text:
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* Guide By: SloDeth *
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* v1.3 March 26, 2001 *
I. Intro/FAQ
What is this game?
Why did you write this guide?
What's the deal with lums and cages?
Is this the latest version of the guide?
Can I use your guide on my website?
Can I send you e-mail?
Where is the 1000th lum?
Where's the last cage in the Fairy Glade?
I can't find so-and-so lum...
Where's the sixth crystal?
II. Version History
III. Walkthrough
Level One: The Woods of Light
Level Two: The Fairy Glade
Level Three: The Marshes of Awakening
Level Four: The Bayou
Sub-Level Four: The Walk of Life
Level Five: The Sanctuary of Water and Ice
Level Six: The Menhir Hills
Sub-Level Three: The Cave of Bad Dreams
Level Seven: The Canopy
Level Eight: Whale Bay
Level Nine: The Sanctuary of Stone and Fire
Level Ten: The Echoing Caves
Level Eleven: The Precipice
Level Twelve: The Top of the World
Level Thirteen: The Sanctuary of Rock and Lava
Sub-Level Thirteen: The Walk of Power
Level Fourteen: Beneath The Sanctuary of Rock and Lava
Level Fifteen: The Tomb of the Ancients
Level Sixteen: The Iron Mountain
Level Seventeen: The Prison Ship
Level Eighteen: The Crow's Nest
IV. Dreamcast Exclusive Mini-Games!
The Crystals
VI. MENezis
V. Contact Info
=============================== I. Intro/FAQ =================================
What is this game?
This is Rayman 2. It is the sequel to Rayman, a 2D platformer for the
Playstation. The sequel is one of the best 3D platformers ever, and it has
been released on every modern gaming system. This is the guide for the
Dreamcast version, which includes some unique mini-games and hidden crystals in
the levels. The graphics are improved massively from the N64 and PC versions
of the game.
Why did you write this guide?
This is one of my favorite games of all time. Period. There has never been a
better, more fun platformer. David Wouter wrote a great guide for it(yes, I
will mention his guide a few times), and it helped me through the N64 version.
Then came the Dreamcast. Of course, I had to try this great game on the new
system. At first, I was only planning to make a What's New?-type guide. Then,
bam, CJayC over at GameFAQs puts a $50 bounty up for it. I wrote this full
guide to enjoy the game one more time and pick up some cash for it.
What's the deal with lums and cages?
Lums and cages are the typical collectibles, like you find in other adventure
games. In this game, there are 1000 lums and 80 cages. For every ten cages
you find, your life meter increases. For every fifty lums you find, a new
message will show up on the Start screen. When you collect all the lums and
cages, nothing really changes besides that. You do get thanked in the credits,
but it's pretty minor.
Is this the latest version of the guide?
It depends. If you got it from my website(go.to/SloDethFAQs) or from GameFAQs
(www.gamefaqs.com), it is the latest public release of the guide. If you got
it from vgstrategies.about.com, it is probably the latest version, give or take
a day. If you found it at any other site, it may not be the latest version.
If you're reading this, the guide is probably the final version. Everything
relevant to the game is in the guide right now.
Can I use this guide on my website?
It depends. Here's how it is:
YOU MUST E-MAIL ME(email@example.com) AND ASK FOR PERMISSION!
You may not make any changes to it. You can ask, but the answer will be "no"
in almost every case.
You cannot make it seem like you wrote the guide yourself IN ANY WAY. It must
be clear that it is my original work.
You may not re-write it yourself in your own style. It's called plagiarism.
Even if you change every word, plagiarism is the theft of IDEAS.
If I grant you permission by E-mail, you should give me an E-mail address which
I can inform you about updates to the guide.
If I grant you permission by E-mail, you should give me a hyperlink to the web
site on which you post the guide.
Can I send you E-mail?
Yes, but PLEASE read the Contact Info section at the bottom of the guide, after
you make sure it's not one of the questions below!
Where is the 1000th lum?
Read my walkthrough for the Tomb of the Ancients!
Where's the last cage in the Fairy Glade?
You'll find out when you get to the Echoing Caves.
I can't find so-and-so lum...
I can't list the location of EVERY lum and cage in this game. I mention the
location of any off-the-path cages and lums, but the ones that are obvious to
me might be completely missed by someone else. If you really need help, read
David Wouter's guide for the N64 version over at www.gamefaqs.com. He has done
just that, and the guide is pretty impressive.
Where's the sixth crystal?
That depends...which one are you missing? Geez...the list is around the bottom
of the guide, so go to each level and see if it's there.
============================ II. Version History ==============================
v1.3 - March 26, 2001 - Found the 1000th lum, so fixed all the appropriate
sections. Thanks to the people on the GameFAQs boards(esp. riveler) for this
v1.2 - March 9, 2001 - Fixed one(perhaps the only?) typo in the guide. Thanks
to krustster on the GameFAQs boards for helping me with my constant struggle
for perfect grammer[sic]!
v1.1 - March 3, 2001 - Ran the guide through a spell-check.
v1.0 - March 2, 2001 - First version. Complete, but I plan to add more detail
to a few areas if I get any criticism.
Level One: The Woods of Light Lums: 5 Cages: 2
Use this level to get used to the controls and the game itself. There are
these things called "lums" that contain a little of the world's energy - if
you're up to the challenge, try to collect all of them. Also, you will find
your friends stuck in cages throughout the world - try to free them all. Your
life bar increases in capacity after every 10 of them. You meet a few
characters in this level - Globox the frog(I guess), Ly the fairy(who you must
save), Murfy the flying guy with big teeth, and the king(s) of the Teensies.
After the intro movie when you gain control of Rayman, shoot open the grate and
go into it. Slide down, grabbing the red lums as you go. In the next area,
follow the river to the first cage of the game. Shoot it open, then grab the
lums and fall down.
In here, grab the lums on the ground level(make sure you get the one behind the
waterfall) and then jump up to the cave. You need to use a helicopter jump -
press and hold A until you reach the height of your jump, then tap A to start
spinning. Go through this cave after talking to the little Globoxes, then walk
through the cave to the rock wall. Jump between them and press A to hold
yourself between them, then jump again and press A at the height of your jump.
Repeat until you reach the top. Shoot the cage and meet the Teensies, then
move on to the next area.
* NOTE * Did you notice that purple round lum on your way up? Once you gain
the power, you can shoot this and swing across to a Dreamcast-exclusive area
known as the Globox Village. More on this later...
Level Two: The Fairy Glade Lums: 50 Cages: 7
Welcome to the first real level! In this level, you will learn the basics of
progressing through the game. You are introduced to swimming, switches, simple
puzzles, exploding barrels, updrafts, purple lums, and battles. Good luck!
In the beginning, grab the lums in the immediate area(including the ones
underwater). Jump on the mushroom with an area pointing down to it, then climb
your way to the cave. Make your way up and around to a switch. Shoot it, then
walk across the branch and get the cage. Jump back down to the ground and
enter the gate you opened.
In here, make your way to the top(float on the barrel in the watery area to get
some lums). Jump on these two machines and enter the cave. Climb up the tree
here into an open area. Note that you CAN'T GET THE CAGE IN THIS AREA YET.
Later on you will be able to enter this area from another entrance, and you
will be able to get the final cage and its two lums. Anyway, climb across this
area, avoiding the piranhas as you go. Follow the path to an open area.
Here you find a pirate tossing exploding barrels at you. Follow the left path
to get some lums and a cage first, then return here and stand on the platform
in the middle of the ground with the X on it. When the pirate throws a barrel
at this location, jump out of the way and let it hit the planks. Jump down
through the newly created hole. Kill the pirate here and jump across the
debris. Climb the web, alternating between left and right to avoid the
barrels. Shoot open the door with the X over it.
In this open area, kill the pirate and enter the room. Kill the pirate here(by
grabbing an exploding barrel and tossing it at him, to save time) and grab a
barrel. Walk back outside and toss it at that door with an X to find a cage.
Go back to the first room and climb the gate. At the top, cross the netting
and grab any lums in the area. In the next area, you see a blue laser scanning
the floor. Time your jumps well. Shoot the switch and enter the door. Kill
the pirate, shoot the switch, then jump to the room below. Follow it to an
open area. Go down to your left to a little cave with a large machine.
This is a little tricky. After defeating the pirate, enter the cavern and grab
an exploding barrel. Walk forward until a flying bomb gets too close for
comfort. Throw the barrel up by pressing A, then shoot it down while standing
in place. With the barrel in hand again, walk forward and repeat. By this
time, you should be close enough to hurl the barrel at one of the bandages.
Do this three times(once for each bandage) and you free Ly. She gives you the
power to use purple lums. Yes, now you can return to the first level and enter
the Globox Village.
Go back outside and climb the net. Shoot the purple lum and swing across to
the new area. In the shaft with oil at the bottom, float down and grab lums.
At the bottom, walk across the bridge and get the *FIRST CRYSTAL*. These are
used to access the bonus levels in the Globox Village.
In the next area, you must use your helicopter to float up the updrafts. Grab
the scattered lums on your way up, and shoot the cage at the top. Exit the
Let me reiterate...YOU CANNOT GET ALL THE CAGES OR LUMS IN THIS LEVEL YET.
Secret Entrance from the Echoing Caves
From here, shoot the plum and jump on it. Go downstream until you can jump to
the spiderweb. Climb it and climb across the big horizontal spiderweb to the
next level. Jump and swing across purple lums to the pirate ship. Let the
pirate blast a bridge down for you, then enter the passage that appears. Kill
the sleeping pirate here. Get the *FOURTH CRYSTAL* and find the cage, then
fall down the hole to return.
Level Three: The Marshes of Awakening Lums: 50 Cages: 5
This level is one of the most fun in the game. After the little intro, you get
to water-ski on your friend's back through the swamps. Enjoy!
Jump across the lilypads(remember the branch to the left) to the net and jump
over it to the floating bridge. Shoot the cage here and meet Ssssam. Shoot
him to start your water-skiing adventure. This part is very straightforward.
Some of the lums are difficult to get, but they are all out in the open. Use
the L-trigger to slouch down whenever you see a piranha. Slouching will keep
the fish from knocking you off.
Level Four: The Bayou Lums: 50 Cages: 7
This level is very straightforward. You need to keep moving in a few parts, or
the ship will shoot you into the marsh. Here's where you may have trouble:
-In one area, you will see a cage below you, but you can't shoot it directly.
Ricochet bullets off the nearby wall to open it.
-In an area a little after it, you see a purple lum and a tree with a large
crack in it. Swing across the lum into the tree to find another cage.
-After that, you find another large tree trunk with a monkey-like pirate inside
it. Swing across, stay near the edge, and get it to chase you. Jump in the
air near the edge and make it fall off. Continue on...press the button and
dash across. Go left at the first opening, then press the switch. Go down
instead of up and find another cage, then continue up to the exit.
Sub-Level Four: The Walk of Life Lums: 50 Cages: 0
After you enter The Bayou, turn left instead of looking forward to the rest of
the level. You see six pillars. Go talk to Ly in the center of it, and you
warp off to The Walk of Life. You need 100 lums to do this.
In this level, you must run through the level quickly, collecting lums as you
go. Be sure to grab all the lums on this level...the time doesn't matter at
all. In fact, if you fall off, the time limit is restored to 30 seconds.
Level Five: The Sanctuary of Water and Ice Lums: 50 Cages: 2
This is your first Sanctuary, complete with puzzles, a boss, and a mask. The
only new concept in here involves the magic spheres. When you find a colored
ball(blue or yellow in this level), find the little pyramid that matches its
color and toss the ball onto it. These often unlock doors.
The level begins on the beach. Turn around and walk across the bridge to the
first cage. Go back to the beach and climb up the cliff. Go into the cave and
jump in the water first. Swim down into a passage until you find the cavern
with a cage and the *SECOND CRYSTAL*. Swim back and climb on up into the next
Time for a puzzle! Behind the house on the right is an exploding barrel. Pick
it up and blow open the door of this house. Get the sphere in the house and
throw it onto the receptacle. Repeat this with the house on the other side and
enter the door. Go around the path to get the lums - you should have 40 by
now. Go into the door.
This area is another sliding path. Slide down and grab lums as you go. At the
bottom, you will face the first boss, Axel. To beat him, just swing across the
purple lums in succession until you reach the end, then shoot the icicle to
kill him. Swing across them again and continue on to reach the end.
Level Six: The Menhir Hills Lums: 50 Cages: 8
Oh boy...this is a complicated, tedious level. In here, you meet a strange
bullet. You can ride on it, just like a horse. To do this, run around until
it gets tired and stops moving, then run into it and take off.
In the beginning of the level, turn around and find a switch behind a rock.
Flip it, then go down the grate you opened in the middle of the three rocks.
Get the cage and go back up. Find the running bullet and ride it over to the
structure. If you aim it towards the door and jump before you hit it, you can
get the next cage. Enter the structure and kill the two pirates(or sneak past
them). They are guarding a cage to the left. Get it, then go straight to the
next area.
In here, jump up the mushrooms and swing across the purple lum to get a cage.
Go back down and ride the shell across this next area. This ride is tougher,
but you'll get the hang of it. The yellow lum is on the right path when you
reach a fork. When you reach the end, blast through the door with the X over
it again.
Before you go into the house, go to the ground and grab the barrel. Walk into
the ground-level entrance to the basement. Walk into the flame on the wall
with the barrel to rocket yourself over the gap. On the other side, grab a
barrel and throw it up to the cage. Rocket yourself back. You probably
wouldn't be able to find this cage without playing further in the game first,
since this technique isn't introduced until much later.
Go into the house by flipping the switch past the pirate. Meet your buddy,
Clark. He's not feeling so good...you need to get him the Potion of Life from
the Cave of Bad Dreams. This is discussed in the next section.
Once you give him the potion, he will bust through the wall for you. Go
through and make your way to the top of the area by swinging across the four
purple lums. Break the cage and go to the next area. Hit the switch to open
the gate for Clark. He breaks through one more wall for you. Go down these
stairs. Find the two cages in the area, then hop on the shell. At the end of
this path is the exit.
Sub-Level Three: The Cave of Bad Dreams Lums: 50 Cages: 0
Enter the Marshes of Awakening. Instead of jumping across the lilypads, go
left onto the branch and follow the path around to the top. Meet a spooky
Cyclops at the top and enter the Cave of Bad Dreams.
The beginning of this level consists of some simple jumping problems. Go
forward until you reach a magic sphere receptacle. Kill the enemies on the
platform to get the sphere, then move on to the next area.
Go in the cavern to the left in this new area. It forks into two paths. The
left path has the silver ball and the right path has the gold ball. You must
follow the path to the ball, then throw it and follow it back to the entrance.
Note that if you accidentally throw a sphere into the brambles below, it will
magically reappear from where you threw it. Once you put both the spheres on
their receptacles, enter the next area.
Go down the slide here. Move fast and shoot the crystals, or the Cyclops might
get you! At the bottom, you face him in a real boss battle. This consists of
two strategies: avoid his flames while you jump across the platforms, or shoot
the skulls that the throws to freeze them and turn them into new platforms.
It's hard to express in words. Chase him to the very end. You will find a
huge pile of gold! You can choose between keeping it or moving on with your
journey. Try the first option - the sequence takes a deep, symbolic look at
the isolating effects of money...but you can interpret it however you wish!
For some reason, you must pick the second option to move on(you choose again
after watching the first), unlike in the N64 version. Take the life potion
back to your pal Clark.
Level Seven: The Canopy Lums: 50 Cages: 4
This level introduces two new powers: Globox's power to create rain storms at
will, and your power to charge up your shots. When you lead Globox to certain
objects(laser doors, fires, plants...), he will create a storm to allow you to
continue on your journey. About halfway through the level, he gives you the
silver lum that will allow you to charge your shots by holding B.
You begin the level in a cave. When you walk outside, a spider will chase you
around the big room. Collect the sixteen lums, then shoot the purple lum in
the center and swing to the exit. To get the cage under the platform, do a
helicopter jump to the side of the platform and shoot as you float down. The
exit is through the cave near that platform - just follow it to the other side.
In this open area, cross the plank to your left. Kill the pirate(be careful!)
and walk up to the next wooden plank. The camera zooms behind you; shoot the
switch in front of you across the gap. This frees your pal, Globox. Go back
to the beginning of this area and cross the other plank. Lead Globox to the
laser door, and he will summon a rainstorm to short it out. Go through the
door and fall down the tunnel to a new area.
Lead Globox to the plant and he will summon up a rainstorm. Jump on the flower
that appears and stand on the right side of the flower. It will transport you
over to another platform. See the tall pillar here? On the back of it is a
bandage - shoot it to make a ramp for Globox to cross. Once he crosses, lead
him into the cave and have him put out the fire. Cross the path and meet a
pirate. Globox is a scaredy-cat, so he'll run away. Once you kill the pirate,
you must find him and get him to follow you again. This time, he gives you the
silver lum mentioned earlier.
In the next area, a ship starts bombing you and a pirate appears in the
distance. This is a great time to try out your new power - just hold B and
release when he fires off a shot. When you defeat him, find Globox and
continue on.
The next open area has a strange-looking plant surrounded by three lums. After
you use the purple lum to get the cage in the corner and the lum on the roof
to the right, lead Globox to this plant. Once it grows, step into it and sneak
into the fortress. Open the cage and take the exit.
Level Eight: Whale Bay Lums: 50 Cages: 4
In the beginning, you find a big enemy in a barrel after exploring a bit. You
can destroy him, but it's a complete waste of time. Jump into the water(behind
the glass wall) and swim to the other side(collect the one yellow lum if you
want). Hit the switch and go through the nearby cavern before the barrel guy
finds you. You can climb on the netting by jumping up to it. Once you get the
lums you need, jump on top of the net and continue onward.
In the next area, kill the pirate jumping around the huge ship in front of you.
Flip the switch on the ship by climbing up the barrels to your right, then
enter the door it opened. Make your way over the barrels to the next area.
Kill the pirate on the center island here. Go into a small alcove to your
right and grab a barrel. Toss the barrel at the door near the island and break
open the cage inside. Climb the trees and swing across the new purple lum onto
the balcony. Walk through to the next level.
Look around at the scenery...it's quite nice. Swim underwater and enter a
cavern near the shore. When you come out on the other side, walk to an open
room. Shoot the switch on the other side of the room to free Carmen the whale.
Go back to the room and you find a walking shell. Ride it through the only
exit and hit B to accelerate before you hit the gap. You sail over it into the
X-door on the other side, which has a cage inside the room. Make your way back
to the open ocean.
Find Carmen the whale and swim through the air bubbles he leaves behind. In
the next area, do the same, except go faster, or the piranhas might get your
air. When you see a ship, diverge from the path. If you want a crystal, go to
the cavern left of the ship. When you reach the surface from this place, jump
on the platform and bounce up to the *THIRD CRYSTAL*.
Return to the area where you left Carmen and go straight to the ship. Swim up
into a new area. Start this area by climbing to the top of the ship. Find a
purple lum and use it to swing to the top compartment(I don't know my ship
parts...), in which you find a cage. Jump your way over to the water slide and
grab the lums on your way to the land. Climb to the cave with the
monkey-pirate in it and free the Teensie. Go to the exit above.
Level Nine: The Sanctuary of Stone and Fire Lums: 50 Cages: 4
In this level, you are introduced to a magic plum that can bounce and float on
lava. Grab and throw it just like a barrel. Jump on it to ride it, and shoot
in any direction to push yourself in the right direction. I hate this level.
You will too!
Make your way around the path until you reach a building. After killing the
pirate, shoot a bandage near the top to unlock a purple lum. Use it to swing
over to that platform above the lava. Standing on the platform, shoot another
bandage to unlock another purple lum. Use the new one to reach your first
super glove(or whatever you call it...it makes your shots more powerful until
you get hurt thrice). Go back down and into the cavern. Cross the platforms
(after killing the pirate) until you find your first plum. Instead of going
onward, you need to do some backtracking to get some cages, if you want...
Hop on the plum and head back to the beginning of the level. It only goes one
way, so you can't get lost unless you start going backwards. Near the
beginning is a cavern with a tree in the middle. Throw a plum on the spike in
the lava here. Jump on it and across to a new area. Take a plum and impale it
on the horizontal spike in front of you. Once it sticks, dash under it and
catch it. Repeat with the next spike. Near this spike is a hallway in the
left wall - throw the plum up, then step out and jump on top of it to catch it
on the bounce. Jump again to get up there. Shoot the cage and return to the
place where you found the first plum.
One more cage behind you. Go back a bit to the nearby open area and look for
a ledge. Jump up to it and go inside. See the monkey pirate? Throw a plum
(in the corner) on his head and use it to jump up to the next cage. Return.
Now you can move onward. Go through the lava to the next area.
Murfy talks to you, and you find yourself in a grassy area. See that X-sign
pointing left? Take that path to a very long temple. It's not on the main
path, but it has quite a few lums and cages. I won't guide you through it, but
here's some advice...
-When you reach the area with the walking shell, use A to jump over gaps.
-In the end, check the middle door first. The exit is in the left door.
Done there? Go back to the place with the X-sign and go right. Continue down
the long path. Eventually, you'll find a metal grate. Go around and get the
cage you saw earlier, then return and go the other way. Jump on the platform
and onto the ledge. In the next area, you must face a mini-boss. He acts like
the ghosts from Mario Bros. - he doesn't advance unless your back is to him.
Either stand against a wall so your bullets ricochet and hit him, or just wait
for him to sneak up on you, then quickly turn around and shoot him. When he
dies, you get a plum. Use it to reach the ledge on the far end of this room.
Go down this lava passage on your plum. When you reach an area with a big
circular thing to your left, start scanning the right wall for the passage to
the final cage. It doesn't show up for awhile, but watch for it. You need to
do some fancy spider web bouncing and climbing to reach the top. At the top,
float down to the exit.
Grab the gold sphere and throw it to the platforms in succession. Be careful
not to get too close to the black worms or the various flames. At the bottom,
walk to the edge of the lava. Throw the sphere up and shoot at the plum to
make it bounce towards you. With the sphere in hand, walk onto the plum when
it gets close enough. Throw the sphere when you get close to the next ledge,
then jump to it yourself. Continue to the large circular room and place the
sphere on the receptacle. It opens up another path for you. Take this path.
Does this place look familiar? You were just here. Be sure to grab the high
lum on this platform by throwing a plum up directly under it, then stepping out
and jumping on it to catch the plum on the bounce. Jump again to get the lum.
Continue down to the exit to this area.
This next area is different. Jump on the plum and go forward a bit, then shoot
the blocks in your way thrice. Go through this exit and continue. Slide down
a long slide, chasing a purple lum into that circular room. Use it to swing
your way around to get the lums and get the silver sphere. Once you place the
sphere on its receptacle, Umbar will come to life. Use the purple lum to swing
yourself to a step, then get to the highest block. Jump onto Umbar's head. He
walks through the lava for you, but you should jump off before he sinks.
Before you get the next mask, get the final lum behind you when you enter the
new room. Congratulations...hope you don't have to do this level again.
Level Ten: The Echoing Caves Lums: 50 Cages: 5
...and now for something completely different. In this level, you get to use
those exploding barrels as rockets. You soar through most of the level! This
level also includes the alternate entrance to the Fairy Glade.
In the beginning, you must activate four switches to unlock the door. To find
the first one, go to the pirate ship and kill the pirate. The switch is on the
top deck.
To find the second switch, go outwards from the pirate deck into the nearby
hole with an arrow pointing into it. Fall, and swim into the pond. The switch
is on the other side. Return, and throw a plum on the monkey-pirate's head.
Jump on him and climb your way to the first area.
To find the third switch, from the beginning of the level, go forward to the
gap with a platform on it. Jump across and continue forward until you fall
down to some shallow water. Kill the pirate here and flip the switch.
To find the fourth switch, find the button on the other side of the pond from
the third switch. Push it, then climb up the platforms onto the net. Follow
the path at the top of this net. Jump on the flying platform, but jump off
before it flips you over. Get to the ship on the other side. Press the button
inside to open the door and flip the switch on the other side. Return to the
Now that you have flipped all the switches, go down into the unlocked door.
Grab a barrel and open the door behind you to find a cage. Take another barrel
and walk into the flame. You're flying! Get used the controls, then get the
cage and lums at the top of the structure. Use another barrel-rocket to send
yourself to the next area. In here, follow the path of lums to the upper left.
This is the entrance to the Fairy Glade. See the Level Two Walkthrough for
more information on this place.
After visiting the Fairy Glade, drop down to the platform with the
monkey-pirate. Make him run off the platform, then grab a barrel and bring it
into the fire. You blast off towards a switch on the other wall. Release when
you get close to it, then return to the platform. The door is now open, so
enter it. Throw a barrel up to hit the cage above you, then rocket yourself to
the next platform. Get the cage here by jumping on a trampoline to the left.
After killing the pirate, press the red button to open the gate and use the
barrel to continue onward. The rest of the level is straightforward from here!
Level Eleven: The Precipice Lums: 50 Cages: 6
This level is as simple as they get. Run and jump quickly through the level.
Move constantly, or you might get blasted. In the end, be sure to go past the
exit and find the upwards ramp to the left. Here, you will find the final ten
lums and the *FIFTH CRYSTAL*.
Level Twelve: The Top of the World Lums: 50 Cages: 2
This level introduces a strange form of transportation. You sit in a chair,
which follows an electric path to the destination. You can move left and right
in a circle to collect lums and avoid obstacles. Note that you can shoot while
in the chair. The second half of the level has three of those huge barrel
enemies, so be prepared.
Start by tricking the monkey-pirate into jumping off the cliff, then hop in the
chair. Good luck! You'll need it if you plan to get all the lums here.
Once you finish your chair ride, the hard part of the level begins. Kill the
barrel pirate down the hall by stepping out and firing a stream of bullets, or
just stay in a safe area and ricochet bullets to kill him. Go down the hall
when you finish him off. Jump over the barrels into the alcove and climb up.
In here, grab a barrel and hurl it at the barrel pirate to kill him. Go back
and grab another barrel. You need to go into a passage on the left(from where
you entered) wall. In there, step on the flying platform, still holding onto
the barrel, and cross the gap. Step off and toss the barrel at the door here
to free the Teensie. Collect the lum and the power fists here. Return to the
big room and take the other upwards exit.
In here, kill the barrel pirate with your power fists. Get the higher lums by
jumping across platforms and get the cage in the corner. Take the exit when
you finish.
Level Thirteen: The Sanctuary of Rock and Lava Lums: 50 Cages: 6
Although this level is quite tedious, it's relatively simple, and it's MUCH
better than the Sanctuary of Stone and Fire, despite the similar name.
Start the level by going forward and across the various bridges. In the open
area, kill the eyeballs and move on. Note the big monster to the left of the
entrance...he probably does something, but I have no idea what. Continue on...
this beginning part is pretty straightforward.
When you get into the temple, make your way across the brambles to a room with
a flower in the center. Hop on it and it will take you into a bramble pit.
This part requires PATIENCE, so just ride it out and shoot the tentacles when
needed. When you reach the bramble pit, jump off just as the flower is
consumed in flames. Shoot the wall when you have some time. Do the same with
the next two flowers. As you fall down the long pit, be careful - a wind will
blow you to the left if you use the helicopter all the way down. Continue to
the final room. Grab the two lums behind the columns, then stand near the
exit. When you shoot it, the bullets will ricochet to hit the cage above you.
Take the exit.
Sub-Level Thirteen: The Walk of Power Lums: 50 Cages: 0
When you enter the Sanctuary of Rock and Lava, turn left and talk to Ly. Go
through the level, collecting the lums along the way. In the end, you will get
a fist of power.
Level Fourteen: Beneath The Sanctuary of Rock and Lava Lums: 50 Cages: 4
This level is pretty simple. In the very beginning, Ly gives you a silver lum
that gives you the power of flight! When you hold A, you will float up instead
of just floating downward slowly. Hold the left trigger to strafe.
In the beginning, kill the black worms and look for the first cage. When you
see it, turn around and go through the small opening. Follow the path around
to get the cage. Return to the main room.
Float upwards into the bramble patch. Don't touch the walls! Go through the
long path until the wind stops blowing. Kill the pirate and go to the corner
with a few lums. Below the bridge is a cage, so float down and get it. Take
the only exit in the room. To break open the floor, float up to the angled
surface above it and shoot to make the bullets ricochet to the floor. Grab the
lum near the ceiling, then float down into the hole.
Float and follow the path here to the end. At one point, you can enter a
side-room to your left; this room contains the final two cages. Get them and
return to the main path.
When you enter the final room, the guardian Foutch appears behind you and
smacks you down. You lose your ability to fly...but the game wouldn't be fun
if you had that all the time, would it? Run around this circle. When you see
a spiderweb, jump on it and shoot the stalagmite above Foutch. Once you make
three stalagmites fall on him, he's finished. Jump on a spiderweb and swing
from the purple lum onto the platform above you, then follow the path to the
Level Fifteen: The Tomb of the Ancients Lums: 50(51) Cages: 6
Start by going down the staircase. At the bottom, jump across the pool to find
a cage and a switch that opens the gate. Go past the gate and a spider will
pop up behind you. Run into the next room. Collect the lums around the pit,
then go into the pit to flip the switch on the gravestone. Climb back up and
cross the debris into the next area.
The path now splits into three rooms. Go in the left and flip the switch in
the upper right by climbing the spiderweb and jumping up to it. Go in the
right path and flip the switch behind the far gravestone. Finally, go up the
center path. Cross the platform bridge you made and climb up the spiderweb.
If you want a secret lum, face the pond after you've climbed the web. Jump to
your right(on the left side of the room when you entered) facing the pond and
go until the wall bends(the "corner"). Go a little farther and make a U-turn.
Look at that, there's a crack in the wall! Go behind the wall and land on the
platform. Continue on. Kill three pairs of pirates in the skull's eye
sockets, then grab the lum and exit.
Go down the passage into the next area. Shoot the cogs and jump to the barrel.
Float down on these barrels to the end. When laser fields block your way,
shoot the nearby button shortly before contact. If you hit it too soon, it
will zap you right as you go through.
When you reach a new room with a barrel, rocket yourself across the room into
the tube. Once you finish there, fall back down to the platform. Follow this
path to the end - a boss battle against Clark.
To defeat Clark, hit all three of the buttons to activate a blue laser. Get
Clark to run into it after you jump to the other side. When he falls forward,
shoot the device on his back. Repeat this a few times to destroy the device.
Shoot the cage and take the exit.
Level Sixteen: The Iron Mountain Lums: 50 Cages: 3
This level is one of the best of the game. The first third is typical, ending
in a hot-air balloon ride. The middle third involves an intense ride on a
walking third. In the last third, you steal a pirate ship to save the little
Cross the bridge in the beginning. Swing across the scattered purple lums to
get some lums. In the room across the bridge, you must shoot the two switches
while you rotate on a platform while avoiding a laser! It's easy to get the
first switch, but the second will be tough. Shoot in its general direction and
hope for the best. You can get into the hole and bypass the electric field,
but it's quite difficult.
In the next area, kill the two pirates. Climb up the various boxes and the net
to get inside the ship. Continue until you see a huge cliff with currents
flowing downward. Before you jump off, look behind you in the far corner -
you'll find the *SIXTH CRYSTAL*. Jump off and float onto the balloon at the
In this next area, go onto the box in front of you. When the huge bird jumps,
the box will bounce also. Use this to get into the tunnel. Get past the
monkey-pirate to the exit on the other side of the room. Ride the walking
bullet around the wooden structure. There are eleven lums on the very top
surface of it. If you go straight and then follow the arrows from the
beginning of this, you find a strange courtyard. Flip the two switches on the
sides of the walls, then go through the gate. You're back at the entrance
again. Make the chicken run into the four stones to reveal four lums. The
exit is on the edge - jump to the cave when you see it.
Now, you enter a darker area of the world. To get the lums behind you, kill
the pirate and grab a falling plum from the floating crate. Throw the plum up
around there, then jump on it. Jump to the lums. To continue, swing on the
purple lum on the left side to get to the ship. Continue across the ships and
to the bridge. At the end of it, you find Uglette, who's lost her children.
You must go to the four mines(north, south, east, and west) and collect the
kiddies. I generally start south and go counter-clockwise around, then return.
When you finish, one of the kids gives you the fourth mask.
Level Seventeen: The Prison Ship Lums: 94 Cages: 0
This is it...the final action level. After some sliding areas, you meet the
flying shell. Use the control pad to steer and the L trigger to turn.
The first area is a basic downward slide. Grab the lums as you go. The second
are is a complicated downward slide. Grab the lums as you go, although it will
probably take a few tries. Shoot any switches you can, as soon as you can.
Each one will open up more of the path. In the end, you need to hit the circle
at the right angle to grab all the lums. Once you start going around, keep
your momentum up - you can go around at least five times if you keep your
momentum and you don't make any jerky movements.
In the next area, as you go down the ramp, the toughest pirate in the game pops
out behind you. It would be wise to go down the ramp and jump to the power
fists. Even with the fists, it will take FIVE shots to kill this guy. Good
luck. When you finish, shoot the switch on the lower platform and return to
the top. A flying shell now runs out to the edge for you to ride. Fly around
and grab all the lums, then go through the far exit by flipping the switch on
the platform leading to it.
The final area is a tough flying area. The path never forks, but try not to
turn yourself around. In one part, you can see the sky and a laser turret is
firing at you. Keep moving, and change your direction constantly. The next
area after that one is the final area.
Level Eighteen: The Crow's Nest Lums: 0 Cages: 0
This is it: the battle with Grolgoth. He has three attacks...for one, he lifts
his feet and throws some big energy balls at you. Misdirect these. For
another, he jumps at you. Stop Z-targeting and RUN. For the last attack, he
tosses three flying bombs at you. When you shoot them, they bounce back at
him. He can step out of the way for these. The easiest way to hurt him?
Z-target him as the bombs soar towards you. Don't move, then fire one bullet.
As you shoot the other two, move to the left or right. One goes straight at
him, and the others go where he could be. When you finish him up, watch the
cinematic and get ready for the second attack.
This place is divided into a few parts: the center arena, its upward tube, and
two side tubes(in which the bullets generate). Start by grabbing some bullets.
Shoot Grolgoth's arms first, then toss the other three bullets at him while he
soaks in the lava. After a round or two of this, he will start to fight back.
Balls of energy seek towards you. To get rid of these, do some sharp, circular
turns right near walls or tubes. They can't turn quite as sharply as you, so
this is the easiest way to get rid of them. When Grolgoth starts to hang out
higher up the tube, shoot his arms and then his body just as before.
=================== IV. Dreamcast Exclusive Mini-Games! =======================
0. The Crystals
One of the things added to the Dreamcast game are several mini-games. To
activate them, you must collect some crystals throughout the game. Where are
they? Here's a short list. Check the full walkthrough for more info.
FIRST CRYSTAL: Fairy Glade. This is on your path after the big, oily drop.
SECOND CRYSTAL: Sanctuary of Water and Ice. Swim to the underwater cave in the
very first pond.
THIRD CRYSTAL: Whale Bay. After you follow the whale to the end, instead of
going into the ship, go to a cavern over to the left. It's at the top.
FOURTH CRYSTAL: Fairy Glade. When you take the alternate entrance, it's to the
left of the exit.
FIFTH CRYSTAL: Precipice. When you find the exit, keep on going to the left.
Go up the ramp and get the crystal.
SIXTH CRYSTAL: Iron Mountain. Before you float down to the balloon, go the
back left of the platform.
To use these crystals, enter the Globox Village(read the Woods of Light
Requirements: 2 Crystals
My Score: 15'07
In this game, you must collect the lums on this Q-bert style world. The
quickest route is up the right side, then down the left side.
Requirements: 4 Crystals
My Score: 16'16
In this game, you must collect the lums in this pyramid of trampolines. The
path is pretty defined in this one, but there are a few shortcuts to take.
Start by jumping on the first web and going right. Make your way up the right
side, then fall down the left side. Try to fall straight down and collect the
lums as you go. You move much faster when you let gravity do the work.
Requirements: 6 Crystals(or hold L+R and press B a few times on the "PRESS
START BUTTON" screen until you hear a sound, then select the last option)
My Score: I get bored before 10k
In this game, you collect the lums in the center while avoiding the monster.
You get points for killing the monster - set a wall near it so it gets crushed
between the rotating wall. Stand in the center to collect lums, then return to
your base. Get the good items while avoiding the bad ones.
Requirements: Download the SPA file from www.rayman2dc.com
My Score: 12400(too lazy to play it for that long)
This game is very similar to something...Hurricane, I think? You are on a
circle, and enemies are coming out of the center. You must shoot them.
Skulls: when you shoot them, they turn around. They die when they crash into
other skulls. Make them turn around towards the center when you must.
Bombs: they explode when you shoot them.
Plums: they are some kind of power-up/power-down. If you see one called
FRIENDS, get it! This will give you two auxiliary cannons.
Requirements: Download the LIF file from www.rayman2dc.com
My Score: 14'25
In this game, you must swing up some purple lums to collect the red lums. This
one is tough...try to stay in one plane and just swing your way up.
VI. MENezis
Requirements: Download the MEN file from www.rayman2dc.com
My Score: 163(yeah, I'm not very good at this one)
This is a side-scrolling shooter featuring your favorite letters of the
alphabet! Use B to shoot and A to 'evade'(jump out of the line of fire for a
few seconds).
============================== V. Contact Info ================================
E-mail: email@example.com
Web Page: http://go.to/SloDethFAQs
E-mail Rules:
Don't ask me questions that are already answered in the guide! Search for it
before you email me! It will save you AND me some time. In fact, read
David Wouter's guide for the N64 version over at www.gamefaqs.com too!
Make sure you are reading the most updated version of the guide.
Include the name of the game or guide in the subject. Rayman2 is enough.
E-mail me just about ANYTHING: questions(not answered in the guide), comments,
praise, constructive criticism, requests...
Ask me if you can use this guide. I will almost certainly let you, as long as
you ask politely.
Don't E-mail me crap. Don't ask me to join a website, like AllAdvantage.
I've received way too many of those.
Don't spend any less than one minute writing your E-mail. Check it over and
make sure you used correct spelling, decent grammar, and capitalization.
AOL slang is not up to my standards. Don't use "r u" instead of "are you" or
anything like that. It gets on my nerves. If you do that thing where you
cApItAlIzE eVeRy oThEr lEtTeR, don't expect a response.
ICQ Rules:
Do whatever you wish. I don't care about ICQ very much. Put my number on spam
lists, tell it to your friends, and flood it with whatever you want.
What you can find at my web page:
-More info on me(in case you care)!
-Links to all of my guides!
-The most recent versions of my guides!
-HTML versions of my guides!
-Feedback forms, surveys, and some other crap!
-News on what I've done and what I plan on doing!
Please do not distribute this guide in any way without my explicit permission.
I'm sure you could use it and mutilate it to your pleasing, but I'd appreciate
it if you write to me first. I'm very willing to give out this guide, given
that it is not changed in any way.
Or, as they say, This document Copyright 2000 by Martin Silbiger.
/) ,-^ ^-.
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|-=====-| |>>>>>>>>>>>>> | />>\ />>\ |>>>>>>>>>>>>>>>>>>>>>>:>
`-------| |--------------| \__/ \__/ |-------------------'^^
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text:
Catching Up With Janis Ian
Janis Ian is a woman on the move. The legendary singer/songwriter is in the middle of a U.S. tour when her convoy pulls over somewhere in the Northwest mountains and she takes the opportunity to sit down for a brief interview. We talk about the recent release of the audio book version of her 2008 autobiography Society's Child, which spans over half a century of Ian's artistic career and personal achievements.
Janis Ian is a woman on the move. The legendary singer/songwriter is in the middle of a U.S. tour when her convoy pulls over somewhere in the Northwest mountains and she takes the opportunity to sit down for a brief interview. We talk about the recent release of the audio book version of her 2008 autobiography Society's Child, which spans over half a century of Ian's artistic career and personal achievements.
The audio book offers nuances that distinguish it from the original. The intense prologue opens with a 15-year-old Ian attempting to maintain composure on stage while an angry mob chants "N*****-lover!" in time to the beat of her iconic hit song "Society's Child (Baby I've Been Thinking)." Despite the harsh memories, it was a pleasant surprise to hear Ian's singing accompanied by the sounds of her guitar integrated into the reading. It was like sitting in her living room, listening to her tell her story; the tone of her voice attuned to the emotion of the dramatic experience.
Ian is a great storyteller. It's what she does best. Her words rarely stumble and her voice is like a sturdy oak. To witness her vulnerability slip in through the cracks of what is a mostly assertive demeanor is enchanting. How did she manage to hold her own as an adolescent wading through the messy waters of the corporate recording industry?
During a break from one of her first recording sessions, a producer explained to Ian that if she changed one key word in "Society's Child" — the word black — a number one record would be guaranteed. "I made the choice not to change it. It became a success despite that, or maybe because of it, who knows. And I'm glad I made the choice I did." That incident wouldn't be the last time Ian stuck to her guns when it came to writing her truth.
Years later, Ian wrote for The Advocate, as the resident iconoclast and was still getting herself into trouble. "I wrote one article called 'Lesbian Chic: A Contradiction in Terms' and it came out when my partner and I were on vacation in Provincetown and Lea DeLaria had to defend me against a group of enraged lesbians." Ian often leaves a trail of controversy in her wake. But it doesn't seem intentional; it's just in her nature. Ian isn't pretentious in her disagreement; she just tells it like she sees it and lets what may come, come.
Ian's personal relationships with both men and women also stirred up controversies for the folk singer, mainly in her earlier years. Her first marriage to a man ended in 1983, and Ian came out as a lesbian a decade later. Or so everyone thought. "I was actually outed in 1977 in The Village Voice, but nobody picked up on it which was fortunate, because I would have no career otherwise."
Since then, Ian's been happily married to her female partner since 2003 and has contributed to LGBT communities just by being herself — the same way she contributed to the civil rights and women's liberation movements with her music in the 1960s. "I would hope that just being out and talking about my partner for the past 25 years in public has some kind of effect [on people]."
And the fight continues, according to Ian, who still raises awareness of gender inequality. "There's still no female head of a record label, there's still no female head of a major publishing company, and hasn't been and won't be in the foreseeable future. So, things have changed, but not enough."
What can we look forward to seeing next from the Renaissance woman? A children's book based on one of her latest songs, "The Tiny Mouse." Nothing too controversial there, though she is working on a new album expected for a 2014 release, so maybe we shouldn't speak too soon.
The digital version of Society's Child: My Autobiography is available here.

subset: commoncrawl


text:
The gaming community spends a lot of time lamenting the lack of originality and creativity in modern titles, so imagine our collective surprise (and smoldering disdain) when we found out US consumers bought more copies of Duke "....loading..." Nukem Forever than the critically praisedlesser-knowns Shadows of the Damned and Child of Eden put together. These are dark, contradictory, days indeed friends.
You'll forgive us for being a little frustrated. This month, GR featured Shadows of the Damned as ourgame of the month. We even pinned it with a shiny 9 review score, and used a lot of words to describe how fun, fresh and solid of an experience it was. Ok, so it was a little heavy on the dick jokes, but that doesn't near explain why NPD reports it only sold 24,000 on the PS3 and Xbox 360 combined.
Child of Eden, another shining light in a sea of sponsored dance games and reboots, fared slightly better. However, with a final tally of only 34,000 copies sold, that's like saying it got handed a slightly softer ass kicking.
The situation in the UK isn't any better. A few weeks ago, our GR brethren overseas had similar reactions upon learning both Shadows of the Damned and Child of Eden didn't make the top 20, while Zumba fitness came number one and Call of Duty: Black Ops became the best-selling UK title in the history of mankind. To be fair, our Duke Nukem beatdown is slightly more concerning, but it still goes to show there's a disconnect between what the public says it wants, and what it actually buys.
So what is it? Do video game consumers really want quality, or they just saying that to keep the snobby elite happy? True, L.A Noire's number one placement does give us some hope, and true Duke Nukem isn't the total travesty some report it to be, but the outright dismissal of some very promising, lower profile games, is a cause for concern. Hell, lets just blame piracy and/or casual games; we're open to any explanations at this point...
Jul 15, 2011
Tightly controlled chaos makes for some of the year's most inspired fun
God this is depressing. Brilliant new games crash and burn in UK gaming charts. Also, Black Ops confirmed as best-selling game in UK EVAR!
It's not all bad news. Zumba Fitness is number one. Oh, hang on...
Yes, we are very excited for Child of Eden. But this new trailer is just a bit... cringeworthy
Love Rez sequels. Not so keen on advertising hipsters


text:
Software Tester Certification—Foundation Level (3-day)
- Fundamentals of software testing—key concepts, context, risk, goals, process, and people issues
- Lifecycle testing—relationship of testing to development, including different models, verification and validation, and types of testing
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- Test design techniques—black-box test methods, white-box testing, and exploratory testing
- Static testing—reviews, inspections, and static analysis tools
- Test management—team organization, key roles and responsibilities, test approach and planning, configuration management, defect classification and tracking, test reporting
- Testing tools—selection, benefits, risks, and classifications
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3-Day Course Outline
Fundamentals of software testing
Software context—Why does software fail?
Principles, scope, and focus of testing
Debugging vs. testing
Understanding risk
Identifying and analyzing project and product risks
Goals of testing
Basic testing process
Test psychology—viewpoints on testing
Testing Throughout Software Development
Testing and development
Early testing
Models and testing
The "V" model
Verification and validation
Test levels—unit, integration, system, acceptance
Understanding regression testing
Understanding test types
Static Techniques
What is static testing?
Reviews, inspections, walkthroughs, etc.
General review process
Common types of reviews
Roles and responsibilities in reviews
Success factors for reviews
Limits of reviews
Understanding static analysis tools
Test Design Techniques
Overview of test design and the design approach
Documentation decisions
Types of test design techniques
Human/experience-based methods
Black-box (functional) techniques
White-box (structural) techniques
Experience-based techniques
Selecting the appropriate test technique
Test Management
Team organization
Roles and responsibilities
Understanding the test manager
Understanding the tester
Test planning and strategy
Configuration management and testing
Defect/incident classification and management
Tool Support for Testing
Selection process
Risks and concerns


text:
"6 Months Later…We haven't changed at all… or it seems…."
Half a year after the turmoil that rocked the entire city of Ikebukuro— Peace has once again returned to the city and people are living each day normally. The high school students enjoy their days of youth as the strongest and most dangerous man of Ikebukuro works diligently. The informant plots a new scheme and the headless rider is pursued by the cops as she rides through the night…But soon this normal will be cut short by the abnormal. Slowly but surely, the unknown will seize the city and face an all new storm.
[Source: Crunchyroll]


text:
St. Christodulus was born in Nicea in Asia Minor. As soon as he reached manhood, he left his disapproving parents to become a monk in a monastery on Mount Olympus. When his abbot died, St. Christodulus had a vision of SS Peter and Paul, and then set out for Rome, and then to Jerusalem. He fled Jerusalem because of barbarian attacks, and then lived on the periphery of the Byzantine, or East Roman, Empire. Seeing many monks falling into heresy, he came to Constantinople to report to the Patriarch Nicholas II what he had seen with sorrow in these remote areas.
The Patriarch made him an archimandrite and blessed him to be in charge of the monasteries of Latmos in Asia Minor. After a time, St. Christodulus was blessed to travel again and came at last to the Island of Patmos, to the ruins of the holy places where St. John the Theologian had written the Book of Revelation. St. Christodulus quickly petitioned for the funds to rebuild these sacred places, and worked hard to restore their former beauty. Settling there for the rest of his life, St. Christodulus lived at the Monastery of St. John, where his relics remain to this day.


text: Made of DYNEEMA, the bowstrings and cables are pre-twisted and pre-stretched under 800lbs of tension and served under 200lbs, eliminating residual stretch experienced with all bow strings. Combined with their unique serving process, the bow strings eliminate peep rotation and the need for any alignment devices. The servings are extremely tight and will not slip or separate. 16 Color Choices.


text:
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BONES WHEELS ATF Rough Rider Skateboard Wheels Runners 56mm 80a 4pk White$41.95
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All-Terrain Formula™ wheels is a special, soft 80A, poured on a small hard urethane hub to keep your bearings in place, give you the softest ride possible, and maximize speed and roll. Filmers favorites, store run riders, boulevard bombers. ATF wheels are excellent for rougher terrain so regardless of road quality, this revolutionary formula will roll you there quickly and smoothly.


text:
Return to: Undergraduate Majors, Minors and Certificates
John Stevens, Director, 133 Ragsdale Building
The classical studies minor is an interdisciplinary program in the Thomas Harriot College of Arts and Sciences. The minimum requirement is 24 s.h., which includes required courses in history and either Latin or Greek. The program, with electives in archaeology, art, classical studies, English, foreign languages, history, philosophy, and religious studies, is designed to encourage students to study all aspects of the ancient civilizations of Greece and Rome. A maximum of 6 s.h. from each of the following may count toward the classical studies minor: courses used to satisfy the foundations curriculum requirements; LATN or GRK courses used to satisfy the foreign language requirement for the BA degree; directed readings in LATN or GRK; and study abroad programs approved by the director. Additional courses beyond those listed may be approved by the director if they significantly advance the student's understanding of classics. No semester hours counted toward the student's major may count toward the classical studies minor. In many cases, prerequisites for courses listed below will be waived by the constituent departments.
A multidisciplinary studies major with a structured concentration in classics or classical civilization is available. Interested students should contact the director of classical studies, Dr. John Stevens (133 Ragsdale Building or firstname.lastname@example.com), for more information.
Choose an additional 9 s.h. of courses listed above, or from the following:
Students who have satisfied core requirements with courses whose semester hours cannot be counted toward the minor (e.g., by applying LATN 1003 or GRK 1003 , GRK 1004 toward the foreign language requirement) may replace those hours with any listed course(s) to equal 24 s.h.


text:
AS 27. Studies Presented to Robert D. Biggs, June 4, 2004 From the Workshop of the Chicago Assyrian Dictionary, Volume 2 Martha T. Roth, Walter Farber, Matthew W. Stolper, and Paula von Bechtolsheim, eds.
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Robert D Biggs joined the staff of the Chicago Assyrian Dictionary (CAD) in 1963 after receiving his Ph.D. from Johns Hopkins University. In June 2004, he celebrated his 70th birthday and retired from the University of Chicago as Professor of Assyriology in the Department of Near Eastern Languages and Civilizations; his service to the CAD, however, will continue until the final volume appears. To acknowledge and honor his forty-one years of extraordinary service to the Assyrian Dictionary as collaborator, associate editor, and editorial board member, contributions from some of his former and current CAD colleagues are assembled into the volume. It is fitting to revive this series, as the first volume, From the Workshop of the Chicago Assyrian Dictionary: Studies Presented to A Leo Oppenheim, appeared forty years ago, in June 1964, and Biggs's contribution there was his first published article.
- Masculine or Feminine? The Case of Conflicting Gender Determinatives for Middle Babylonian Personal Names. John A. Brinkman
- Early Semitic Loanwords in Sumerian. Miguel Civil
- Pecus non olet?: Visiting the Royal Stockyards of Drehem during the First Month of Amarsu°ena 2. Gertrud Farber
- Imgur-Sîn und seine beiden Söhne: Eine (nicht ganz) neue altbabylonische Erbteilungsurkunde aus Ur, gefunden wahrscheinlich in Larsa. Walter Farber
- A "Galleon" at Nippur. McGuire Gibson
- Love and Dogs. Brigitte Groneberg
- Eine Verbalform zum Nachdenken. Hans Hirsch
- A Brief Commentary on the Hittite Illuyanka Myth. Harry A. Hoffner
- How to Make the Gods Speak: A Late Babylonian Tablet Related to the Micro-Zodiac. Hermann Hunger
- Zum Imperative des Semitischen. Burkhart Kienast
- "Of Babies, Boats, and Arks." Anne Kilmer
- An Exotic Babylonian God-List. Wilfred G. Lambert
- "Going to the River." Mogens Trolle Larsen
- Some Speculative History. Erle V. Leichty
- Shamash of Sippar and the First Dynasty of Babylon. Jennie Myers
- The Best of Times. Erica Reiner
- On Amputation, Beating, and Illegal Seizure. Martha T. Roth
- On Sand Dunes, Mountain Ranges, and Mountain Peaks. Piotr Steinkeller
- Remarks on Some Sumerograms and Akkadian Words. Marten Stol
- Kasr Texts: Excavated, But Not in Berlin. Matthew W. Stolper
- Sisterly Advice on an Endangered Marriage in an Old Assyrian Letter. K. R. Veenhof
- The True Shepherd of Uruk. Joan Goodnick Westenholz
- The Paleography and Values of the Sign KIB. Christopher Woods
- Clay Sealings from the Early Dynastic I Levels of the Inanna Temple at Nippur: A Preliminary Analysis. Richard L. Zettler
- Assyriological Studies 27
- Chicago: The Oriental Institute, 2007
- Pp. liv + 362; 40 illustrations, 9 tables
- Paperback 6.75 x 9.50 in / 17.14 x 24.12 cm
- $40.00


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Master Quest Heart Piece Locations
Heart Piece Locations
The Heart Piece locations in the Master Quest have been left mostly intact from the original game, with the exception of one in the Ice Cavern . You'll find that Piece in its respective location. So now there are 37 pieces of heart (only in the master quest).
"Either Link" means either the child or adult Link is able to get those heart pieces.
Note: The Magic Bean Dealer is located at Zora's River as a child.
Lost Woods
Child Link
- Head left from the Lost Woods entrance and play Saria's Song while standing atop the stump. The Skull Kid gives you a heart piece as a token of your blossoming friendship.
- Repeat the three songs that the Skull Kids ask you to play in the grotto to the right of the entrance.
Lon Lon Ranch
Child Link
- In the brick cow shed behind the corral (it looks like a tower in one corner of the ranch). Pull the boxes out so you can reach the hole and crawl through.
Hyrule Market
Child Link
- During the night, find Richard the puppy and return him to his owner in the alley. Look for a white dog near the bazaar in the corner of the main market square and run around it in a circle a few times to get it to follow you back to the lady owner.
- This will show up randomly as a prize in the Bombchu Bowling Game. Beat the Bombchu Bowling Game again to win it. You can also win a Bomb Bag upgrade and Bombchus in this game. This takes a bit of luck. For the first, closest targets on the sides or center, stand in front of them and aim straight for them. For the rest, angle your Bombchu towards the wall at various angles and make adjustments accordingly. You should SAVE before playing the game and reload the game if you run out of money and have no prizes to show for your 30 rupee efforts.
- Complete the treasure chest guessing game. You should use the Lens of Truth to easily cheat and beat this game.
Kakariko Village
Child Link
- In Impa's House there's a caged area with cow in it (it can be reached via the ledge above the Cucco pen outside of house). To get here you can ride the owl down from the summit of Death Mountain, then fall off the side of the roof to a platform. This takes you inside the caged area. However, you can do this much earlier in the game by climbing the construction project adjacent to the cucco pen with a cucco. Toss it on the ledges as you climb and carefully jump onto the beam with the construction worker as he runs away from you. Run off the beam and float to the ledge.
- After you have 50 skulltulas, go to the House of Skulltula in Kakariko village and claim your prize.
Adult Link
- Inside the windmill there is a heart piece on a wooden platform. You must complete Dampe's race in Kakariko Graveyard to get to this upper area of the windmill -- although once you have the Hookshot from winning the race it's easy to get up here. You can get this heart piece much earlier using the boomerang as a child. This is a very difficult maneuver.
- Speak to the man on the high rooftop, which can easily be reached by the Longshot. It's actually possible to reach it with the Hookshot by standing on the corner of the fence by the windmill entrance and moving around until you can get a bit of roof in your sites.
Kakariko Graveyard
Child Link
- Take part in Dampe's Grave-digging Tour and have him dig up a patch of dirt. This is random and may take a couple minutes to get it. To get Dampe to dig, be sure you aren't wearing a mask and simply talk to him when he's over a patch of soil as he makes his rounds. It must be in the evening, but BEFORE midnight. The exact hours of Dampe's tour are on his door.
- The fourth tombstone in the top row from the right can be pushed back. Inside, play the Sun's Song to eliminate the Re-Dead and collect this piece from the chest that appears.
Adult Link
- Ride magic bean platform as an adult (you must plant a Magic Bean in the Soft Soil just to the left as you enter the graveyard as a kid) and smash the crate. Alternatively, you can Longshot to the crate.
- Win against Dampe in a second race under his grave, finishing in under a minute. Roll when you have Dampe in sight to move faster, but don't roll when he's out of sight around corners or you'll likely get fried by his fire.
Goron City
Child Link
- After opening access to Darunia's room, light the torches around the giant urn in the middle of the city. Once the large pot is moving, throw a bomb in the top opening. The spinning pot must randomly stop on the happy face to get the heart piece.
Hyrule Field
Either Link
- In the little square of fence right at the entrance to Lake Hylia there is a secret hole that shows up if you have the Shard of Agony. Plant a bomb square in the middle of the fenced-off area. Buy the heart piece from the business scrub for 50 rupees.
Adult Link
- Bomb next to tree northwest (on map) of Lon Lon Ranch. Your Shard of Agony should reveal this location.
Zora's River
Child Link
- Take a cucco past the Singing Frogs up the two small ledges -- you'll have to toss the cucco onto a ledge and quickly run across the shallow stream to pick it up again. Instead of continuing upstream to Zora's Domain, look downstream for a ledge by the cliff wall with a ladder. This leads to an upper area with a hole leading to a Fairy Fountain. Fly with the chicken over to the ledge and leave it behind once you land safely. Climb up the ladder and find a new cucco at the top. Locate the visible heart container and fly over to it.
- With the same cucco from the bottom of the area, go to the entrance of Zora's Domain. Fly off the ledge with the Triforce Seal and land on the nearby Heart Piece.
- Play all six of your 'early' Ocarina songs, from Zelda's Lullaby to Song of Storms, to the Singing Frogs under the water by the log to receive a heart piece.
- After playing the Song of Storms to the frogs and obtaining that heart piece, stay in your same position and pull your Ocarina out again. You will notice a family of frogs pop out onto the logs. They will each represent a note and sort of play an on-the-go Simon says game with you. Get to the end of their puzzle (all frogs inflated), and you will receive another Heart Piece! The sequence gets pretty tough, so it's recommended that you write down the notes to the sequence as you keep trying.
Zora's Domain
Child Link
- Light the torches in the cave under the waterfall by carrying fire down from the royal chamber. You'll need a Deku Stick for this. First light the stone torch on the stairs so it stays lit. Carry fire from it to the torch in front of the shop, then run from there out onto the shallow water to light another torch. From here, run behind the waterfall and quickly light the final two torches.
Adult Link
- In Zora's Fountain, this Heart Piece is located on one of the unstable icebergs.
- When you have the Iron Boots, equip them to sink to the bottom of the lake floor under the icebergs.
Lake Hylia
Child Link
- Go fishing in the Fishing Pond and catch a fish that's around 10 pounds. Get the store owner to weigh it and he will give you a heart piece.
Adult Link
- Get the Gold Diving Scale from the Fishing Pond owner (by catching a 20lb fish as an adult) and go to the Laboratory. Dive and touch the bottom of the pool in the Laboratory and get a heart piece from the old man.
- On top of laboratory is a tall chimney with this heart piece at the top. Plant a Magic Bean in the Soft Soil in front of the Laboratory as a child to get up to the chimney. Alternatively, you can play the Scarecrow's song and hookshot up there.
Death Mountain
Child Link
- Enter Death Mountain Crater as a child without the Red Tunic and you'll have a short time limit before you get booted out (or fried). However, you do have just enough time to get the heart piece on the ledge far below the entrance and then climb out and run to safety. Run and roll to the cliff edge from the entrance and then climb down. A nook in this cliff holds the heart piece. Climb quickly back out and run to safety.
Adult Link
- The 'correct' way to get this is to use the magic bean platform at entrance to Dodongo's Cavern (plant a Magic Bean in the Soft Soil in front of the cavern as child first). However, you can get this much earlier as Child Link by back-flipping off of the ledge above the heart piece. This ledge has a fence and a bomb plant. Back-flip at an angle towards the heart piece over the lower section of fence (you need to use targeting mode to back flip, do not target the bomb).
- Ride the magic bean platform inside of the Death Mountain Crater to this heart piece on the tip of a spire in the crater. The Soft Soil is located near the warp platform, and you'll need the Bolero of Fire to reach this area as a kid. Warp back out after you plant your Magic Bean.
Ice Cavern
Adult Link
- There is a switch just barely visible in the icy floor. Use a bomb to activate the switch to remove the glass enveloping the Heart Piece.
Gerudo Valley
Adult Link
- In the wooden crate on a ledge. Use a Cuckoo to fly off of the left side of the carpenters bridge and land on the right ledge with said crate. Roll into the crate to find your heart piece.
- As a child, plant a magic bean in the soft soil along the cliff. Ride the platform as an adult and head through the waterfall. Alternatively, as a kid you may use a Cuckoo to fly off the side of the bridge and into the compartment within the waterfall. You may also, as either link, jump behind the waterfall after jumping to the walkway at the bottom. There is a ladder behind it that you can easily clime.
Gerudo's Fortress
Adult Link
- At the very top of the buildings there is a chest you can longshot to after saving all of the carpenters.
- Win the first round of the horseback archery range with a score of 1000+
Desert Colossus
Adult Link
- Plant a magic bean at the Desert Colossus as a kid. Ride the magic bean platform to the end of the ride and jump to the heart piece as an adult


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Nickelodeon will bring back 'Legends of the Hidden Temple' as TV movie
When Viacom's Nickelodeon sketches its future for advertisers Wednesday, one of the elements it will touch upon will be its past.
As part of a presentation to promote its coming slate of programs, the kids-media empire (comprising several cable networks and more) will unveil a live-action TV movie inspired by its mid-1990s game show "Legends of the Hidden Temple," as well as a two-part TV movie based on "Hey Arnold!" one of its best known animated series that ran between 1996 and 2004.
In "Hidden Temple," three siblings must conquer a series of obstacles to remain alive, mirroring the theme of the original game show. The TV movie, slated to appear in the fourth quarter of 2016, will nod to other elements from the original show, including Olmec, a talking head who knows the secrets behind the temple; The Steps of Knowledge, the entrance to the temple and launching pad for the mission; and cameos from a green monkey, red jaguar, and silver snakes, among others. Isabela Monae, known from her role on Nick's "100 Things To Do Before High School," will star. The "Arnold" movies are slated to appear in 2017.
The company will also talk up a slate that includes what its top executive calls "happy reality" programs, like "All In," an adventure docu-series led by Carolina Panthers quarterback Cam Newton and "Crashletes," a half-hour series that will feature crazy viral sports clips. The programs downplay mean-spirited competition in favor of showing people having fun.
"There's a tremendous amount of attention on kids these days. What that says is there's a tremendous amount of opportunity — not unlike what is going on in the grownup space," says Cyma Zarghami, president of Viacom's cable networks aimed at kids and families, in an interview. "There is just more content everywhere."
A lot of adults are relying on Nickelodeon's kiddie fare. Viacom has been under intense pressure in recent months, as several of its flagship networks like MTV and Comedy Central grapple with viewership declines and investors question the strategy pursued by the corporation's management. At Nickelodeon, however, ratings have improved. The network has seen its audience between the ages of 2 and 11 rise 4 percent in the first quarter of the year, according to analysis from Bernstein Research's Todd Juenger, while Nick Jr.'s audience in that demographic has risen 57 percent. In doing so, the analyst said, the networks have taken share from competitors. Even so, Nickelodeon's subscriber base and ad revenue shrank somewhat in both 2015 and 2016, according to data from market-research firm SNL Kagan, even as the subscriber fees it gains from distributors rose in both years.
"The company is under a lot of scrutiny, but I don't think Nickelodeon is under any scrutiny at all," says Zarghami a veteran programmer who joined the network as a clerk in 1986 and rose steadily through the ranks. "We have done a tremendous amount of work to build our ecosystem."
Nickelodeon is in a different position than it was last year at this time, when Time Warner's Cartoon Network was making ratings strides. Zarghami's networks will vie with media outlets owned by Walt Disney, Time Warner and NBCUniversal for approximately $800 million in advance commitments from advertisers as part of a process known as the "upfront" market, when U.S. TV networks try to sell the bulk of their ad inventory for the coming season. The task has grown more difficult for kids' outlets in recent years, as the rising generation of young viewers see little distinction between watching Nick series like "Bubble Guppies" on-demand and watching them on the network that launched it.
To lure those viewers, Zarghami and her executive team have put more focus on creating content – and not just for TV. "Game Shakers," a series that debuted in 2015 centers on two young female entrepreneurs who devise apps, and makes their fictional creations available for real-life download via iTunes and other venues. The Nick and Nick Jr. apps have been downloaded on to 27 million devices, the company said, and Nick digital properties get 100 million views per month from kids.
Zarghami cites the pre-school audience as a primary factor in Nick's recent ratings wins. "The pre-school audience does a tremendous amount of work to lift the 2-to-11 audience," she says. "Alvinnn," a new take on "Alvin and the Chipmunks" and perennial favorite "SpongeBob Squarepants" have helped attract audience, but Zarghami also pointed to series including "Blaze and the Monster Machines," "PAW Patrol" and "Henry Danger" as successes.
The recent emphasis on reviving old Nick favorites was borne out of an idea from interns more than five years ago, she recounted. The interns thought the old programs would work well online, but Nick execs thought they might work well on TV, and put a block of the shows on Teen Nick at night. As original fans of 1990s fare adopted social media, she says, "interest in the Nick library was becoming louder and louder and louder." Now executives hope to revive select concepts that will charm older fans but also spark new interest from their children.
Zarghami declined to reveal more of Nickelodeon's programming slate, but hinted at a growing interesting in sports-themed programming and live events. The goal, she said, is to turn viewers into fans, who want to keep talking about shows even after an episode ends. "Once you can convert a viewer into a fan, you can have an ongoing conversation with them," she says. Nickelodeon will spark that chatter later this week.


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When I posted the article last weekend on Elvis' first guitar, I had no idea of what was to follow. There were more favorable comments on this post than any other in a long time. For example, Collette C. sent in this:
Oh, this story was fantastic. I can see his mama grinning from ear to ear when she got her way. As a mom I know how she felt! I just love this blog. Thank you so much.
Selma S. had this to say:
Phil, I am relatively new to your blogs, and as a lifelong Elvis fan, I can't tell you how much I look forward to your email landing in my inbox.
Your dedicated research, your ability to write a logical story and your way of bringing the emotions to life are matched by the fresh information you bring.
As much as I appreciated these, I was more intrigued by this comment made by an unidentified member of the Tupelo Elvis Fan Club:
I believe Mr. Larry Moss of Memphis owns the original guitar.
I replied to the comment and asked a few questions about Larry Moss. Within hours, I heard from him:
Great story and great due diligence. I am the person who owns the "Tupelo Special" guitar as some people call it… I'll gladly discuss the details, if you're interested…Larry Moss.
I jumped at the chance to learn more about Elvis' first guitar, and Larry and I talked for an hour on Friday.
It turns out he and his wife Judy are major collectors of all sorts of Elvis memorabilia. They are kept in a secure, private location, but Larry has been known to let special people view his collection. When I get back to Memphis again, I will be thrilled to take up his offer for a guided tour.
Larry Moss and his wife started collecting back in 1973 when they got boxing champ Joe Frazier's autograph on a dollar bill.
Now Larry and Judy's collection amounts to hundreds of Elvis items, a very eclectic mix. For example, Larry owns the original contract Elvis signed with Col. Parker in November 1955. Vernon and Gladys also signed because Elvis was a minor at the time.
There is an interesting history to Elvis' first guitar between the time Elvis had it and today when it occupies a prime space in the Moss' museum-like collection.
Elvis and the guitar were inseparable during his time in Tupelo, throughout high school in Memphis, at the first recording sessions at Sun records, and on the road performing early in his career. Back in the summer of 1955, Elvis and the band toured throughout the South. Red West was Elvis' friend from their high school days, and Elvis asked him to travel with them. During off-time, Red took an interest in guitar playing, and Scotty Moore taught him the basics.
As the end of summer approached, Red told Elvis he would be leaving to attend Jones County Community College in Mississippi on a football scholarship. Elvis bought his friend a used Ford Model A or Modal T (a forerunner of things to come). By that time, Elvis had purchased better guitars, so he also gave his first guitar to Red so he could continue to master the instrument.
Red's best friend and roommate in college was Ronnie Williams, another scholarship football player. He was a fan of Elvis because he liked all of the first Sun releases. Ronnie would talk to Red all the time about Elvis.
Even with a scholarship, Red found himself financially unable to stay in college. He sold the car for $50 and gave the guitar to Ronnie Williams. He later stated that the reason he did this was because Ronnie was such a big Elvis fan (plus Red couldn't afford a case to properly carry it around). Red went back to work for Elvis as a bodyguard.
Shortly after that, Ronnie Williams transferred to Florida State. Later, he was killed (possibly shot by the police, details are fuzzy.) The guitar ended up with his brother, Bill Williams, who in 2011, tried to sell Elvis' first guitar at Guernsey's Auction House in New York.
The guitar had a minimum bid of $200,000, or possibly $250,000 (details are unclear), but no bidders wanted to pay that much for a guitar with absolutely no validation presented. There was no documentation to tie it to Elvis, particularly no photo of Elvis holding the guitar.
This is where the current owner, Larry Moss, came into the picture. He had an association with Guernsey's Auctions from when they held the Archives of Graceland Auction in Las Vegas in 1999. Gurnsey's Arlan Ettinger contacted Larry and gave him the name and phone number of the man who had put the guitar up at auction. Over several months, Larry Moss and Bill Williams negotiated, and finally, Larry Moss became the owner of Elvis' first guitar.
He took a gamble, but had a connection he figured would help him prove the provenance of the guitar. His father played football at Humes High with Red West's dad. Larry conducted interviews with Red in 2013 and 2014, and has nearly a half-hour of tape where Red provides valuable confirmation that the guitar is in fact Elvis' first guitar. Larry is in negotiations with Graceland right now, so no more details can be given.
Larry Moss owns several other prized guitars. In the 2013 photo above, Scotty Moore holds a Gibson ES-295, the one he played when "That's All Right, Mama" was recorded. This is Larry's second most valuable guitar. You can spot it in the next photo (taken before Larry acquired Elvis' guitar).
The collection also includes many items of Elvis' wardrobe and five of his rings, which will be featured at a later date in a special edition of the ElvisBlog series, "Elvis' Fabulous Rings." Here are some of Elvis' clothes and movie wardrobe.
This is the jacket Elvis wore when the guys jammed around in Sun studios, creating the iconic Million Dollar Quartet.
Larry Moss' collection includes another famous Elvis jacket — the one he wore during the Jailhouse Rock dance sequence.
Do you know what was Elvis' first jumpsuit to have a cape? It is called the White Fireworks Suit, and Elvis wore it in 1971 and 1972. It now is a star in Larry Moss' collection.
As stated earlier, ElvisBlog will soon do a feature on the Elvis rings in Larry Moss' collection. There are great stories to tell about some of these rings. There will also be a post about Elvis' third cape for his American Eagle jumpsuit. Yes, the third. There's a great story here, too.
Like I said at the start of this article, I had no idea what last week's post on Elvis' first guitar would lead to.
Now, thanks to Larry Moss, I have a treasure trove of stories and pictures to share with you.
The photos above credited to James V Roy appeared on www.scottymoore.net. If you want to see more photos, go to Scotty's site. Scroll to the bottom of the home page and type these into the search box: Elvis' First Guitar, The Moss Collection, and The George Klein Interviews.
© 2017 Philip R Arnold, Original Elvis Blogmeister All Rights Reserved www.ElvisBlog.net
Elvis, Elvis Presley, and Graceland are registered trademarks of Elvis Presley Enterprises, Inc.


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FORT WORTH, Texas – Freshman quarterback Driphus Jackson threw for 264 yards in relief of Rice's hurt starter, including two touchdown passes to Jordan Taylor, and the Owls beat Air Force 33-14 in the Armed Forces Bowl on Saturday.
Jackson's first series after taking over for Taylor McHargue ended with a bad pitch for a fumble near the goal line only 2 seconds before halftime, when the Owls (7-6) trailed 14-7.
But Jackson made up for it after halftime, when Rice scored 26 straight points. Taylor caught nine passes for 153 yards, with a 16-yard TD from McHargue in the first quarter.
McHargue never returned because of an apparent head injury after a helmet-to-helmet collision with about 5 minutes left in the first half.
Air Force (6-7), which scored on consecutive drives in the second quarter with backup quarterback Kale Pearson in the game, was held to a season-low 214 total yards.


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Farnborough Airshow 2008
After 40min of travelling + about 1h30 of traffic (in Farnborough) I eventually got to the 46th Farnborough Airshow. en.wikipedia.org/wiki/Farnborough_Airshow Great atmosphere and awesome aircraft on display (both static and on flight). It is apparent that this is the world's biggest (and surely one of the oldest) airshow. Unfortunately the USAF F-22 Raptors popped by on a non-public day, so I missed them. But I got to see the only operating RAF Avro Vulcan B2 (http://en.wikipedia.org/wiki/Avro_Vulcan_XH558), one USAF B1-B bomber, one RAF Eurofighter Typhoon, one USAF F-15, F-16 and F-18 jet fighters, NATO-converted MIG 29s, among others. There was also an Airbus A380 on static display which did daily flight demonstrations. Amazing stuff!! I'll surely be back in 2010. But with a telephoto lens in my bag (about 300mm or more).Read More


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Global IT Security Risks Survey: The Current State of Play
How important is security for your virtual infrastructure? How much do businesses trust the security of their SaaS providers? For the 5th year in a row, Kaspersky Lab addresses these questions and other IT security concerns in its 2015 Global IT Security Risks Survey.
Analyzing the responses of more than 5,500 participants from 38 countries, this survey yields a comprehensive report on the most pressing cybersecurity threats, as well as projections on how those threats are evolving and what you can do to protect your business.
Download this report to discover:
- Global and cross-sector survey findings
- How your peers are addressing the latest IT security threats
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Find out how your peers are addressing the latest IT security threats and how Kaspersky Lab can help you prepare for the year ahead.


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