an electric solenoid (B, not yet wired). A 32-spline TH400 yoke (C) hooks it to a 3-inch-od Inland Empire driveshaft that's about 10 inches shorter than the stocker.To clear the floorpan tunnel, the Gear Vendors unit needs only quarter-sized ball-peen hammer dimples adjacent to the top two overdrive-to-adapter bolt bosses (right-hand shown, arrow).An A-motor-style A-727 automatic transmission bolts up to the new Hemi block with standard 31/48-inch bolts, then couples to a Gear Vendors (GV) overdrive via a GV adapter that replaces the stock extension housing. The new Hemi's crank offset differs slightly from an A-motor; offset MP flexplate P5153753 makes up the difference. New Hemis are neutral-balanced motors.The small GV computer (A) works with the VSS to provide automatic overdrive shifts at a certain road speed. Automatic overdrive shifting can be manually overridden via the foot-actuated dimmer switch (B). "C" is the original (and still functional) headlight dimmer.The EFI throttle-body lacks mounting provisions for a three-speed TorqueFlite's mandatory kick-down linkage, so Deane attached the kickdown cable (arrow) directly to the pedal.Mounted underdash above the parking brake, the ECU's base calibration is suitable for automatic trans applications. Unlike previous Mopar ECUs, the unit is reflashable via software downloadable from ECU manufacturer AEM's Web site.An original Rallye dash? Yes, but a 140-amp alternator would fry the stock ammeter, so Redline Gauge Works converted it to a voltmeter while maintaining its classic face. Redline updated the factory tach's circuitry so it works with the Hemi's coil-on-plug ignition. A 392 ECU has a built-in voltage regulator-a separate unit is no longer needed.


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Darren Cook
I'm director at QQ Trends, a company that solves difficult data and software challenges for our clients. (We often have freelance projects, so get in touch if interested.)
My book, "Data Push Apps with HTML5 SSE" is out and selling! Get it from O'Reilly here: http://shop.oreilly.com/product/0636920030928.do Or from Amazon here: http://www.amazon.com/dp/1449371930 Or from any good bookseller.
UPDATE: looking for another part-time CSS/JS programmer. 理想は東京所在、日本語が読める方。Interesting project(s), you will definitely learn something.
(And, of course, please do get in touch if you have interesting challenges that you would like our world-class experts to work on!)
Typical work: doing fun stuff with data (fixing, mining, etc.), web sites (front and back-ends), trading strategies. Research: trading strategies, computer go, machine translation, understanding context, AI search algorithms. Languages: C++, PHP, R, javascript, and many more.
I'm British, living and working in Tokyo for almost 20 years. Human Languages: English, Japanese (fairly fluent, 1 kyu), some German, Chinese and Arabic.
(Contact me at dc at qqtrend dot com: please mention you are coming from StackOverflow, so I know it is not spam.)
Easy ways to irritate me on StackExchange sites (whether my own question or someone else's): 1. Downvote without a comment (N/A if someone already left a comment and you just agree with it, of course); 2. Answer in comments. Other than that I'm a really easy-going and pragmatic guy :-)
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subset: commoncrawl


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Let's take what's ostensibly a solid brick wall. It looks solid from the front and the back. It's typically at least two widths of brick thick, plus some. What techniques could we use to non-destructively establish the location and dimensions of any voids (larger than, say, $10 cm^3$) within the brick wall?
So, the subject of scanning is:
- brick & mortar
- 9 - 50cm thick
- with a surface area of several square metres
Options could include:
- instrumented hammer & sound measurements
- x-rays
- ultrasound
- ground-penetrating radar
- other
The objective is to find these things out about the voids larger than $10 cm^3:
- dimensions
- locations
Indications as to the resolution (accuracy / precision / confidence intervals) of the measurements, appropriate frequencies, and any constraints re penetrating depth would be very welcome


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Source: Kotaku
quote: Overall as an average no, but they will slow you down more than anything when they first come into view.
quote: The embedded cache of the Xbox won't be enough to compensate for the huge bandwidth gap.
quote: everything I have ever read on this is that video RAM bandwidth is a big problem for these large textures


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|Loves his mobile!
He is stripped down because his gag reflex kicked in when I tried to give him his bottle.
This is the blog for Gavin and Carrie Jones and family. We live in Papua New Guinea and are working to support Bible translations in progress around the country and the people of PNG. Gavin is a helicopter pilot. Carrie has her degree in Public Health, but our "public" now consists of our son, Isaac, born in 2004 and our quintuplets, Will, David, Marcie, Seth, and Grace, all born in 2012.
But from everlasting to everlasting the LORD's love is with those who fear him and his righteousness with their children's children . . . Psalm 103:17
Monday, January 14, 2013
Seth pictures and update
5 comments:
what a chunky monkey! so cute, hope the surgery goes well.ReplyDelete
- AnonymousJanuary 14, 2013 at 8:16 PM
Praying that all goes well.ReplyDelete
- AnonymousJanuary 15, 2013 at 8:38 AM
He looks like he's ready for home. Here's praying everything goes absolutely perfectly.ReplyDelete
- AnonymousJanuary 15, 2013 at 4:41 PM
I wanted to give you a heads up on kids with g-tubes, mickey's etc. The pumps can drive you nuts with all of there beeping as much as you want the child home. I have a daughter who is now on one for the second round in her life. I feel like I have an infant again for the number of times I'm up with her. For you being up at night with siblings it might be easier to manage. Stay close with you durable medical company they can be your best friend helping to trouble shoot. I was surprised that you are getting a mickey right away, in my area that is extremly rare. Ask your nicu for a no sting barrier to use around the mickey sight this helps prevent skin breaking down. Also a number of sights sell mickey buttons in fun patterns to absorb all the gunk that comes out of that little area, I would highly recommend these. A few I would recommend are: sewamazingcreations.com and superbellies.com, they both have face book pages check them out. Also, a website that is very helpful to familes of tube fed children while they are tube fed and then eventually in the weaning process is tubefeedingessentials.com. It is one of the only web site designated to people who are tube fed or in various stages of tube fed. Shuold you have questions, I would be happy to answer. I'm pray your little moneky is able to come home soon. You have quite the troop at home already. RachaelReplyDeleteReplies
Thanks so much, Rachael! I will definitely go to these sites. Wouldn't we only feed him at like midnight and six, unless he wakes up hungry, running the pump over half-an-hour max (after bottling)? We also have night volunteers, thank God, who would share the load. The babies are starting to go six hours at a time. Except of course every third or fourth night - or the last two nights, arg! He's actually been taking nearly full feedings by mouth, so Lord willing this pump will be fairly short-term! CarrieDelete
Blog Archive
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- Over a million!!??
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- Just waiting around :)
- Seth coming home TODAY!
- Finally posting an update!
- Happy Birthday, Isaac!
- Huge answers to prayer!
- Seth's homecoming complications?
- Pictures from the last couple of days
- Update on Seth; Sunday night Jan. 20
- Seth already back on cannula in his room
- Seth is in surgery now: 1 pm
- A few more . . .
- First official stroller ride!
- Surgery moved to tomorrow
- Random photos from the past few days
- Seth's surgery approved!
- 5 of the 6 siblings; story time with Lynn
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- David pictures (also handsome!)
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- the most adorable picture ever
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I need to know the answers to following questions about human kinematics. Can anyone kindly help me with it?
When human moves hand in one direction then suddenly or not changes direction of hand movement, at the exact time of direction change does velocity or acceleration of hand become zero?
Can human move hand or feet from one direction to other without velocity/acceleration being zero at the very moment of direction change?


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6 Acts of Real-Life Heroism Made Possible by Video Games
#3. A Web Browser Game Helps Explore the Universe
Studies show that 90 percent of modern computing serves one of two purposes: procrastinating and masturbating, or both at the same time (procrasturbating). With regard to computer games, people mostly play them for the procrastination part. That, and seeing their names on those awesome leaderboards so that they can show off their achievements to their fellow nerds.
That means that there's a whole population of gamers whose defining characteristics are that they have nothing but time on their hands and that they desperately want to stand out among their peers. The folks over at Yale and Oxford universities recognized this tidbit and had a light bulb moment. They realized they could harness all those readily available man-hours and use them for something constructive that, quite frankly, is also a tedious pain in the ass: searching the universe for new planets.
Via Wikipedia
Level 1. GO!
The scientists at Yale and Oxford devised a Web browser game called Planet Hunters in which a player looks at computer data depicting a star's light output, then records when there's a dip in luminosity. Less light might mean that a planet was passing in front of the star, so when a gamer says that there's a dip in light, he records it, and someone with a big-ass telescope and fancy computers checks out the area. If it turns out that it was a planet that caused the dimming, the lucky interstellar Marco Polo could get credit for the planet's discovery, and might get their name written in any subsequent papers about it.
Clicking the "Finish" button throws you directly into the gun battles and hardcore anime porn.
And hey, guess what? The geniuses behind Planet Hunters totally called it right. Just one month after the game was released, players discovered two planets lurking about in the cosmos. It turns out that getting your name written in a spiffy scientific paper and potentially having your moniker forever be associated with the discovery of a planet were good motivations for getting gamers to spend hundreds of hours looking at their computer monitors and examining little light dots. You can even enable the players' already-inflated egos by clicking here and checking out the paper on the discovered planets, where each gamer is given the fitting title of Planet Hunter.
"This doesn't make sense. They're ... destroying them."
#2. Video Games Help Stroke Victims Recover
Look, we know video games aren't exactly good for you -- they're linked to an increased chance of obesity, which is itself linked to an increased occurrence in several debilitating medical conditions, including stroke. But operating off the same logic that led to Michael Vick working with the Humane Society, science is redeeming video games by putting them to work helping stroke victims.
Via Bossip.com
Except for the part where it's not a desperate PR move.
Recovering from a stroke can be a long, tedious nightmare; it can take years, as many people have to relearn basic, everyday skills while still recovering from extensive neurological damage. Current recovery programs involve exercises like picking up buttons or shifting your weight from one side to another.
However, these exercises have two shortcomings. The first is that they only help in one area of recovery, usually stimulating your mind or your muscles, but rarely both. The second is that they're boring as hell, and thus easy to quit. Video games to the rescue!
"Oh my God, why do you have to be such a noob? Gimme the fucking handle!"
Researchers found that stroke patients who played video games on either a Nintendo Wii or a Sony PlayStation were up to five times more likely to show improvements in arm motor function compared to patients just undergoing standard therapy. One reason for this is that playing video games provides both physical and mental stimulation.
Another reason is that, unlike perpetually crumpling pieces of paper, the action in video games is always changing. This requires the user to constantly adapt and change strategies, which helps heal the patients' brains by augmenting neuroplasticity. Which is a good thing.
Unless it's Duke Nukem Forever, in which case it would just prompt another stroke.
#1. Video Games Are Creating a Race of Master Surgeons
Tony Hansberry, like most 14-year-olds, hasn't spent a decade in medical school, but probably has spent that much time in front of an Xbox. Unlike most 14-year-olds, Hansberry put his gaming skills to work by advancing medical science.
For his high school science fair project, Hansberry unveiled a new procedure for stitching up patients after surgery, probably making his classmates feel like a bunch of worthless dicks (symbolized by their flaccid papier-mache volcanoes).
"Nice shell collection, Jimmy. Now fuck off before I beat you for being an embarrassment."
At issue was a surgical device called the endo stitch, which surgeons use to sew up patients after a hysterectomy (removal of the uterus). This device was supposed to close the tube where the patient's uterus had been, but often failed to clamp down, leading to a troubling problem doctors refer to as "Getting your ass sued off."
Tony came up with a radically new procedure, which involved sewing up the patients with a vertical endo stitch instead of a horizontal one. Though this sounds simple, it actually radically alters the endo stitch procedure and requires a lot more coordination. You have to guide a camera inside the patient, while manipulating the tool with a controller ...
"Oh, man, my bad. Can I get a res here?"
You can see where this is going. The teenager had invented (and performed, on dummies) a technique that required more precise hand-eye coordination than most adults could manage. Doctors say the action required is identical to the "training" Tony was getting playing video games his whole life. It was like Luke being able to hit the Death Star's weak spot because he had spent his youth shooting womp rats for fun.
The doctors were so impressed with Tony's surgical work on the test dummies that they tested it out in patients. The result: It reduced recovery time, complications and pain.
"Just sending you a quick hysterectomy app. If you get a request from Titman Buttford, accept it."
So the next generation of surgeons will not only be highly skilled, but also be able to maintain concentration even when someone's yelling "Your mom's a whore!"
You can hire Eddie to write something for you by contacting him at firstname.lastname@example.com, and you can watch his newest short film here. You can contact Michael Cooney at email@example.com for writing opportunities.
For more on video games, check out 5 Creepy Ways Video Games Are Trying to Get You Addicted. Or learn about the 8 Creepy Video Game Urban Legends (That Happen to Be True).


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Separate names with a comma.
Discussion in 'The Perfect Line and Other Riding Myths' started by SCQTT, Apr 16, 2009.
That looks like more money than I would be willing to put into a Ninja 500! (And I own one.)
Looks like a homemade Gurney Gator.
Dang, a foot-forward Ninja with a travel trunk? That's a first...
Impressive lean...
That bike's luggage has luggage.
If he was any further in the oncoming lane he'd be on the shoulder.
That's no fail, that's a WANT.
Would you like yours with a license plate or not?
Only $167: http://www.aerostich.com/a-to-b-uti...e-plate-frames/aerostich-lane-share-tool.html
Where's the license plate?
Maybe he digs this concept-
The answer is (not) hidden in box #17290 :huh
His back and neck might be all screwed up like mine. I have a KTM rolling chassis that I'm probably going to do something similar with. It would just be for my long commute days of of 250+ miles.
This is just so right. Pirates can't buy this type of cred.


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My parallel existence is in the sales industry; I recommend, and offer for sale, various fitness products. The shameful thing, at least from a revenue-driven point of view, is that I sometimes offer simple solutions to customers' fitness quandaries that require nothing to be purchased. For instance: a lady approached me about purchasing resistance bands to perform knee extensions. In this particular case, the ankle weights currently in her possession were already a worthy element for this purpose; therefore, she purchased nothing.
I have also implemented something else free of charge in my Spinning® classes as of late -- something that is so simple and yet offers a tremendously useful training outcome. In the interest of increasing my attendees' ability to train outdoors in Southern California, and to a wider extent being relevant for summer weather virtually anywhere, I have turned off the fans for as much of class as they will allow. Basically, unless I hear obvious complaining, I leave them off.
My rationale, in addition to being purely motivated by heat acclimatization gains for attendees, is that we often speak of the Spinning® program as being drawn from road cycling; in fact, it remains one of our core values. I would contend that if fans are blowing at RPMs several times our cadence value (anecdotal estimate), how are we in alignment with road cycling? (I have issues with fans on treadmills for a similar reason.)
Now for another perspective: we do serve general population. That means that everyone should feel welcome in Spinning® classes, yes? Yes! Most emphatically! For someone who has had little to no exposure to Spinning® classes or other cardiovascular modalities, the idea of leaving the fans off is quite unrealistic, unsafe, and perhaps even cruel.
However, if a participant can bear it, I say to bring it (within reason and within the given objective(s) of the ride). There is no reason, then, why fans should be automatic, unless it is some sort of facility rule; or unless the population present indicates the use of fans.
One last thing before I close: we also speak of the 40 for 40 rule, which is simply a guideline stating that we recommend an ounce of water intake per minute of training. Devoid of fans, I would say that our hands are effectively forced in the matter of hydration.
It would seem that we fool ourselves in regard to our true fitness level if we are able to train without fans, even as we elect not to do so.


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I am looking for a way to automatically define some aliases inside my session on any server I ssh to. I can't put them in the
.bashrc files on the server because the user accounts I log in with are shared by other people and besides there are dozens of them and maintaining a script on every machine would be painful. I know I could use
expect to type the aliases automatically but I was just wondering if OpenSSH has anything built-in that could conceivably be used to achieve this?
I am looking for a way to automatically define some aliases inside my session on any server I ssh to. I can't put them in the
There's nothing wrong with doing it in expect. The other way that I've done it is pretty dirty too, with a script, first scp the profile you want to run, then ssh in, run it and stay connected.
So, place all the profile settings in a local file
You could put your configuration in
(untested, but should do)
From the ssh(1) man page, if you create a file ~/.ssh/rc, it will be executed BEFORE the user's login shell is executed, thereby giving the chance to do 'pre-setup' tasks before logging in... the example given was to mount network shares before logging in.
If you don't want to use individual ~/.ssh/rc files, you can do the same with /etc/ssh/sshrc. A quick test to check for your particular username or some identifyiing method could restrict others from even noticing this was in place.
/etc/ssh/sshrc is ONLY sourced if ~/.ssh/rc does not exist, so you can effectively achieve two layers of complexity.
Aliases are defined and interpreted by the shell.
Unfortunately there's no way for
You could write an
If possible, I would store a small script that initialize/define everything you want on a server accessible from everywhere and execute it after login in each server.
One possible solution would be to put your script that sets everything up on a webserver that all the other servers can access.
Then each server should just need a small script to do something like:
That way you only have to update it in one place.
Look at .ssh/config
Here is a example https://lookherefirst.wordpress.com/2007/12/17/a-simple-ssh-config-file/


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Had a rogue character in there...
add comments to fmin objects and procedure
Remove end of file blank lines.
Remove more end of line spaces.
Copy VERSION .
using const instead of _CONST macro in nh99.
Revert src back to r413 keeping changes in r420.
Reverted conversion of line endings from r414, back to Linux style
Changed almost all CPP HPP and H files to reduce warnings from Ubuntu build involving whitespace in code. All assignment operators should now be surrounded by spaces, all comments should be preceded by a space, all for loop constructs should have whitespace surrounding all statements.
Fix solaris studio build for istringstream.
Removed no-deprecated and permissive flags, then changed deprecated headers with recommended.
Really put svn:keyword Id...
Add svn 'Id'.
Changes to df1b2fnl.cpp xmodelm3.cpp needed for new robust glmmadmb.tpl
Fix borland 5.5 builds.
Fix vc10 compiler error. Since atoll is not defined for MSVC use atol for now.
atoll is non-exsistent in vc.
Copied revision 1006 from shibi to nceas. Old version control will now be only read only. This will be the primary version control.


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I'm trying to learn C++ in school using a UNIX environment and our professor urges us to use VIM or Emacs because a GUI is disadvantageous for two reasons:
- Moving your hands off the keyboard and using the mouse to move around reduces coding speed
- The GUI can be slow over a network.
Now I understand these reasons, but I feel like my professor is a bit bias with using non GUI editors. I mean Kate is technically through the terminal, which I really like. Besides disadvantage number 1. if you are on a fast network, is the speed difference really that slow for executing commands through SSH? I mean is it a few milliseconds slower or is it really bad to use Kate and I should just stick with VIM/Emacs?


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Fantastic work by Daniel Graffenberger.
Keywords: concept spaceship illustrations design drawings by daniel graffenberger talros sci-fi digital artwork cghub portfolio
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- Quarterly Rant on Conceptships
- Concept spaceship art by Darren Douglas
- MANCHU Monday: L'Age des Etoiles - 2010
- Ships by Daniel Graffenberger
- Concept spaceships by Jeremiah Humphries
- HAWKEN concept art by Khang Le
- Concept ships from Buryat
- MANCHU Monday: Pandore - Judas dechainé
- Concept ships by Paul Chadeisson
- Sci-Fi city by Mauricio Alvarado
- PROJECT 77 concept art by Martin Deschambault
- Concept ship by Maxim Revin
- MANCHU Monday: Les Seigneurs de l'Instrumentalité ...
- Spaceship paintings by Adrien Girod
- Concept environment by Dmitry Zaviyalov
- Ship art by John Wallin Liberto
- Spaceships and environment by Ruan Jia
- MANCHU Monday: Les Seigneurs de l'Instrumentalité ...
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text:
From Noisebridge
Revision as of 05:34, 18 July 2011 by SpammerHellDontDelete (Talk | contribs)
I enjoy programming, computer security, Python, writing useful software, making web applications, bicycles, vlogging, and helping others learn programming. I'm from Houston and went to school in Austin before moving to San Francisco at the beginning of 2007.
My personal site is http://coffeeghost.net
I wrote a book to teach kids Python game programming by examples. The book is complete and available under a Creative Commons license at http://inventwithpython.com
Current projects include:
- A 3D laser scanner system that can be made from free software and off-the-shelf parts.
- Revisions to the Python book.
- A Craigslist notification website.
- Virtual museum software project.
- Virtual tour author software to let people make their own Google Street-view style website.
adduser --gecos 'Al Sweigart' asweigart
ssh-dss AAAAB3NzaC1kc3MAAACBAP2oG8r0VHzRcI8dV+LBz71zGm6ravTfdMNUnG7kxyX2ZVAR+zliNmxPSkBNAK663dU5FVtDZOzK5/LifSlUCxn57XZ63jMy9Sc0ajNz3h8TPieJMnTc145rBNrenuiJdrUKmuA+7nLjrWL0fAfKbIyFRCdKycp+JAI6tBHLszlRAAAAFQDjqIKq6TgqWXvLI7sr9VJRXlZFywAAAIEAvrLr74cjk/SN8+ZpK5TC6SEdJ0wIsZMgtkiOJQdS42H1lxjgzFzOb1mZ57Zdc8vWEN7LkkW7IwqvMQZz/gJcXG4Mxais+im1lHDWIo0w4ZyW+A5eD+wwO+io40osQc2o/m93euT2LL/dqw34LMxAo5pkyJ9f055xLay8RsFc2+sAAACAKKZ4a93JryFIxNH20MGALVK2yGjp21IoHEG76KMoaN6Eo0LtcRhlodf/LLG74wZ6m13grzdPXtAs2+xrSt5XGbZabSViOTultHYjPI3lq11DpwNF9PT+coj8+obdowWPtREgg5Kms= asweigart@asweigart


text:
Mountain Loop Highway > Del Campo Peak > Climber's Log
Del Campo Peak Climber's Log
[ Sign the Climber's Log ]
|Great spot for lunch...
Date Climbed: Sep 4, 2007
|The Pacific NW is the best place to live...
|Posted Oct 14, 2009 11:40 pm
|Good times
Date Climbed: Jun 22, 2002
|Nice scramble. See some bad pictures at http://www.willhiteweb.com/monte_cristo_range/del_campo/gothic_peak_090.htm
|Posted Oct 5, 2009 3:31 am
|Del Campo
Date Climbed: Sep 20, 2009
|Very foggy in the morning on the way up, but the clouds blew out just in time as we reached the base of the scramble route.
|Posted Sep 21, 2009 12:14 pm
|Standard Route Summit
Date Climbed: Oct 18, 2008
|Having just moved out from St. Louis to start grad school at UW, I've been thrilled to be back near mountains. Weden Creek Trail and standard route to summit, weather was very cooperative. Brought an ice axe and crampons but needed neither, all snow fields were easily bypassed. Oh well, lugging the extra weight is good training, right?
|Posted Oct 19, 2008 3:29 am
|Fun Scramble
Date Climbed: Aug 23, 2008
|The final scramble was fun. When I first looked up at the summit from the Boulder field I was like "class three up that?" But once we got on it it was straight forward with little exposure. Great views! Mike had some foot injuries nagging him. He swore the whole way.
|Posted Aug 25, 2008 2:17 am
|Dan Winter
Date Climbed: Jul 23, 2006
|Did this trip with the Seattle Mountaineers on the hottest day of the year. The rock scrambling was fun!
|Posted May 14, 2008 9:34 pm
Date Climbed: Jul 14, 2007
|Josh and I did this one as a two day trip. Rock climbing isn't my thing, so the exposure of this scramble tested my limits, but the views from the summit might be the most spectacular that I have yet seen. Check out the Trip Report.
|Posted Jul 15, 2007 11:23 am
Date Climbed: Apr 28, 2005
|This is a solid mountain to climb in the winter or spring. Was more of a workout than I expected it to be, and got some good glissading in on the way down.
|Posted Nov 28, 2006 9:42 pm
|Karl Helser
|Great overnighter...
Date Climbed: Sep 23, 2006
|Left Portland at 7:00am Friday, got to Barlow Pass parking lot at noon. Hiked up to Foggy Lake and spent the rest of the day scouting for a flat, dry spot for camp. Up early Saturday morning to shoot some sunrise pics then after breakfast scrambled Del Campo. Came back to camp for lunch then off to Gothic peak. Came back to camp for dinner and a few sunset pics. Bucked camp early Sunday morning and headed out. Big spaghetti feed at The Omega restaurant in Granite Falls (highly recommend). Back in Portland by early evening. The weather was cool & crisp at night and warm & sunny during the day. Gothic Basin is a really cool place to spend a few days exploring the surrounding peaks. I'll definitely be back to explore other routes. I love the rock slabs...It's like walking on sandpaper.
|Posted Sep 25, 2006 12:47 pm
|Really nice scramble
Date Climbed: Sep 24, 1994
|Charlie, Dick and I climbed Del Campo as part of the 1994 OSAT Car Camp on Mtn. Loop Highway. The basin in wonderfully photogenic, and the scramble entertaining once you get above the talus slope.
|Posted Aug 26, 2006 5:05 pm
|Andy Dewey
|Route Climbed: Standard Route
Date Climbed: Aug 3, 2006
|Awesome day, sunny and hot, great views. Didn't see a summit register on top anywhere. Summited early, climbed Gothic Peak as well. Gothic Basin is a really cool area!
|Posted Aug 4, 2006 5:26 pm
|Great Scramble
Date Climbed: Sep 1, 2005
|Very fun 3rd class rock scrambling and incredible scenery. Took advantage of the weather to shoot a couple of panorama shots: Sloan-Gothic , Gothic Basin
|Posted May 27, 2006 12:38 am
|Del Campo
Date Climbed: Jun 10, 2004
|Scrambled up the standard route. A beautiful area.
|Posted Feb 28, 2006 5:46 pm
|Route Climbed: Standard Date Climbed: Oct. 8, '05
|The weather held out nicely with a few ( very few ) sun breaks on the way in. A little snow and ice on the summit block made for careful progress. Started to snow while on the summit and had a little blizzard condition on the way down. I had been wanting to do this one for some time and really enjoyed myself. Gothic Basin is very picturesque. I would have liked to have had the time to do Gothic Peak also.
|Posted Oct 10, 2005 9:29 am
|Route Climbed: standard Date Climbed: June 18, 2005
|very fun scramble
|Posted Sep 4, 2005 1:08 pm
|Route Climbed: normal Date Climbed: October 2 2004
|Great climb, we had ice cream, coffee, and other wonderful treats on the summit!
Pictures here
|Posted Aug 14, 2005 2:09 am
|Route Climbed: Foggy Lake Date Climbed: 7/27/05
|What a great climb. Del Campo offers fantastic Cascadian views, yet still demands respect for the upper class 3 scramble to the summit. Excellent stable rock and holds assure a safe trip with patience. Several very likely difficult dtream crossing in the early season, but nothing serious during this low snow year.
|Posted Jul 29, 2005 11:41 pm
|Route Climbed: standard Date Climbed: april 28, 2005
|It was an awesome hike. I went with a group of people; we decided that Del Campo would be a good training hike for Rainier. When we finally cleared the streams and broke into the sub alpine stuff we cut the trail short and headed straight up towards the peak. It was a good slog up 45 to 50 degree slopes in snow. We got to the base of the mountain and started our climb up to the top. It was great, there's a good amount of exposure, but its not really dangerous. It was a lot of fun with all of the snow on most of the upper trail.
|Posted May 4, 2005 1:50 am
|Route Climbed: Standard (class 3) Date Climbed: October 5, 2003
|After topping out on North Early Winter Spire the previous day, my wife and I were looking for something more "aerobic" to do as a day climb. Del Campo came to mind with its respectable elevation gain and reasonable round trip distance. We paid a visit to Gothic Basin the previous year but due to a late start from TH did not make a summit attempt. This time we started earlier. Gothic Basin and Foggy Lake in particular are spectacular! Would've been a great place to overnight (though hauling the bivy gear up the steep trail from Barlow Pass would be painful). The summit scramble (class 3) looked steep enough that we decided not to "drag" our dog with us - we topped out in the notch and tied the dog there while we made the summit. The summit register is missing a writing instrument which we did not have with us to leave behind.
|Posted Oct 6, 2003 11:41 am
|Route Climbed: Standard Date Climbed: August, 1997
|Wonderful group camping trip and scramble with the McDuff clan and brother Reese. Trail to basin damp, but fine. Beautiful camp and swims at Foggy lake on day 1. Scramble with kids and dogs on day 2. All managed 30m traverse across permanent snow field, but class 3 gully was too much for one climber and one dog. Generally solid rock and great views. Another attempt in late June, 2001, was much rougher -- featuring tough route finding and snow traverses in the mile leading up to the basin and pitching tent on rare snowfree ground in thunderstorm.
|Posted Oct 21, 2002 1:04 pm


text:
Mannheim SteamrollerSat, December 15, 2012 - 7:00 PMPalazzo Theatre at The Venetian in Las Vegas, NV
We are sorry, the date for this event has already passed. This event took place on 12/15/2012. Click here to view upcoming events for Mannheim Steamroller.
Still unsure? Check out our user reviews for:
Have a question? Need help? Call us at 800.477.5285


text:
Stephanie Clifford
Stephanie Clifford is a Metro reporter for The New York Times, covering federal and state courts in Brooklyn. Since joining The Times in 2008, she has written about the retail sector for the Business desk and advertising and magazines for the Media desk. Before coming to newspaper, she was a senior writer at Inc. magazine. She is also the author of the novel "Everybody Rise," which made The New York Times's best-seller list.
She graduated magna cum laude from Harvard, where she was an executive editor of the Harvard Crimson. She was born in New York City and grew up in Seattle.
New England Lit
New novels by Ramona Ausubel, Ann Leary and Elizabeth Kelly.
July 3, 2016, Sunday
Bank Tellers, With Access to Accounts, Pose a Rising Security Risk
Though cybertheft gets most of the publicity, retail-branch employees are tapping into customers' personal information and their cash.
February 2, 2016, Tuesday
For Victims, an Overloaded Court System Brings Pain and Delays
Alfredo Allen had irreversible brain damage after being stabbed at his Brooklyn high school, and it took 41 court dates for the case against his attacker to be closed.
February 1, 2016, Monday
Police Testify on Housing Project's Dangers at Officer's Manslaughter Trial
Two police officers, who responded to a radio call after Officer Peter Liang shot and killed a man in Brooklyn, gave testimony in Officer's Liang's trial.
January 27, 2016, Wednesday
New York Officer Charged in Akai Gurley's Fatal Shooting Goes on Trial
The prosecution and the defense presented opening statements in the trial of Peter Liang, who in 2014 shot his gun down an unlit stairwell in a housing project, killing Mr. Gurley, who was unarmed.
January 26, 2016, Tuesday
Public Divide on Police Hangs Over Brooklyn Officer's Manslaughter Trial
Statements during jury selection for the trial of Officer Peter Liang, who shot an unarmed man in a housing project, point to the public debate after several high-profile killings by the police.
January 25, 2016, Monday
4 Suspects Are Expected to Be Released in Brooklyn Rape Case
Ken Thompson, the Brooklyn district attorney, said his office needed more time as conflicting statements and videos clouded accounts of the attack last week.
January 15, 2016, Friday
Video Is Said to Show the Moments Before a Suspected Gang Rape in Brooklyn
A smartphone video that defense lawyers said showed a verbal encounter before a suspected rape at a Brooklyn playground emerged on Tuesday, after a fifth suspect was arrested.
January 13, 2016, Wednesday
MORE ON: Sex Crimes , Brownsville (Brooklyn, NY) , Brooklyn (NYC) , Assaults , Cooper, Shaquell , Brown, Onandi , Beckford, Travis , Murray, Denzel , Phillip, Ethan
Four Teenagers Are Charged in Brooklyn Rape Case
A fifth suspect is being sought in the sexual assault of an 18-year-old woman at a playground in the Brownsville neighborhood, officials said.
January 12, 2016, Tuesday
MORE ON: Sex Crimes , Brownsville (Brooklyn, NY)
Man Wrongly Convicted in '97 Brooklyn Killing Settles With City and State
Roger Logan, who spent 17 years in prison for a fatal shooting, has reached agreements of $3.75 million from New York City and $2.975 million from New York State.
January 9, 2016, Saturday
Rss Feeds On Stephanie Clifford
Subscribe to an RSS feed on this topic. What is RSS?


text:
I want to install new KDE 4.10 on Ubuntu 12.04.
Can I install it from any repository and without
kubuntu-desktop package? I want clean, fresh KDE without Kubuntu modifications.
Thanks in advance.
I want to install new KDE 4.10 on Ubuntu 12.04.
Can I install it from any repository and without
Thanks in advance.
I came across this question from google asking how can I update KDE on (k)Ubuntu 12.04 without updating the server parts of the system.
So, I have Kubuntu 12.04.01 LTE, and there was KDE 4.8.5 installed (along Unity and a few others DMs)
I did
.. and now I have same system with KDE 4.10 running on it without much problem so far.
Since the backports are from Kubuntu team, that does include kubuntu-desktop (in your situation it might be a better choice to first install kubuntu-desktop, then update from backports, and then remove extras you don't like too much).
Other option might be looking at http://techbase.kde.org/Getting_Started/Build
You can do this by doing the following:
Don't worry about the "kubuntu" in the PPA name. If you install the


text:
View credits:
Pause game play, then hold R1 + L2 +
R2 + Triangle + Circle to unlock the "See
Credits" option under "Exit Game".
Level skip/select:
Pause game play, then hold L1 + R2 +
Down + Triangle. Release the buttons, then quickly
press Circle, Up, Square, Triangle,
Right, Down. Skip level and level select options
will now appear when game play is paused. Note: This code also
allows you to retain weapons and items from level to level.
david kirkland.
Note: The level select menu does not include the actual titles
of any of the levels. The following are the level select choices
with the corresponding level location.
Aaron Seese.
Paris1: Parisian Backstreets (First Level).
Paris1A: Derelict Apartment Block
Paris1B: Margot Carvier's Apartment
Paris1C: Industrial Roof Tops
Paris2_1: Parisian Ghetto (Where Lara wakes up in the Subway Car)
Paris2_2: Parisian Ghetto (Path to the left, with Place D'Arcade
and Cafe Metro)
Paris2_3: Parisian Ghetto (Where the entrance to St. Aicard's
Church is)
Paris2B: The Serpent Rouge (the Garage entrance)
Paris2C: Rennes' Pawnshop
Paris2D: Willowtree Herbalist
Paris2E: St. Aicard's Church
Paris2F: Cafe Metro
Paris2G: St. Aicard's Graveyard
Paris2H: Bouchard's Hideout (the Graveyard entrance, not the Ghetto
Paris3: Louvre Storm Drains
Paris4: Louvre Galleries
Paris4A: Galleries Under Siege (After aquiring the painting)
Paris5: Tomb of Ancients
Paris5A: The Archaeological Dig
Paris6: Von Croy's Apartment (Includes the opening video when
Prague1: The Monstrum Crimescene (This starts outside the building)
Prague2: The Strahov Fortress
Prague3: The Bio-Research Facility
Prague3A: Aquatic Research Area
Pargue4: The Sanitarium
Prague4A: Maximum Containment Area
Prague5: The Vault of Trophies (Warning: this starts underwater)
Prague5A: Boaz Returns (starts with Boaz at second stage--flying
Prague6: Eckhardt's Lab
Prague6A: The Lost Domain
Paris5_1: Hall of Seasons (the main hall)
Paris5_2: Neptune's Hall
Paris5_3: Wrath of the Beast
Paris5_4: The Sanctuary of Flame
Paris5_5: The: Breath of Hades
Unlimited money or items:
Go to any location that you can exit and re-enter easily with
money or reusable items (health packs, bars, etc.) that can be
picked up. Keep leaving and entering the screen. The money or
item will still be there each time.
Handstand on ledge:
Hang from a ledge, then hold L1 and press Left Analog-stick
Up. Lara will do a handstand on the ledge.
tl, c fawt~Wolf~.
Backflip grab:
Back up to a ledge, then hold L1 and press X.
Somersault down:
Press Triangle to crawl while facing a ledge, then press
Left Analog-stick Forward.
Backflip onto a ledge:
To do a backflip onto the ledge, walk back so your heels are on
the ledge. Hold L1 + X. Tap Left Analog-stick
Away and Lara will do a backflip onto the ledge (in most places).
To do a back flip on to a ledge, find a place where Lara can shimmy
or fall off the platform. Stand on the platform then face the
wall. Hold X + L1 + Left Analog-stick Up
and Lara will do a back flip and grab onto the ledge. Note: Make
sure you are still holding X after she does the backflip
or Lara will release the ledge.
Rich Craft.
Army crawl:
Press Triangle + Forward to crawl, then
while crawling hold L2 and keep going.
Mike Verba.
Hold L1 + Left Analog-stick Up, then
press Circle.
Hold R2 while running or standing, then press Circle.
Dive into water:
Face a ledge that is over water, then hold L1
and press X.
Underwater 180:
Press Square while swimming underwater.
Use the Left Analog-stick to choose your direction,
have Lara do a regular run, and hold R2. Note: She cannot
sprint on every level
Somersault down:
When standing up, press Square while facing
a ledge to do an acrobatic jump. Note: It also works like a dive
into water.
Acrobatic shot:
With a weapon equipped, press Left Analog-stick
Forward + Circle + R2. Then when you are in
the air press X. Alternately, with a weapon equipped down
from a ledge, press Square + X when in the air.
Hint: Easy weapon selection:
Press R1 during game play to activate your weapon.
Press Up or Down on the D-pad to cycle through
your weapons as needed. This is faster than going through the
select menu.
Hint: Fire more rapidly with shotgun or
Instead of holding Action to fire, quickly tap
it repeatedly. Lara will shoot the weapon much faster, making
it easier to eliminate targets.
Hint: Get gas masks early:
Stand directly in front of the cabinet and press Triangle
(Crouch). When the hand appears, press X (Action). If done
correctly, Lara should reach through the door while crouched and
grab a gas mask. This may also work in other places.
Hint: Aquatic Research Area: Finding the
Dagger Of Xian:
The Dagger Of Xian is the item on which Tomb Raider
2 revolved around. It also appeared as an Easter Egg in Tomb
Raider 3 and can also be found in Tomb Raider: The Angel
Of Darkness. Start the Aquatic Research Area level. Go through
the level until Lara changes her clothes. Then, return to the
main hall. Go toward the underwater area where you pulled the
first lever, but do not dive into the water. Enter the door here
and keep walking until you reach the end of the room. Dive into
the water. Swim under the water and through the big opened door,
but do not swim through the open door in front of you. Turn left
and swim toward the pipes. After you reached to the pipes "roll"
Lara. You will see a stair, and on its left side you will see
a wall with lights on it. Swim toward that wall and use it. Lara
will perform the moonsault-like move on it, and the wall will
be pushed inside. Go through the opened wall and swim toward the
surface. Climb the ladder. Then, push the block (wall) in front
of you. Keep pushing it until it cannot be pushed further. Look
to the left and you will see a glass box with the "Dagger
Of Xian" inside, with two spotlights shining on it. Note:
You must change Lara's clothes first, or she will not push the
Chris Micheals.
Hint: Aquatic Research Area: Big fish creature:
To avoid getting killed by this creature, remain still.
After you have the wet suit, swim out to the main pool where the
shark is located. Keep swimming in order to outpace it. Swim in
zigzags, up and down, just do not stop swimming. Go for the entrance
to the Vault Of Trophies. Note: It can not be killed.
Hint: Hall Of Seasons: Getting past the
red ghost:
Once you have gotten to the top of the dome, enter
through the only door there. Follow the stairs to the top, where
another door is located. When you enter the door, there will be
a short intermission sequence. After it ends, the red ghost will
appear. When you first start the fight, grab all the items scattered
on the floor. If the ghost approaches you and tries to attack,
press Triangle to duck. After you have obtained all the
items, look for a statue with a blue light. That blue light is
actually an obscure painting. To obtain it, get the ghost in front
of the statue and shoot him until he is stunned. Back up while
still having your back towards the front of the statue. Just keep
your guns out. When you get close enough, the hand will appear
in the corner. Quickly put away your guns, grab that painting,
and get out of there. An easy way to escape is to press Triangle
duck the moment you get the painting. When you are leaving, the
ghost will follow you. Do not waste any time by doing anything
else. There will be water to slow you down. Once you are in the
water, an intermission sequence will start, and the room will
begin to flood. Quickly swim up the hole and you will be back
in a very familiar room. It is the tomb of the ancients. Leave
by swimming through the hole you first came in (which should be
near the top). You will end up back in the gallery. Note: The
ghost cannot be killed, but he can kill you. He attacks by running
through you. An easy way to avoid this is by crawling.
Hint: Le Serpent Rouge: Night club:
Turn on the disco lights that move up and down. Then,
go up to the second level. there should be a box on the opposite
side from the one that you came up from. Move that box and climb
on top of it. From there you can climb up again. A huge catwalk
will fall. Make a running jump and get to the other side. Next,
jump onto the disco lights and enable the walk feature. Walk to
your right, then turn again once you reach the the end of the
frame. Jump and grab the edge. You must now climb the ladder.
There should be a slide with a gap at the bottom. Slide down and
jump to the other side. Then, turn left and make that jump. Straight
ahead is a metal frame that you can jump to and grab. Shimmy across
and pull yourself up. Walk to the edge of the wooden platform
and jump to the next catwalk with a bridge. Kick the bridge down
and break the door open. Go into the room and pull the left lever
until the broken light is on the bottom left side of the square.
Then, pull the right lever and you can collect the object. Go
back across the bridge, then exit through the door that is in
the room with the levers. Forget about the ladder in there, as
all you get is a candy bar.
Hint: Le Serpent Rouge: Shortcut to reach
the green platform:
When Lara jumps and grabs the moving lighting rig,
simply turn her to face the green platform. Wait for the lighting
rig to reach its highest point. Lara can then grab and jump the
green platform from there. The other methods suggest a total of
three jumps and climbing; this is unnecessary, and riskier.
Hint: Le Serpent Rouge: Hidden ammunition:
There is a "hidden" ammo clip that you can
only see from the green platform. To get it, after Lara has reached
the green platform from the moving lighting rig, she needs to
climb the ladder (or jump up and grab) to get to an even higher
platform. Lara will now be facing the part of the platform where
the broken end forms a downward ramp. After Lara slides down the
ramp and jumps to the platform on the other side, turn her around
so that she is facing the ramp that she just slid down. Walk Lara
towards the ramp. Make Lara jump toward the ramp, and immediately
press X (Action) while she is in the air. She will land
on the ramp, slide down, and grab the end. Now, make her "shimmy"
to the right. If you keep pushing the Analog-stick towards
the right, Lara will "shimmy" around the corner, and
continue to shimmy across a wooden board that is attached to the
ramp. Lara will be able to pull up onto a small, metal grate to
get the ammunition.
Hint: Louvre Galleries: Get past first
laser grid:
After you make it up the stairs and take out the first
guard, enter the room with all the lasers. Climb up on the first
case in the middle of the room. Jump onto the stone piece on the
wall to your left. Jump over the first three sets of lasers. Hang
off the high showcase in the middle of the room and shimmy across.
Climb up on the last showcase in the room to your right. Hang
from the ledge above it and shimmy across until you are sure you
are away from the laser grid. Then, open the door to move on.
Hint: Parisian Backstreets: Secret path:
Enable the "Level skip/select" code. Return
to the first level, Parisian Backstreets. Follow the usual path
and at the end of this, level 2 cannot be loaded and you are free
to go downstairs and complete the forbidden part of the training
level. Note: You can pass through the second gate, but it is better
to use its key, as this allows the game to load the first/second
part with policemen in this semi-level. It is on a nearby balcony.
Hint: Parisian Ghetto: Unlimited money:
Go into the pawn shop after you talk to the women.
After you talk to the man in the pawn shop, leave. Then, go straight
until you get to a sewer drain cover and an object or item toward
your left. Pick it up. It will be money. Go back to the pawn shop.
Then, walk back out of the pawn shop. Return to the sewer top
where you found the money. There will be money there once again.
Continue doing this for unlimited money.
Don and Jeremy.
Hint: After the Louvre Storm Drain:
After you complete the Louvre Storm Drain you will
use a hallway that leads all the way up. On your way there, you
will notice a door that Lara not strong enough to open. Continue
going up until you reach the final door. Upon entering that door,
you will see security lasers. If you step into them, a policeman
will try to kill you and both doors will be barred. If you make
a mistake, return to the entrance and press Action on the
wall to the left. Climb up onto the first little glass case, turn
right, and grab the ledge of that hanging "box". Next,
go to the end of that hanging "box" and do a running
jump to the tall glass display. You must land directly on it;
if you try to jump and grab the edge, the doors will bar again.
Then, jump to the glass case that is to the right of the one that
you landed on. From there, time your jump to the next case. You
must now walk to the edge of the case you landed on. Grab the
edge and shimmy across it, then turn the corner and land. There
will now be two tall glass cases with a checkerboard laser net.
Go to the glass case on your right. Jump up to grab the ledge,
shimmy across it, land, and open the door. You will now see a
room armed with a laser, and a policeman with a white shirt. Deliberately
step into the laser and start shooting the cops. The one with
the white shirt drops a card that you need. Next, go all the way
to the back hall and pick up the medipack and press Action
near the sign. Lara will say something. The door by the medi-pack
is where you will come out of later. Go back to where you shot
the white-shirted cop and enter the door. There will be another
cop in the room. While armed, run into the room and kill the cop.
You will see a portrait of Mona Lisa barred with laser in this
room. Go to the end of the room and pull the small glass case
away from the place it resides. Now that Lara is stronger, go
to the glass case in the middle. Push it towards the painting
of Mona Lisa until it stops on the stools. Next, go to where the
small glass case used to be. You will see a card swipe. Press
Action, then run to the glass case in front of Mona Lisa.
Climb the back and do a running jump. Press Action and
grab the ledge over the painting and enter the vent. After you
take these vents, you will get to the rooftops (where you get
left off)
Hint: Madame Carvier's room:
When you are off the rooftops and into a small storage
room, you will notice a hallway beyond the door of the storage
room. You will see a door with a card swipe, Madame Carvier's
office all the way at the end of the hall, and two doors on the
side. Open both doors, kill all the cops, and take whatever you
can. Now, go to the second door where you can look into the cameras.
Find the one with Madame Carvier's room and zoom onto her computer.
You will see the numbers to open her door. When you open her door,
grab everything you can; one Ancient Sign is in her office. Then,
go to the card swipe door and enter it. These halls will lead
you to the Archaeological Dig.
Hint: Archaeological Dig:
When you enter, you will have a few enemies. Run all
the way to the end, and open the door to the room. Shoot the people
inside and press Action on the gadget on the wall. Run
out of the room and to your right until you see a small path to
a large room with a computer. Look into the computer and search
the ground (the second Ancient Sign is at the end of the plot),
and print it. You now have two of the four Ancient Signs necessary
to enter the Tomb Of Ancients. Now, climb down the ladders to
the bottom of the archaeological dig and climb up the climbable
wall. Drop down at the landing at the top. Look up, and you can
monkey-bar across the bottom of the bridge above you. Be careful,
as it is a long bridge and Lara's strength is limited. Climb up
onto the bridge and go to the place that you saw during the intermission
sequence when you pressed Action on the gadget in the room.
Press Action on the door. This will lower the improvised
elevator. Now, drop down to the ledge beneath the bridge. Jump
to the improvised elevator landing and you will now see a giant
wheel. Look all the way in the back of your notebook. It will
show you the first and last Ancient Sign. The middle two are the
ones that you collected from the printers in Carvier's office
and the plot. Turn the wheel until you find the sign, and go up
the stairs and turn the wheel to lock the sign in place. Once
you have arranged the signs in order, the wheel will lock. Get
back to the top of the bridge, and you will the see the circle
on the ground has opened. You will fall into the next level, The
Tomb of Ancients.
Hint: Defeat Boaz:
In this battle, you are playing as Kurtis with a lot
of ammunition. First, start shooting at the person (Boaz in human
form) on the underside. Watch out for its charge attack. It will
cost you 10% of your health. After about six shots, it will be
paralyzed. It will now start shooting green balls from the four
pods on its back. If you get hit, you will lose 10% of your health.
Aim at one and destroy it. After that, Boaz will start to attack
again. Before she starts to charge, it will shoot green slime
from left to right from its mouth. Avoid it by jumping or by getting
behind Boaz. You will receive 20% damage if you are hit. Repeat
the process until Boaz falls. A short intermission sequence will
show the second form of Boaz appearing. Shoot twenty-five to thirty
times to bring it down. It is easy to avoid, but if you are hit
by its spike you will lose 10% of your health.
In the battle with Boaz, use a weapon then press X + Square.
mahmoud gorbanzadeh.
Hint: Defeating Eckhardt:
This battle is very easy. When the battle between Eckhardt
and Lara begins, a magical barrier will appear around the center
of the room. You cannot touch it or you will lose 10% health.
Eckhardt will keep running around the barrier, launching attacks.
First, he will shoot two lighting attacks. Each attack does about
10% damage. To avoid these, duck down (get on your stomach by
pressing L2 to make sure they do not hit you). Next, he
will jump up and teleport to another part of the room. When he
reappears, he will launch two more lighting attacks. He will repeat
this process one more time, then he will start to duplicate himself.
He will do this three times. His copies will then run to the center
of the room and launch their most powerful attack. It will cause
you to lose 20% of your health. You will see little sparkles on
the floor. Either get close to the barrier or stand in between
two avoid the hits. After this attack, Eckhardt will fall in the
middle to regain his strength. You have about five to seven seconds
before he gets up. When he is down, run over to him and punch/kick
him. A short intermission sequence featuring Lara stabbing him
with one of the shards will appear. Repeat this process two more
times to bring him down. Note: Eckhardt will switch between lighting
and fire attacks. There is no difference between them.
In the battle with Eckhardt, do not use any weapons; only kick
mahmoud gorbanzadeh.
Hint: Defeating Karel:
This battle is easy. After the intermission sequence,
Karel will start flying around the room. He will be firing energy
balls, but they only do 10% damage. Karel cannot be harmed. Your
goal is to destroy the sleeper. Grab Eckhardt's glove. It is lying
in front of his body. Turn around and go over to the pillar behind
you. There will be and switch. Press X to use the glove
on it. This will cause two ladders to drop. Climb up either one
to make it up to the first platform. Look for another ladder to
go up to the first platform. You now have two options. Either
go to the stone marking and try to jump, or climb up to the third
platform and jump from the platform facing the sleeper. An intermission
sequence will start that marks the end of the game.
Hint: Gain access to Bouchard's hideout
After you talk to Janice (the prostitute), run towards
the canopy with the stack of money under it. From there, turn
around and walk to the manhole cover until the hand appears. Press
Action and Lara will climb down into the sewer.
Pete Falck.
Hint: Retain weapons after Von Croy's apartment:
First, enable the "Level skip/select" code.
Desert Ranger: Go back to the Serpent night club (the garage entrance).
Push the yellow button, then retrieve the socket spanner. Pull
the lever beside it. Then, barge into the door above the stairs.
Get the Desert Ranger on the desk.
M-V9: After pulling the lever in the same area, go in the hole
below the car. Use the socket spanner on the lever down here,
then pull it to make one of the guards run out. Get rid of him
and take his M-V9.
Dart SS: Go to Renne's Pawn Shop. Enter in the code by the keypad
guarding what is inside. You should already know the code (it
is in your notebook). Grab the Dart SS.
K2 Impactor: Do the same thing as done for the Dart SS, then grab
it and run out or level skip.
Rigg 09: Already available after Von Croy's Apartment.
Viper SMG: Already available after Von Croy's Apartment.
Vector R35: Go to the Derelict Apartment Block. Play as done before.
However, before you leave, grab the keys from the top level in
the room (on floor and hanging just in case). Pull the switch
and the get on the elevator. Go to the second floor. Jump the
hole. Unlock the door. You will find it in the locker. You will
not find the other Vector, since there is no other pistol.
V-Packer: Go the Tomb of Ancients. Complete the level until you
get through the vent in the floor. Go straight then hang a right.
Barge through the door. Reclaim the V-Packer and ammunition.
Mag Vega: Go back to Galleries Under Siege. Head up the stairs
and get rid of the museum guard. Continue up until you find your
first Agency soldier. Get rid of him and take his Mag Vega. You
will not need to get ammunition in this level; you can just go
to the Monstrum Crimescence and find some there.
Scorpion X: Complete the Monstrum Crimescence level and the reporter
will hopefully give it to you.
Boran X: Start the Sanitarium level to get it.
Hint: Defeating mummy-type knights:
Engage the knights in close combat. Kick or punch them
off a nearby ledge to get rid them for good.
naman rawal.
Hint: Bouncing chest:
Play any well-lit level, such as The Tomb Of The Ancients.
Place Lara next to a well-lit wall or structure. Position her
so that she faces the object. Move the camera in front of her
with the Right Analog-stick. The camera should show Lara's
face and her chest. if not, move Lara back or forth from the wall
accordingly. You can see that Lara is wearing a white bra. Wiggle
the Left Analog-stick slightly to the right or left (or
just jump in the same location) and her chest will bounce.
Amer Daud.
Glitch: See inside Lara's head:
Get to a wall and position the camera behind Lara.
Sometimes you can see inside her head.
Glitch: Breast showcase:
During the Louvre Galleries level, after you make it
up the stairs and take out the first guard, enter the room with
all the lasers. Climb up on the first case in the middle of the
room. Jump onto the stone piece on the wall to your left. Jump
over the first three sets of lasers. Hang off the high showcase
in the middle of the room and shimmy across. Change the view so
that it faces either side of Lara. You should see her breasts
in the showcase.
Glitch: Disappearing Lara:
On the Parisian Ghetto level, go into the gym where
the men are boxing. Climb on top of the large wooden cabinet and
have Lara stand directly in front of the lighted window, facing
it. Swing the camera (R3) around so you are looking at
her front. Then, walk Lara into the camera. The camera should
"jump" above head, and when you swing the camera around
to look at her, she is nowhere to be found. Moving Lara at that
point results in her "warping" up out of the ground.
Glitch: Stuck in tongue:
On the Breath Of Hades level, get across the first
head to the left side. Get on the ledge below it and pull yourself
up in the mouth. When inside, you are half in and half out of
the tongue. Sometimes if you go on the left side of the same head,
you can walk through it.
Glitch: Float on wall:
In the Archeological Dig, when you climb along the
thin ledge of the building and shimmy along to the window with
the guard (the place where you can climb up or down the pole then
walk through the window and knock out the guard with stealth),
you can shimmy to the left of the window. You will then float
up along the wall and will not come down unless you shimmy to
the right.
naman rawal.
Glitch: Have shotgun (V-Packer) in Von
Croy's apartment:
Immediately before you exit Galleries Under Siege,
equip the shotgun (you cannot just have it on your back). Then,
walk through the room to the exit intermission sequences. Once
you have control of Lara again, in Von Croy's Apartment, tap Up
on the D-Pad. If done correctly, you should have the shotgun
on your back. Press R1 to equip it. You should have all
the ammunition you had just before the intermission sequences.
Note: When you fire, there will not be a sound effect, but it
still works. If you shoot it at a wall, you will hear the ricochet
sound effect.
Glitch: Unlimited handgun ammo in Von Croy's
In Von Croy's apartment, stand over the first gun clip
you see beside the dining room table and use Action. It
should reappear. Stand there and pick up as many as desired. Note:
You have to pick these up first, before anything else.
Real Lebeau.
Glitch: Restore oxygen:
Save the game while Lara is underwater. Load the game
and Lara's oxygen will be full again.
Glitch: Disappearing buildings, Lara, and
Use the "Parisian Backstreets: Secret path"
trick to reach the forbidden training area. After passing through
some of it, you will have to army crawl under the gate. To your
left, the buildings will be missing. Continue on to have Lara
disappear. Explore up the stairs to find a dead end with nothing
there. To your right, parts of the alley will be missing. Lara
will mention guards, but they will also be invisible. Note: Use
caution when in the alley; you cannot see the guards, but they
can see you.
Glitch: Fall to oblivion:
Use the "Parisian Backstreets: Secret path"
trick to reach the forbidden training area. Walk through the door
that Lara would normally go through to get to the next level.
Walk forward and you will fall through the floor. Lara will continue
to fall endlessly.
In the first level, once you enter the first building go to the
right of the steps. Either run at the wall or start to scale the
wall. About 25% of the time, you will go through the wall. Do
not save the game or you will always resume as Lara falls into
an endless abyss.
Stacey Marconi.
Glitch: Death trap:
When falling from a high place, press Select
and save the game. Load and you should be falling to your death.
Note: do this when you first start falling.
Glitch: Contorted Lara:
On any level, jump off a high spot onto the ground,
When Lara hits the ground she may land in a position where her
legs and feet are behind her back and neck.
Jason Gorringe.
Glitch: Walk through gates:
Use the "Parisian Backstreets: Secret path"
trick to reach the forbidden training area. After going down the
stairs, you will see a single gate with another gate behind it.
Walk up to them. Lara should be able to pass through them.


text:
A Dwarf Fortress Story
Not sure if this is the right place to post this, as it's more of a Let's Play than a traditional story. If you're wondering what Dwarf Fortress even is, see here and here.
Content warning: May contain violence and zombies and ****. Well, perhaps not literal ****. Will definitely contain bad writing.
From the records of Morul Fashkeskal, expedition leader of The Still Castle
1st Granite, year 6
Wagon broke down today. This place looks dangerous, but to continue on foot in this weather would be suicide, so we're going to have to hole up here for a while at least. I've started the construction of a defensive wall and ordered the miners to dig out a few rooms underground so we can get out of this blasted cold.
11th Granite, year 6
Wall almost done, have started moving supplies indoors. Lorbam set off by himself in the night. He'll die. I would not miss the boneheaded fool, but for the fact that he is our only skilled mechanic.
(the following is undated, scrawled in a shaky handwriting)
Just the two of us left now. Had to wall off the surface. They were already dead. All the others, Ushrir, Onul, Domas, even Erith...
but not us
we are still alive
19th Granite, year 6
The Still Castle lives on, though only me and Deduk are left. We are safe for the moment. The dead creatures cannot get through, and we got most of the food and booze underground. But if we're ever to get out of this accursed place, we need a plan. The walking corpses may shrug off axe blows, but there must be some way to destroy them, to crush them to paste so they never get up again.
27th Granite, year 6
Deduk struck chert in the hillside below us. We will need the stone for building up our defenses, but first, I shall craft a memorial for our fallen comrades. I led them to their deaths here, and I will put their souls to rest, even if I cannot yet do so for their bodies.
25th Slate, year 6
The memorial is finally nearing completion. At this rate, it looks as if it will take us a while before we can even think of opening the way to the surface, so I have started a small mushroom farm on the upper level to ensure a steady food supply.
8th Felsite, year 6
The memorial is finished. We can begin construction on the trap to destroy the undead as soon as we finish moving our supplies out of the way.
24th Felsite, year 6
Deduk has taken over the farm, he seems to have a knack for growing things. He also suggested building a still to brew more alcohol if necessary, but I told him that could wait. By my count, our current supplies are enough to last over three years, and I hope to be out of this hellhole long before that. Most of our supplies have been hauled to safety already.
2nd Hematite, year 6
It is summer now. Part of me wonders if, now that the chill of winter has passed, the dead have not simply collapsed and rotted away in the heat, but that is wishful thinking. I have begun construction of the first mechanisms needed for the trap, though it is slow going. I bet Lorbam is mocking my clumsy attempts from the afterlife or wherever he is.
1st Malachite, year 6
The trap is complete! At last, our freedom is nigh.
The system is this:
Two bridges, linked up to a lever.
Once the lever is pulled, the bridge raises, crushing anyone on it against the wall.
If pulled again, it lowers, crushing everything that is beneath it. Basic enough, but it should work.
It must.
To be continued of course. In the meantime, meet our heroes Morul and Deduk ...and the enemies they face.
8th Malachite, year 6
The trap works! As soon as I finished tearing down the wall that separated us from the surface, a dead water buffalo burst in, hungry for blood. I barely managed to run out of the other end of the corridor before Deduk pulled the lever, and the corpse was crushed so thoroughly that not a single bone was left intact. It will not rise again.
11th Malachite, year 6
Onul and Erith came. We put them to rest. It has been quiet, so I ventured out for the first time in months. The sunlight burned. I saw a dead dwarf lying in a field, could not tell if it was Ushrir or Domas. He did not get up, but there were more corpses in the distance. It is not safe to leave.
16th Malachite, year 6
It looks like the area immediately outside our little "fort" is safe. I have fashioned a crude axe out of wood and stone and cut down some trees outside. We will need lumber to make more defensive traps.
22nd Malachite, year 6
I saw dwarves, living dwarves! A small group, refugees by the looks of them, chased by the dead. Five of them are now gathered safely inside, but three panicked and ran off. I doubt they will return alive, but I have kept the gates open for now.
24th Malachite, year 6
Two of the missing refugees have returned unharmed. Thikut insists that her husband must still be alive, but I cannot wait any longer. I have ordered the gates closed.
At any rate, we now have seven more dwarves to deal with - four of them children, the adults all simple peasants and farmers. Thikut tells me they fled when their settlement was ransacked by goblins. None of them have any weapons, nor supplies, nor any idea of how to survive in the wilderness. There is no way we can make it out of here with this lot.
28th Malachite, year 6
I suppose it is something I have known for a while, just not wanted to admit until now. We are not going to get out, we will have to settle here and carve out a fort in this undead-infested hellhole. And if we're stuck here for better or for worse, we might as well make ourselves comfortable.
I told Deduk to carve out some bedrooms and a dining area on the lower level.
7th Galena, year 6
Dumat was itching for something to do, so I told her to smooth the walls and floors of the memorial chamber. I also ordered a still to be built. Now that there's more of us, our booze stockpiles are getting depleted at an alarming rate and being stuck here without alcohol is a frightening thought.
14th Galena, year 6
The first bedrooms are completed, but we have run out of wood and cannot make any more beds. I must venture to the surface soon to cut down some more trees. Dumat has made nice progress with the memorial hall and I told her to take on the living area next; she seems to have a talent for stoneworking.
23rd Galena, year 6
My attempt to acquire lumber was a bitter failure. I had barely set foot aboveground when I was spotted by a dead water buffalo cow and had to retreat. The beast followed me through the corridor, but when we attempted to crush it, the bridge itself broke apart. It must've suffered some structural damage earlier; it did not even slow down the beast. The corpse is trapped in the tunnel and can't get through the doors, but we are cut off from the outside.
24th Galena, year 6
I have formed plans for a new exit tunnel. It will be filled with several kinds of traps, and if any should get past them, they will have to descend a staircase and enter a cavern whose ceiling will collapse on top of them. That should be enough to halt any intruders, but we are not planning to put that to test just yet. Once the tunnel has been mined out, Deduk will take his pick and dig deeper. We will need the lifeblood of the earth to defeat the undead once and for all.
So, we got our first migrants, a group of eight consisting of two families:
Thikut and Atir (the one who ran off and got killed by the undead), and their three children, Onul (yep, same name as one of the first 7), Kumil and Goden.
Dumat and Cog and their son Mebzuth.
10th Sandstone, year 6
The construction of the tunnel is almost complete. Now begins the long descent into the depths of the earth, to get fuel and materials for the rest of the traps. I will be going with Deduk, so we can take turns with the pick; I am not a skilled miner, but slow digging is better than none at all.
11th Sandstone, year 6
Reached an underground cavern today. There are trees here, of a sort; giant fungi that grow taller than dwarves and whose pulp is denser and sturdier than wood. We shall not venture into the caverns to cut them, though, since there are many dangerous and hostile creatures in the area. Our true goal lies further below.
15th Sandstone, year 6
We have found many riches in the bowels of the earth. Gold and silver ore, more gems than we can count. These treasures are of little use to us though. We must press forward.
28th Sandstone, year 6
Finally, we have found it! The great magma sea, and more than I could ever have hoped for - raw adamantine! Though we have no way to forge it right now, nor any way to reach it, this has given me hope. For the moment, we shall continue with the original plan. A glass furnace shall be set up, using the magma as fuel, and from the glass we shall fashion many deadly traps.
11th Timber, year 6
We've returned to the upper fortress and informed the others of our discovery. Cog and Dumat both volunteered to be the glassmaker. I chose Dumat, since she seems to be a quick learner and we need Cog up here for farming and cooking. She'll take sand and turn it into serrated glass discs. These are fragile, but sharp. When propelled with enough force, they should easily dismember the undead.
18th Timber, year 6
I found strange mushrooms growing in the sand in the upper fortress. It appears that after we breached the caverns, spores of the great fungiwood and tower-caps drifted upwards and took root here. Perhaps we won't have to venture into the caverns to acquire wood after all.
And another season draws to a close. We had 3 more migrants, but didn't even get a chance to let them in before they were slaughtered.
1st Moonstone, year 6
Winter is upon us now. The construction on the traps is progressing, albeit at a slow pace. Still I hope to have the tunnel finished by the end of this season.
17th Moonstone, year 6
I have ordered Deduk to channel deep pits on either side of the tunnel. This way, any intruders who try to dodge the traps will face the risk of falling to their doom.
4th Opal, year 6
Thikut claims to have felt the haunting presence of her dead husband lately. I made a memorial for him in the hopes of appeasing his spirit.
2nd Obsidian, year 6
The tunnel is nearly complete. All that remains is to seal off the exit from the pit, and then we can open the way to the surface.
6th Obsidian, year 6
Deduk opened the way to the surface, then fled back indoors. Only a hamster woman followed and the traps destroyed it, but Deduk says he saw many more undead lurking nearby. Have they become wary of traps? There must be some way to lure them in.
11th Obsidian, year 6
More corpses have come. The traps tore them all apart, and so far they have not risen. One of the dead dwarves was Thikut's husband Atir, but the other none of us recognised. It seems more dwarves than we know have lost their lives here.
22nd Obsidian, year 6
I have ordered the corpses stuck in the traps to be tossed in the pit. They did not object.
So yeah, not much happened this season. Building anything with so few dwarves is slow, and I daren't risk losing any of them. Hope we get some migrants next season so we have somebody to throw at the zombies.
This is cool. =D I love how Thikut apparently senses her dead husband, but then he turns up as a zombie. I love me some zombie fun.
Also, combo breaker. Bwahahaha.
Yeah, dwarves can come back from the dead in two ways - as ghosts and zombies.
Ghosts are mostly just nuisances, unless the dwarf was berserk when it died, in which case the ghost will kill or maim dwarves at random. Ghosts can't be killed or harmed physically and will only disappear if you bury the dwarf or make a memorial for them.
Zombies will rise automatically from any corpse left on "evil" terrain and can be killed with weapons or traps, though if a zombie is killed and the corpse is left in the evil area, it will rise again. Severed body parts such as hands or heads can also become undead.
Of course, if a dwarf is turned into a zombie, its spirit will likely also rise as a ghost unless you make a memorial for it, since the walking dead generally won't agree to be buried. Double the fun!
|All times are GMT -4. The time now is 04:15 AM.
© 2007 The Doll Palace


text:
Why is the determinant as a function from $M_n(\mathbb{R})$ to $\mathbb{R}$ continuous, please can anyone explain precisely and rigorously? So far I know the explanation which comes from the facts: polynomials are continuous, sum and product of continuous functions are continuous. Also I have the confusion regarding the metric on $M_n(\mathbb{R})$
$M_n(\mathbb R)$ is just $\mathbb R^{n^2}$ with the euclidian metric.
det is countinous, because it is a polynomial in the coordinates $$ \text{det}(x_{i,j})= \sum_\sigma \text{sgn}(\sigma) \prod_{i=1}^{n} x_{\sigma(i),i} $$
Recall that the determinant can be computed by a sum of determinants of minors, that is "sub"-matrices of smaller dimension.
Now we can prove by induction that $\det$ is continuous:
The coefficient maps $A\longmapsto a_{i,j}$ are continuous because they are linear on the finite-dimensional vector space $M_n(\mathbb{R})$. Here you want to refer to the topology of the latter as a normed space, which does not depend on the norm since they are all equivalent in finite dimension. Then the determinant is a polynomial in the coefficients, so it is continuous by composition of continuous maps.
It's continuous because it's computable as a function from $\mathbb{R}^{n^2}$ to $\mathbb{R}$.


text:
Resources/Shop/Band saw
(safety note)
m (moved Resources/Shop/Bandsaw to Resources/Shop/Band saw: because nburl.net/bandsaw points to 'band saw'. LOL Al don't you know how to search a wikimedia?)
Revision as of 16:19, 9 January 2011
SEARS 1/3 HP 10" Bandsaw
What's the model number? Not on the case: all it says is Sears Craftsman?
Looks like blade length depends on model: http://www.toolcenter.com/BLADES_TO_SIZE.html
From the Bandsaw case: 56 7/8ths inch long blade, 1/4 or 1/8th inches wide
Discount Builder Supply (14th and Mission street) carries Vermont 59 1/2" blades
For replacement blades we need high tooth count (at least greater than 10 TPI) for cutting things other than wood (plastic, circuit boards, sheet metal).
just a shop safety note regarding cutting metal in stationary tools... the shavings that come off the metal piece being cut (yes, even aluminum) are HOT. In a stationary tool that has been used on wood, there is typically a nice big thick bed of sawdust inside the tool. When the metal shavings fall into this bed of sawdust, an awesome smoldery fire can build up sight unseen inside of the tool. yay! Especially if you have a dust collection system you can get some pretty spectacular results this way.
Just wanted to make sure that people are aware of this phenomenon. When possible it is best to have two separate dedicated tools... and/or if one is going to be transfered over into metal service the inside should be vacuumed out first, and/or the operator should check inside the machine when they are done.


text:
Marchi, St. Paul outlast Watertown; Hawks roll
High school football roundup for Sept. 20
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Physician Assistant > Student Organizations
SLU PA students are required to become student members of the Missouri Academy of Physician Assistants (MOAPA) and the American Academy of Physician Assistants (AAPA). As student members of the AAPA they become active in the local chapter of the Student Academy of the American Academy of Physician Assistants (SAAAPA) known as the Saint Louis University Physician Assistant Society (SLUPAS).
All of our students also volunteer hours at the student-operated free health clinic, Health Resource Center.
The mission of Saint Louis University is the pursuit of truth for the greater glory of God and for the service of humanity. The mission of the Saint Louis University PA Program is to educate men and women to become competent, compassionate physician assistants dedicated to excellence in health care and the service of humanity. In support of the mission of the program and the mission of the University, service is an integral part of the SLU PA program. In addition to the provision of improved healthcare delivery and quality care for all patients, especially those most vulnerable, SLU PA students are also involved in various types of community service. Students easily attain our minimum of 12 service hours in a wide variety of service activities ranging from shopping for an elderly neighbor, tending to children in respite care and assisting at community health fairs to organized events like Make a Difference Day, the Open Doors Event and SLU's Campus Kitchen.


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In my self-study, I came across the following interesting little exercise:
Let $A \subseteq [0,1]$ be the set of numbers $x$ between zero and one such that the digit 3 appears before the digit 2 in the decimal expansion of $x$. Prove that $A$ is measurable and find its Lebesgue measure directly.
I am aware of a "sleight-of-hand" probability theory way for computing the Lebesgue measure of this set, and from there one might conclude that $A$ is measurable without being rigorous, but I am looking for a proof that proceeds by doing each of the following with sufficient rigor: verifying the measurable claim FIRST, and then evaluating the Lebesgue measure.


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1973 Dodge Charger - Starting Over . . . AgainWritten by on May 1, 2008 Our Young Gun's Charger Finally Gets Its Turn For Rebuilding
Here we go again. How often have you said that when starting another project? In the Bolig household, it seems that statement is made far too often, but again, we work on cars for the enjoyment, right?
We got many replies about the '73 Charger when we first introduced it. Many said to get it done as soon as possible, and others said we're nuts. As true as the latter may be from time to time, that wasn't our motivation in this instance.
For years, post-'70 cars have been overlooked, but now are finally getting noticed. Another thing to keep in mind: Since the cars that others consider collectible are most times out of reach, this is the perfect platform a Young Gun can use to get into a Mopar. Completely redesigned in 1971, the Charger was actually shorter than its predecessor, but became slightly wider. Our version is a '73 model, definitely not built during the Performance Years. One thing that did surprise us about this car was the production numbers. In 1973, there were a lot of Chargers built, but only 40 of them had the 400HP and four-speed combination-this is one of them. Lucky for our Young Gun, the car actually has some sort of a pedigree. Since the original engine and transmission are long gone, that gives us a little flexibility with the restoration.
The first thing we needed to do was to get the car stripped to see what we have to work with. With the garage full, we were relegated to working on the car under a portable canopy in the backyard. It could've be worse; the yard could've been muddy. We gutted the interior and removed all the exterior pieces (doors, fenders, bumpers, wiring, and windshield). While removing the interior, we found some rust inside that we will need to address, but nothing that can't be fixed. Some of the rust on the exterior of the body may be a little harder to fix, but we'll show you that later.
So we're underway. The Young Guns Charger has secured its place in line for rebuilding, and you can now see what we are starting with.
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Not all project cars are found in a barn or garage. The Charger we're starting with spent the last 15 or so years sitting on a hill in the weeds. Before we brought the car home, we pulled it off the hill to make sure that it was worth restoring.After gutting the interior and giving the floor a good cleaning, we realized it wasn't in THAT bad of shape. The driver-side front, however, does need some help.Before we could fix the floorpan, we needed to remove the shifter tunnel. We used a die grinder to cut the welds.With the shifter hump gone, we placed the new floorpan from Auto Body Specialties in place, and traced around it so we know where to cut. We also went under the car and marked the framerail and torsion support, so we know where to drill our holes to weld the pan to the frame.After you get the new pan outlined on the floor, you can begin cutting the old floor out. Remember, cut to the inside of the line about an inch so you have metal left to weld the new floor to. If you have the patience and the talent, you can cut the old floor in a way that the new panel will fit snug, and then you can butt-weld the gap closed. If you're like us and doing it in the backyard, you do what you can.
After you cut the old floorpan edges, it still won't come out. You need to drill the spot welds that hold the floor metal to the frame and the rocker panel. Drill bits like these from Blair Equipment are a must-have.While we were tracing the cut-edge for the new pan, we also marked the framerails underneath so we could drill the holes that get fill-welded.Before you begin welding the new pan in place, there are a few things you should do. The first is to make sure rust doesn't return. We cleaned the inside of the framerail and coated it with POR-15Before you begin welding the edges, make sure the new pan is tight against the framerail and then weld the drilled holes shut. The idea of the holes is to be able to weld the framerail to the pan.After we got the holes fill-welded, we then focused on the pan edges. We started by using tack welds every 2 inches or so to keep things from warping. After making a couple of passes around the perimeter, the spots become one seam.With the pan welded in, it's time to work on putting the shifter hump back in place. We positioned the hump using the front edge and the passenger's side edges to locate it. By aligning the cut marks we made by removing the hump, it made an easy realignment. We then traced the hump's edge on the new pan.