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|Topic: The First 10 Days of Dhul-Hijjah
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| Topic: The First 10 Days of Dhul-Hijjah
Posted: 28 December 2005 at 10:00am
As Salamu Alaikum wa Rahmatullahi wa Barakatuhu
Alhamdulillah some of us will be performing Haj this year. Most of us unfortunately will not be doing so. The first ten days of Dhul-Hjjah are amongst the days chosen by Allah Subhanahu wa Ta'ala in which our deeds during these days are multiplied many times over, both for those performing Haj and for those not performing Haj. Here is another opportunity for us to get closer to Allah Subhanahu wa Ta'ala, to purify our deeds and actions and try to attain piety. How Merciful is Allah Subhanahu wa Ta'ala to His ungrateful servants, He gives us opportunities upon opportunities to get closer to Him.
Ibn Abbas (Radhi Allahu Anhuma) said that the Messenger of Allah (Sallallahu 'Alayhi wa Sallam) said: There are no deeds more precious in the sight of Allah, nor greater in reward, than the deeds done during the 10 days of Sacrifice. The people asked, Not even Jihad for the sake of Allah? He (Sallallahu 'Alayhi wa Sallam) said: Not even Jihad for the sake of Allah, except in the case of a man who went out to fight, giving himself and his wealth up for the cause and came back with nothing. (Al-Bukhari 2/382)
The Messenger of Allah (Sallallahu 'Alayhi wa Sallam) recommends us to do good deeds according to the above Hadith.
What can we do during these auspicious days? Here are some recommendations
1. Reciting Tasbih (saying Subhanallah glorification of Allah)
2. Reciting Tahmid (saying Alhamdulillah praising Allah)
3. Reciting Takbir (saying Allahu Akbar - Allah is the Greatest)
4. Reciting Tahlil (saying La ilaha illa Allah There is no god but Allah)
5. Fasting these days especially the Day of Arafat for the non-pilgrims. Fasting on this day will expiate for the sins of the previous year and the next year. Please note pilgrims do not fast on the day of Arafat. The ninth day of Dhul-Hijjah is the day of Arafat, since it is on this day that the pilgrims gather at the mountain plain of Arafat, praying and supplicating to their Lord. It is mustahabb (highly recommended) for those who are not pilgrims to fast on this day, since the Prophet (Sallallahu 'Alayhi wa Sallam) was asked about fasting on the day of 'Arafat, so he said: "It expiates the sins of the past year and the coming year." (Muslim no. 1 162)
6. Giving Charity
7. Reciting the Glorious Qur'an.
8. Repenting and seeking forgiveness
9. Increase Nawafil (voluntary) prayers.
10. Slaughter a camel, cow, sheep or goat in commemoration of the sacrifice of Prophet Ibrahim (Alayhi Salam). This sacrifice is an obligation upon all those who have the means to do so - according to the most correct opinion of the Scholars. (Ibn Taymiyyah in Majmoo' Fataawaa (23/ 162- 164))
11. And continue to glorify Allah Subhanahu wa Ta'ala during the appointed days of Haj (i.e. from the 10th to 13/14 Dhul Hijjah.) This is a Sunnah that is forgotten, so lets revive it. The companions you to say: Allaahu-Akbar, Allaahu-Akbar; Laa-ilaaha-ill-Allaah; Wallaahu-Akbar, Allaahu-Akbar; Wa-lillaahil-hamd, during these days.
12. Don't forget to perform the Eid prayer.
Insha Allah Lets reap the benefits of these days.
May Allah Subhanahu wa Ta'ala guide all of us to His Path, strengthen our Iman, Unite the Ummah and reward us with Jannatul-Firdaus. Ameen!
Wa Alaikum Salam wa Rahmatullahi wa Barakatuhu
Verily your Lord is quick in punishment; yet He is indeed Oft-Forgiving Most Merciful (Surah Al-Anam 6:165)
"Indeed, we belong to Allah and to Him is our return" (Surah Baqarah 2: 155)
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subset: commoncrawl


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Max Payne 2: The Fall of Max Payne
Secrets FAQ by jimfish
Version: 0.99~ | Updated: 06/03/06 | Search Guide | Bookmark Guide
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Published by: Developed by:
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* An FAQ *
- by -
* Steve Taylor *
- Began: 24/September/05 -
* Finished: 03/July/06 *
- E-Mail: firstname.lastname@example.com -
To cut down on massive lists and TOCs, I've just made simple Ctrl +F strings
for you. Want to visit the actual weapons list? Just type W-G in the search
function. The guide's not that hard to navigate either way, but just a small
feature to make it a little easier.
Table of Contents:
(I-I) Introduction (I-I)
(C-M) Contact Me (C-M)
(H-T) How-To Read (H-T)
(T-G) The Guide (T-G)
(W-G) Weapon Guide (W-G)
Remedy, the developers of the original Max Payne title have joined forces with
Rockstar Games to create the dark and gritty sequel Max Payne 2: The Fall of
Max Payne for PlayStation 2, Xbox and PC. The bullet-time fight sequences that
made the first title famous are back, and are more stylish than ever. A
revamped physics engine and detailed interactive environments turn slow-motion
shootout levels into breathtaking cinematic experiences. Rockstar Games has
ensured the production values in this tragic film-noir love story are top
notch, complete with movie quality voice acting, motion capture, and
roller-coaster storyline.
- - - - - - - - - - - - - - - - - -
In 2001, Max Payne arrived to set the benchmark for action gaming, earning
countless awards and revolutionizing the genre with cinematic combat sequences
fuelled by the groundbreaking use of slow motion and compulsive narrative
driven gameplay. Now, working together with Rockstar Games' New York-based
production team, Remedy has combined Max Payne's hallmark gameplay with all new
innovations and unmatched production values. Max Payne 2: The Fall of Max Payne
has raised the bar for action games all over again.
Storyline - a violent, Film Noir love story between a cop and a femme fatale
murder suspect, between Max Payne and Mona Sax. Dark, tragic and intense, the
story is a thrill-ride of shocking twists and revelations.
Max Payne's signature slow motion gunplay has been improved on every level.
Get ready for Bullet Time 2.0.
New guns and new moves make action more cinematic and intense than ever
Fully integrated Havok physics engine allows for interactive environments
creating incredible combat scenes. Ragdoll characters and physics in slow
motion create breath-taking combat scenes.
All new AI - cooperative NPC's fight with Max and more believable enemies
create tension and more interesting and varied challenge.
A stunning level of detail: Extremely detailed environments with
photorealistic textures, highly enhanced radiosity lighting and extremely
lifelike characters (including facial animations & lip synchronization)
provide a visually staggering cinematic experience.
Massive production values - including a motion picture stunt crew,
professional talent for voice acting and graphic novels, motion capture and
authentic digital source material from New York City.
Author's Note: Whoa! After a long period of me no longer writing reviews or
FAQs, this guide was left unfinished in a rather crude state, but now, I'm
determined to go back once more and finish all my guides, reviews and God knows
what else from whatever state I left them in. First up was this guide. I've
never written a secrets guide before, so it was a new experience. All my other
guides came from demos and such, but at least with a secrets FAQ I could be
comfortable, since I spend all my gaming time to finding hidden content and
(E-M) E-Mail Me (E-M)
Yes. It's official. I love the attention. Gimme your e-mails. Make my head
To send me mail that I will read, please set it up with the following fields:
E-Mail: firstname.lastname@example.com
Subject Line: Max Payne 2 Secrets Guide
Now that you've got my interest, you must abide by the rules below, or else it
won't be read and instead, ignored. Please, if you want your voice to be heard,
follow the rules/guidelins.
- Inform me of errors that I've made. Either constant grammar or factual info.
- Pass on strategies and solutions on how to solve parts of the game which I
have not mentioned.
- Memorable quotes.
- Information, your opinions on the game...
- Ask for help about things not mentioned in the guide.
- Write in words. Not internet short cuts.
- I like to read e-mails with proper formatting and grammar. Please do be sure
to write your e-mail like so.
- And please, read through the guide before even thinking about contacting me.
I've had many e-mails in the past about my other guides where they ask me
questions which were answered, or not answered in some cases, since some were
about the demo guides I had wrote.
- Send me chain letters or spam. That's one big no-no.
- Send attachments. In some cases, I do accept them, but usually for pictures
- Call me names/Insult me/Threaten me/yadda yadda yadda...
- Use child like e-mails with crap colours. I don't want size 32 bright yellow
font on top of a lime green background.
- Type in alterNaTiNg CaPs LiKe ThIs or just in ALL CAPS AND STUFF.
- No stupid 1337 speaking. If I see it, it's deleted in a flash.
- Ask irelevent questions which I answered in my guide. It irritates me to have
that done.
See those rules? Well...they're more like guidelines anyway...but it doesn't
matter either way! OBEY THEM OR DIE!
(H-T) HOW TO READ...Weapons Guide (H-T)
Yes, I know you can all read. Otherwise you have no clue to what I'm saying,
but here's a short things to help your browsing of this guide's weapon section
more easy:
1.a. The Box!
- Range: N/A -
+ Accuracy: N/A +
- Fire Rate: N/A -
This little box is the stats box. These ratings are upon my own personal
opinion and what I believe the weapon can achieve, but trying them out yourself
to see what works for you is the best idea, but the list below should help you
out with finding that perfect weapon.
1.b. The Categories!
As you scroll down, you'll see a large ASCII Banner. This is simply a divider
between the weapon categories. E.G, Pistols, Sniper Rifles...
Helps make viewing easy with grouped sections.
1.c. The Weapons!
Each individual weapon has it's own description and mini-section to it. At the
end of each of the weapons, I ruled off it off and went on for the next one.
As with the categories, it helps make reading a little easier.
Max Payne 2 does not have any unlockables in the form of weapons, or unlimited
health and ammo cheats. Instead, the unlockables are in the sense of different
modes and difficulties.
Unlockable : How to Unlock:
----------- ---------------
Dead Man Walking | Complete on Detective Mode
Dead on Arrival | Complete on Hard Boiled Mode
Hard Boiled | Complete on Detective Mode
New York Minute | Complete on Detective Mode
Part 1, Chapter 7 cont.
After jumping from the start to the apartment balcony below, cut through the
apartment. When you see the yuppy in a suit run out of his apartment and cry
for his life, open fire and kill him.
If you do this fast enough, the cleaners in the lobby will be stuck fast and
won't be able to move. It's similar to the glitch below. You are then able to
toy around with your new found cleaner statues. I suggest saving when they
are frozen and reloading after you kill them. Grenade them, shoot them with
every gun you have. It's up to you.
This is extremely hard to achieve, though, but it can be done with a couple of
Part 1, Chapter 7 cont.
In the part where you are on the scaffolding after sending the guy flying off
the lift, toss a molotov into the window of the apartment where the suit gets
shot out (before he gets shot out).
If done correctly, the suit should die, and when you enter the cleaner won't
move. Since he can't shoot the dead suit he is stuck "waiting". Also, the sound
effect which is heard is a shotgun, although the cleaner inside only has
Deagles. The gun shot SFX still plays after you drop down from the scaffolding,
even if you were to throw a grenade in there and kill them both, leaving nobody
left to fire a gun.
Any lift in the game
Push an object/body onto the lift, and watch (as the lift moves upwards) it
fall through the floor.
"In the first part when playing with Mona, you can shoot a body onto the lift
in the construction site. And when it goes up, the body should get stuck
halfway in the elevator.
One time I managed to get it stuck in the right position, and the legs began
freaking out, almost like they were dancing. It's hard to do, but I saved it
so if I can find a recording device, I'll surely post the video." ~ A GameFAQs
Death Lines
Some areas, you can fall and die. Though through some planning and good
jumping, you can usually make it safely down. But some places the programmers
REALLY don't want you to go. In these areas, a "death line" is created, and as
soon as you touch that line, no matter what, you will die. These are usually
in areas where if you fall and live, you can be in a previous chapter. There
are exceptions though.
Part 1, Chapter 4, con.
After getting back to the 3rd floor after dousing the flames, get to the
windows of the building where Max needs to jump out from. Now, instead of going
out of the left window, go out of the right window. There's no ledge outside
it, but there is to the far right. Save before attempting this, as it's tricky.
Enter shoot-dodge and try to jump to the ledge. Can't make it? Then try diving
on to it. Once you do make it, you can begin to get closer to the ground floor,
but if you actually touch the floor or top of the cars, Max will instantly die.
You can, funnily enough, shoot the boxes from around the area and make stepping
stones for Max to jump to. You won't be able to get too far, but it's possible.
Part 1, Chapter 4, con.
Remember the hobo down on the first floor who was about to be shot dead by the
cleaners? Yeah, well, he dies anyway. Everytime. It's meant to imply that the 2
cleaners who patrol the floor killed him, but that's not the case. If you shoot
his leg a couple of times, he'll get scared and begin to run away from you as
you get close to him. Chase him into the elevator and hit the button and chase
him out up to the 7th floor, leave him here and make sure he doesn't get back
into the elevator, then go back down to the basement and talk to Ed.
As soon as you finish talking to Ed, the hobo will instantly die, even if he's
up on the 7th floor away from danger. Head up there and check it out.
Easy kill
The cleaner on the window cleaners lift in Part 1, Chapter 7 cont. will die
from any hit. Even the lowly power of a grenade bouncing off his face. Funnier
still is that you can push him off to his death by jumping into him, he even
has his own death line just below the lift. Experiment with all the weapons
you've got.
Don't die from fall
As far as I know this only works in one area through the entire game. In the
abandoned building as Max. When you reach the enemy that dies by falling in a
hole onto a pile of chairs, get up as close as you can and dive into him and
shoot kill him. If done correctly, you will both fall down the hole and while
the camera is "following" his corpse you can not be killed by anything other
than a death line.
Developer's Tribute
A hidden room can be found in Part 1, Chapter 7 where Rockstar pays tribute
to a developer who passed away. To find it, take the window cleaner's lift
down to the lower ledges, and over to the window. Turn around and jump over
the scaffolding pipe and follow the ledge around. Jump through the window
and you'll come across a dedication shrine.
See a different Ending
If you beat the game on "Dead on Arrival", you'll view a somewhat different
ending than you would on other modes.
Fidelis ad Mortem
On Part II, Chapter 1, There is a hidden weapons cache. To find it, turn around
from Max's starting point and run to the door in the distance. Jump on the
crate and then over into a small section with some more crates. Weapons are
hidden in the far corner.
Hitting the switch in the funhouse on Chapter 1, Part II over looking two
cleaners will trigger the fake wall falling over. They'll get scared and
realise it's not real.
Easy way down
To get down from the syringe control platform, simply hit the switch and then
drop onto the main body of the syringe. Jump off and then duck behind the
cardboard cutouts. If you stealithly avoided the guards in the other room,
they'll come running to check it out, but if you remain hidden behind the cut
out, they'll just leave.
Get impaled.
Take the method above, but instead of hitting the switch, just drop onto the
syringe and onto the floor below. Shoot the cleaners and stand in the elevator,
to the front of it, or behind it. Then, throw a grenade (Molotovs are better)
into the centre of the room, but make sure it hits the two cardboard people
to the left. When it explodes, the syringe will fall and smash into Max. Ouch.
Sometimes the force is so great, Max flies and falls through the floor and into
the sub-levels. The floor isn't solid, so Max can't explore down here, but he
already did in a previous level.
A test of Havok.
I'm not sure if this is true (I know the room exists, but whether or not Remedy
put it in for you to play with I don't know), but I do believe Remedy stuck in
a room filled with all sorts of things to do during Part I, Chapter 5. After
you get behind the backdrops, go into the first room on your right. In here
will be all sorts of goodies: pyramids of cans, stacks of tyres, cardboard
cutouts, balls, sea-saws, switches and a device which, when pressed, launches
little balls into the stacks of items.
Different Doors, Different Respones
If you push at the doors of the apartments after stepping out of the elevator,
you'll get all sorts of responses. The door to your right will be a man saying
he's called the police, the far right door will be a cranky old lady, whilst
the door behind you to your left will be...well, "orgasmic" to say the least.
The same orgasm sound bite can be re-heard in Max's dream sequence later on...
Paranoid Cleaner
After you find the body of Cockmunch, hide behind the large pillar by the
dining table. A cleaner will come bursting through the door and begin to throw
tonnes of grenades into the room. It's not helpful, but it does show off some
of the AI that the enemies use; get behind cover, grenade and try to flush you
out, and then go in and flank you. Nice.
Mona stuck in a loop
As soon as you regain control after discovering Cockmunch's body, run down the
stairs and out the balcony and back into the apartment next door before going
back through to the lobby, Max will say how he missed the elevator. Wait until
Mona tells you to go back through the apartments and back upstairs. For some
reason, even if you do go upstairs, she'll keep repeating the message, no
matter where you are in the level.
Mona Yells at Max
If you shoot at the cameras in the lobbies, Mona will yell at Max to quit it
and how she needs to see what's going on.
Max Payne Theme
Max was able to play the theme on the piano in the original game, and he's able
to do it again. There are two pianos in the game. One in Chapter 7, Part I, and
the other is in Chapter 7, Part III. Hit the action button to hear him play.
Skateboarding Payne
Well, there's a skateboard, but it's not great. Outside Vinnie's car lot
building, the one you're in when you start the level, will be a skateboard. IF
you stand upon it and shoot it, it can roll about with Payne on it.
Vinnie scared...
As you all know, Vinnie's a coward. But if you just stand around in the front
parking lot whilst he goes off to run for his life in Part III, Chapter 5,
he'll yell at Payne to help or he can forget about Vinnie helping him. If you
still stand around, he'll go panicy and say he was only joking...just to avoid
the wrath of Payne, as well as the whole group of thugs about to kill him.
Striker Locations
The Striker shotgun is effectivly the hidden weapon of the game. It's rarely
given to you straightout (I can't even think of a single case off the top of my
head), and is hidden through the levels of the game. If you know of a Striker
location which I haven't listed, please, e-mail me and I'll add it straight
Part III. Chapter 4 continued....
After you fight your way through the streets, instead of pushing open the green
door and through the alley, continue down the street. Look to your left and
you'll see a barrel standing by a garage door. Shoot the barrel and stand back.
When the dust settles, go into the newly opened room and grab the ammo from the
shelves and the Striker from the box.
Also, some Striker ammo is hidden on the top floor of the building you start
the level in.
Part III, Chapter 5...
Immedietly run straight forward and go into Vinnie's office. See his safe and
the very large lock? Shoot it off and then open the safe up. Inside lies the
Striker shotgun. Use it.
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Melee Attack
- Range: Intense. -
+ Accuracy: N/A +
- Fire Rate: N/A -
This attack is your last resort. Using the butt of your weapon, you smash the
hell out of a bad guy. This requires you to be up-close-and-personal with the
target, and it can take a couple of attacks to kill him. It's lethal, but it's
not good to use when over-whelmed by thugs.
In order to use this attack, get really close to an enemy (And I mean touching
here...) and hit the Y Button. Using the business end of his gun, Max'll bash
the enemy in.
Your run-of-the-mill grendades. To use them, simply line up your shot,
including trajectory and then hit the Fire Button. The range and accuracy of
the grenade are all down to you and your judgement. After a few tries with the
grenades, you should be able to plot exactly where one will end up after being
The grenade's actual blast radius is not that big, but it can take quite a few
bad guys out and cause some serious burns and damage after it detonates. If you
do have trouble with throwing grenades, whether the bad guy legs it before it
goes up or it's thrown too far, try to throw the grenade into a pile of
explosives or barrels. If the initial blast didn't get them, the after
explosions will get them, plus it could even cause a pillar to smash into them.
They are also very easy to rebound off of walls, so if you're caught in a pinch
try lobbing one of these off the walls to either kill the enemies, or flush
them out of their cover.
- Range: N/A -
+ Accuracy: N/A +
- Fire Rate: N/A -
The traditional weapon is used through out the game as a serious weapon. It's
simply a bottle, filled with petrol or liqour, is lit and thrown at the enemy.
It's similar to the grenade in how you use it and like with the grenades, it's
easy to line up your shot.
These babies explode on contact causing balls of fire to spread. The radius is
small, but if you throw one into the centre of a group of baddies, you should
be able to kill them all off. Also, the Molotovs can be thrown at walls and
ceilings in order to reign fire down upon the enemies behind cover; an
excellent way of flushing them out.
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- Range: Medium -
+ Accuracy: Fair +
- Fire Rate: Fair -
This is the standard weapon of the game, as it was in the original. As you
would expect, it's not the greatest of weapons, but it's perfect for starting
out. It functions quite well, with a medium length range and once coupled with
a fair rate-of-fire, it's perfect for bringing down the perps.
The damage it can inflict is not that powerful, but it can bring death on swift
wings for the quick-finger. As I said, it's excellent for learning the basics
of gun fights and Bullet-time.
Dual 9MM
- Range: Medium -
+ Accuracy: Poor +
- Fire Rate: Fast -
When you have two of these weapons, the accuracy is reduced even further,
meaning you'll need to be much more closer to yuor target. The firing rate is
once again doubled as the result of weilding two of these.
Desert Eagle
- Range: Medium -
+ Accuracy: Excellent +
- Fire Rate: Poor -
This is one extremely powerful handgun. It's one of the more powerful guns in
the game, but the force behind it causes blowbacks with it's other aspects,
mainly rate-of-fire. The stopping power on the gun is usually around 1-to-2
It's accuracy is extreme, way more precise than that of the 9MM. The range is
quite large aswell, allowing you to bring down thugs from a massive distance.
You'll want to save a few rounds of ammo for this beauty, it'll always come in
Dual Desert Eagles
- Range: Medium -
+ Accuracy: Fair +
- Fire Rate: Fair -
By picking up a second Deagle, you're a killing machine. By having two, the
rate-of-fire is doubled, meaning you'll be keeping the baddies at bay. Sadly,
as expected, the accuracy is decreased, but that happens with all dual weapons.
It's an excellent pair and when used in Bullettime...well, you can imagine the
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- Range: Close -
+ Accuracy: Terrible +
- Fire Rate: Poor -
Pump-Action Shotgun
Another basic weapon for you. The 9MM makes the perfect partner for this weapon
and it's another great gun to practise with. This shotgun is the basic shotgun,
which is most common and more widely used. The gun holds a maximum of 8 shells
and is sadly, single shot, meaning you need to pump it to fire again.
The accuracy is quite good, but the spread of the pellets can be too much if it
is fired from too far. The ranges are as follows:
-Close Range:
This will kill instantly, sending those punks flying. If firing into a group,
you are guaranteeded to kill at least one, maybe two. The rest of the enemies
will be severely wounded and scattered.
-Medium Range:
This will causing wounds for the enemies the majority of the time, but if you
are really lucky, you can take a thug out. Just the one mind you. The rest of
the shot will spread out, hitting the other baddies if they're caught in the
firing line.
-Long Range:
Sorry. No dice. You'll be lucky if you could hit the broard side of a barndoor.
You might be able to score a lucky hit by a stray bullet hitting a bad guy in
the arm, but that's just pure luck.
Sawn-Off Shotgun
- Range: Close -
+ Accuracy: Terrible +
- Fire Rate: Fast -
This is the least-used of all the shotguns due to it's poor performance rates.
Sadly, you can't dual wield these, and I'd love to have seen that feature, but
Max couldn't handle it.
It has a really poor and horrible accuracy. Like the Striker, it does have an
extremely fast rate-of-fire; you wouldn't be able to realise the two shots
since it fires pretty that fast, and directly at the same time. Due to it's
really fast fire-rate, it suffers with the worst reload rate I've seen. If you
fire off both rounds, you are vunerable to fire from all sides. At close range,
you are bound to hit, and from what I have seen, it's a true killer. Anything
other than close range will result in nothing. No kills. No hits. It's nice
for when a thug comes around the corner looking for you and you present him
with a face full of sawn-off.
- Range: Close -
+ Accuracy: Terrible +
- Fire Rate: V. Fast -
The real beauty of the game. This is effectivly the secret weapon of the game,
as no enemy has one and it can only be found in "out-of-the-way" places where
you wouldn't normally venture out to.
This is the only autmoatic shotgun found in the game, but it does nothing out
of the ordinary from the other shotguns except it can fire loads more than the
other slow ones. With all the shotguns, this one has lously range.
From a long distance, the spread of the shot wouldn't even hit the enemy.
From a medium range, you could just about hit one of their limbs and cause some
severe damage.
Now, the real range. Once you're up close range with the enemies, this weapon
will be sending them tens of metres backwards.
The rate of fire is one of the most fastest in the game, if not the fastest.
This is an excellent weapon to have when you're pitted up against whole hordes.
It's perfect for ripping those goons apart.
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- Range: Medium -
+ Accuracy: Good +
- Fire Rate: Fast -
Once again, it's the basic weapon. It's the standard weapon used in most games,
movies and can be found in real life being used by anybody and everybody.
It has fair accuracy and an pretty good firing rate, but it does have quite
poor stopping power - or it could just be the SFX they used for it which makes
it sound like people playing with bubblewrap that lowers its seriousness.
Thankfully, the MP5 is equipped with a scope! The accuracy is let down because
the bullets go all over the damn place, but it's contained to a small area
which can be used to your advantage. The MP5 fires at a really incredible rate
and can take out a couple of groups of thugs with ease, but as mentioned, the
accuracy lets it down slightly.
- Range: Medium -
+ Accuracy: Poor +
- Fire Rate: V. Fast -
As anybody knows, this is The Gun. Famous for it's worldwide use by militant
groups, drive-by shooters and just general gun nuts. It's not about precision
aiming, it's all about emptying the whole magazine. After the smoke settles,
the entire room is destroyed and obliterated. (If you ever saw that video of a
guy playing with one of these, he fired non-stop at a standard wooden door from
a medium range, you'd know just how powerful this gun can be. After all, the
door was nothing but a couple of shards of splinters.)
It's a doddle to waste whole rooms of baddies with this weapon, thanks to it's
sheer unstoppable firing rate. Its effectiveness does deterirate over long
distances, but it can still bring them down none-the-less.
Dual Ingrams:
- Range: Medium -
+ Accuracy: Terrible +
- Fire Rate: V. Fast -
If you read the above, you'd know that this is a gun where firing-rate is what
it's all about. Like with the pistols, weilding one of these in each hand will
lower the accuracy even more. But what we lose in accuracy, we make up in sheer
force and firing rate. With twice the speed. This is perfect for bursting into
enemy-filled rooms and clearing them out in seconds. Medium range is as far as
you can get for a single target, anything further and it'd take both guns to
bring him down. Best to use them against whole groups if standing from long
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\-*/ \*-/
- Range: Long -
+ Accuracy: Extreme +
- Fire Rate: V. Fast -
This is best assault rifle you'll be getting on your hands on! It's the
traditional rifle found in all games, and Max Payne wouldn't be a shooter if it
didn't decide to shove one in.
This rifle is strong and powerful, taking down enemies in 1-to-2 hits and that
is at whatever range. The accuracy of this gun is soo immense, you can pick
enemies off with it as you would with a sniper rifle. It doesn't have a scope
like a Sniper or the MP5, but it sure does have the force and precision behind
it all.
The fire-rate is beutiful. You'd be able to walk into a tight corridor or hall
packed with thugs and slaughter them all before they squeeze off a single
round. It is certainly the gun you'll want to be using the most. So once you
have it, use it!
- Range: Medium -
+ Accuracy: Good +
- Fire Rate: Fast -
The AK-47 and all its counterparts is another gun that makes up FPSs and
shooters in general. GoldenEye, Hitman, Metal Gear Solid, Freedom Fighters.
When you think shooters, this is the gun that'd popped into your head.
It's accuracy is a couple of steps down the ladder compared to that of the
might M4. The rate-of-fire does compete and is on the same standards of the MP5
and the M4, as well. It's stopping power is hard to determine because of the
accuracy letdown, but it's powerful close up. The accuracy is confined to the
centre of the cross-hairs and just outside of it, meaning it can be used for
some fair-range headshots as well as close gun fights.
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- Range: Long -
+ Accuracy: Good-ish +
- Fire Rate: Fair -
This sniper is pretty lously to be fair. It has a very poor zoom function and
the bullets can go anywhere. It takes about 2 shots to kill somebody, and there
is its fast rate of fire which can go either way; plaster the baddy, or miss
him all together.
There's not much to say about this gun, except it's horrible to use, and you
won't be using for long.
(Psst...I found that it's way more easier to fire by simplying lining up your
shot without the zoom. It makes you feel super cool and it's a lot less
frustrating than having your snail-pace zoom slugglishy chase a bad guy across
the screen, missing each shot.)
Sniper Rifle
- Range: Long -
+ Accuracy: Excellent +
- Fire Rate: Terrible -
This is the real sniper of the game, not that stupid Dragonov one. It has sheer
precision aiming, being able to pick enemies off with twice the level of zoom
than the other sniper. The power behind it is enough to stop dead a perp in
a single bullet to any part of the body. It is let down by the rate of fire but
sniper-studs will be in love with themselves as they quickly disperse multiple
enemies with a single shot each in seconds.
...Or was that just me?
Oh well, the best snipers in the world use bolt-action.
Legal Information and Acknowledgements:
Thanks to:
-Father Christmas for bringing me this game one Christmas morning...
-GameFAQs: For hosting yet another guide of mine. Admins, keep up the good
-Boxing Day! The useless holiday that comes directly after Christmas which
allowed me to play this undisturbed.
-http://www.network-science.de/ascii/'s wonderful ASCII generator!
-And God...the Dude who lives upstairs. 'Wonder if he has a Dell...
-A bunch of users who are really awesome, but couldn't mingle there
way on the list because they didn't actually do a thing to help, but I'm sure
they would of it they knew I was doing this guide. Here's to you!
-Skippy the Kangaroo for informing me of the abandoned mineshaft.
-And cosmic. I <3 you, man.
This text file, "Max Payne 2 Weapons Guide" may not be republished
and reprinted for any charges and/or profits. This includes
being reproduced in books, magazines, ebooks, CDs, DVDs, on
other web sites other than GameFAQs without the permission of
the original author. Any changes to this file without the
permission of the author is wrong and breaks the law of
copyright, so please don't it. And as the legal owner of this
guide, I bare the right to require any reproduced copies of
this guides to be removed from any source of media that may
use this guide.
You are free to save it for later reference, and you may
also print it if you wish.
Pfft...that's a lot of legal mumbo-jumbo, ain't it?
Copyright 2005 Steve 'Jimfish' Taylor. <(o_q)>TM
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text:
Marcion is a software forming a study environment of ancient languages (esp. Coptic, Greek, Latin) and providing many tools and resources (dictionaties, grammars, texts). Although Marcion is focused on to study the gnosticism and early christianity, it is an universal library working with various file formats and allowing to collect, organize and backup texts of any kind.
Overview of gnostic sources in Coptic language delivered with Marcion: Nag Hammadi Library; Berlin Codex; Codex Tchacos (Gospel of Judas); Askew Codex (Pistis Sophia); Bruce Codex (Books of Jeu)
Overview of sources of early christianity in Coptic, Greek and Latin languages: Septuagint (LXX); Greek New Testament; Coptic New Testament (Sahidic, Bohairic); Latin Vulgate
- Coptic, Greek and Latin dictionaries
- numeric converter between various ancient numeral systems
- interlinear translator of Coptic texts
- reader of Djvu, Pdf, Html and others formats
- simultanneous reader
- custom library management system
- to downloading and incorporating files and entire webs into library
- to searching and indexing through custom systems
- to searching and indexing through swish-e
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CategoriesLibrary, Linguistics, Religion and Philosophy
Follow Marcion
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User Reviews
I think it;s got great potential. From an educational point of view it already presants those interestered in the precanonical christian literature a very accessable place to start. I have not been able to compile it successfull on amd64 so I use a virtualized i386 running slackware. It does the job. I have told my peers in 'gnostic' studies whether they be of neo gnostic hue or more historical tendendcies of the scope of the translations availible. I rate this project as one of the best studies of early christian literature available. It a great toolset.
Thanks for Marcion, it's wonderful!
Your work is excelent, superb. Thank you, sir. Su trabajo es excelente, soberbio. Gracias.
Absolutely brilliant. Big Help.


text:
Listen to tape of Gov. Council meeting
In a process where the watchwords should be honesty and justice, the rejection by the Governor's Council of Attorney Michael McCarthy for a seat on the bench of the Southern Berkshire District Court is a grave injustice perpetrated not only against McCarthy but against all citizens of the commonwealth, who expect and deserve competent, fair-minded judges.
Governor's Council meetings are sparsely attended, if at all, with the exception of nominees' family members and those giving testimony. Consequently, any attempt after the fact to determine what actually happened at these sessions often becomes reduced to a "he said/they said" scenario. We don't need to base our knowledge of the truth on self-serving snippets in response to media questions to justify "no" votes.
Patrick McCabe, a one-time candidate for the District 2 seat on the Council, has attended all Council meetings since January 2012 and provides digitally recorded streaming audio of each session, from gavel to gavel, on his website, www
patrickmccabegovernorscoun cil.com
I encourage you to listen to the questions from the councilors and the answers from McCarthy and judge for yourselves if you believe that there was anything said that would justify the dissenters choosing, by their "no" votes, to disregard the strong supportive testimony, in person and in writing, from well-respected sitting judges and court officials among others on behalf of Mike McCarthy.
Once on the site, you can scroll down the left hand column to "Nominees" and then down to "Michael J. McCarthy" where links for the two hearings will appear. On the "first hearing" scroll down to the segment labeled "Christopher Ianella" and hear the hypothetical question posed regarding the inexperienced prosecutor and listen, carefully, to Mike McCarthy's answer: "Judges (hypothetical judges, not himself) have the ability to drop hints, if they think it's appropriate but, it's a difficult judgment call to make because the commonwealth has the burden and the judge can't suddenly try the case for the commonwealth." Based on this answer, the constant repetition of the disputed allegation, throughout the hearings and in the media, that McCarthy would assist struggling new prosecutors from the bench, is perpetuating a misquote, at best, or, is a sign of a much deeper agenda, on the part of the dissenters, at worst!
I call your attention to the meetings held on Jan. 9, and Feb. 13, as well, where councilors conducted conversations among themselves regarding the McCarthy nomination. Councilors casting the eventual "no" votes, also spoke against postponing the Feb. 13 vote, which would have given the newly-elected councilors time to "get up to speed" on this nomination, and refused to consider utilizing the written transcript of the McCabe audios to clarify any differences in what various members believed that they had heard in the Sept. 19 meeting. That, and the blatantly political questions and comments, by some, that were directed at McCarthy in the first hearing, leads me to believe that the minds of the dissenters were made up long before the Feb. 6 hearing was ever gaveled-in and, that the real reason for rejecting this nominee was much deeper and darker than a simple "What you think that you said isn't what I know that I heard"!
The writer is a former Pittsfield resident.
If you'd like to leave a comment (or a tip or a question) about this story with the editors, please email us. We also welcome letters to the editor for publication; you can do that by filling out our letters form and submitting it to the newsroom.


text:
Admission to the M.A.T. program is highly selective. Applicants are expected to have a strong general education background in the liberal arts and sciences, a depth and breadth of knowledge in the content area they intend to teach, and a demonstrated interest in and commitment to working with diverse adolescents in educational settings.
Applicants must have earned a cumulative grade point average of 3.00 (on a 4.00 scale) from an accredited college or university, with the completion of a major, or its equivalent, in the study of the discipline in which the applicant is seeking initial certification in adolescence education (biology, chemistry, English, French, mathematics, physics, social studies, or Spanish). Applicants in social studies are expected to have an undergraduate major in history or government/political science and to have completed study in economics, government, and at least a total of 21 semester hours of study in the history and geography of the United States and the world, as per state requirements.
Admission to the M.A.T. program -- and teaching certification in New York -- also requires the successful completion, or the equivalent, of at least one semester of college-level study in a language other than English.
The M.A.T. in adolescence education has established three prerequisite courses:
These prerequisite courses are offered at Ithaca College multiple times each year. Ithaca College undergraduates who plan to apply to the M.A.T. program are encouraged to take these courses prior to graduation. Applicants from other accredited institutions can submit evidence of course-equivalent syllabi and grades of B or better in these courses, as well as satisfactory completion of 50 hours of course-connected field experiences in secondary schools. M.A.T. applicants who have not completed these prerequisites may be admitted provisionally with the expectation that these undergraduate deficiencies be completed according to stipulations established by the graduate chair.
Applicants are strongly encouraged to take -- prior to admission, for advising purposes -- the Liberal Arts and Sciences Test (LAST), one of the three examinations required for New York State teacher certification. For information about this exam, see
Teacher Certification Examinations
A total of 33 credits, including a full professional semester of student teaching, is required.
A cumulative average of 3.00 or better must be maintained in order to graduate.
This program is designed for candidates seeking initial teaching certification in adolescence education, grades 7–12, in biology, chemistry, English, French, mathematics, physics, social studies, or Spanish.
M.A.T. Core Education Courses (21 credits):
M.A.T. Discipline-Specific Courses (12 credits):
Pedagogy and practice in the discipline -- 3 credits
|Select one:
|Pedagogy and Practice for the English Teacher
|Pedagogy and Practice of Teaching Languages Other Than English
|Pedagogy and Practice for the Mathematics Teacher
|Pedagogy and Practice for the Science Teacher
|Social Studies
|Pedagogy and Practice in the Teaching of Social Studies
Three courses in the discipline – 9 credits
|Graduate seminars in English language arts, American literature, and world literature
|Three courses selected in conjunction with the faculty adviser
|Graduate seminar in mathematics and two additional courses selected in conjunction with the faculty adviser
|Three courses selected in conjunction with the faculty adviser
|Social Studies
|Graduate seminars in U.S. history, European history, and global history
Teacher certification requirements (noncredit workshops):
Prior to graduation, all M.A.T. students must have attended and participated in these three state-required workshops, each of which is offered several times a year on the Ithaca College campus:
Professional Portfolio and Action Research Project
In lieu of a thesis requirement and/or a comprehensive exam, the M.A.T. program includes the graduation requirement that all students complete both a professional development electronic portfolio and an action research project. The professional portfolio provides evidence that the M.A.T. candidate has met College, state, and national standards for effective teaching, and its preparation begins during the first semester of the M.A.T. program. The action research project is also a yearlong project: the research proposal is developed in the summer and fall, data is collected and analyzed in the spring, and the research report is written and presented in the final summer semester of the program.
Professional Semester in Education
During the spring semester in the program, M.A.T. students complete two student teaching experiences, one in grades 7-9 and the other in grades 10-12. Student teaching is a full-time commitment requiring full days in public schools and additional hours spent in planning, assessment, after-school activities, and a weekly seminar. M.A.T. students are not allowed to enroll in additional courses or participate in varsity sports, musical ensembles, or theater performances at the College during the professional semester.


text:
This study is provided by ICPSR. ICPSR provides leadership and training in data access, curation, and methods of analysis for a diverse and expanding social science research community.
Three Funerals and a Wedding (ICPSR 24543)
Principal Investigator(s): Bullard, James B., Federal Reserve Bank of St. Louis
This article is a modified and updated version of a speech presented at the Regional Economic Summit, Evansville, Indiana, November 20, 2008.
Access Notes
These data are flagged as replication datasets and are distributed exactly as they arrived from the data depositor. ICPSR has not checked or processed this material. Users should consult the investigator(s) if further information is desired.
The public-use data files in this collection are available for access by the general public. Access does not require affiliation with an ICPSR member institution.
Study Description
Bullard, James B. Three Funerals and a Wedding. ICPSR24543-v1. Ann Arbor, MI: Inter-university Consortium for Political and Social Research [distributor], 2009-01-26. https://doi.org/10.3886/ICPSR24543.v1
Persistent URL: https://doi.org/10.3886/ICPSR24543.v1
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Subject Terms: consumer expenditures, economic activity, economic conditions, economic growth, economic policy, Federal Open Market Committee, Federal Reserve System, financial institutions, fiscal policy, Gross Domestic Product, housing costs, inflation, interest rates, macroeconomics, policy making, Wall Street
Geographic Coverage: United States
The data are distributed as a Microsoft Excel file, which contains the data and tables used in the publication.
These data are part of ICPSR's Publication-Related Archive and are distributed exactly as they arrived from the data depositor. ICPSR has not checked or processed this material. Users should consult the investigators if further information is desired.
Original ICPSR Release: 2009-01-26
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text:
Read the full story here Web Link posted Wednesday, March 20, 2013, 8:57 AM
Town Square
Traffic enforcement in Menlo Park
Original post made on Mar 20, 2013
Read the full story here Web Link posted Wednesday, March 20, 2013, 8:57 AM
a resident of Menlo Park: Downtown
on Mar 20, 2013 at 10:51 am
My family regularly walks around town. We see a lot of cars running stop signs and even stop lights, sometimes without even looking or slowing. A lot of these reckless drivers are visibly talking hold a cell phone to their ear when they blow through the stop light. The cops need to crack down every day, not just once a year. More innocent people are killed by reckless driving than by street crime.
a resident of Menlo Park: Sharon Heights
on Mar 20, 2013 at 12:29 pm
You can tell who is texting because they are staring at their laps at red lights and they don't move with the traffic flow because they are busy looking down.
a resident of Atherton: other
on Mar 20, 2013 at 12:34 pm
I would like to see them enforce the rules applicable to bicyclists who ignore stop signs, ride on sidewalks and against traffic.
a resident of Menlo Park: other
on Mar 20, 2013 at 1:09 pm
It would be nice if the POLICE followed all the traffic rules as well. If normal citizens are given tickets for turning during the wrong hours to keep traffic flowing, why does it make sense the police exempt themselves from the same laws. Granted, if it was an emergency... but just for their convenience? NO!
As for this crackdown, POLICE should not be using their communication devices while on the move.... unless it's an emergency.
a resident of Menlo Park: Central Menlo Park
on Mar 20, 2013 at 1:25 pm
Traffice problems in my area in the morning are ridiculous. Drivers cross the double line, block intersections and ignore the rules of the road. We have a stop light at one intersection that has "stop here". Meaning we have two lines, one to stop to turn right and one for pedestrians. the "Stop Here" sign is there to have drivers stop at the first white line instead of the pedestrian line BEFORE turning right. But without understanding of this rule people sit there until the light turns green. Drivers with many infractions should have to take the driver's test EVERY year!!!
a resident of Menlo Park: Downtown
on Mar 20, 2013 at 1:44 pm
SteveC is a registered user.
I agree tha it should be every day. The police are driving aroun, enforce the rules at all times
a resident of Menlo Park: other
on Mar 20, 2013 at 1:53 pm
the police are exempt from the hands free law.
a resident of Menlo Park: Central Menlo Park
on Mar 20, 2013 at 5:03 pm
And when was the last time we saw someone get a ticket for turning or changing lanes w/o using their turn signal? Now that would get a good amount of revenue.
a resident of Menlo Park: other
on Mar 20, 2013 at 5:50 pm
Ok what is the danger with looking at your phone while stopped at a Red light?
Phones while driving can be fatal, but no one is getting hurt at a red light.
a resident of Menlo Park: Downtown
on Mar 20, 2013 at 9:38 pm
I see plenty of people being distracted while they drive -- texting, talk on their phone, dogs sitting in the driver's lap, putting on make up, shaving, etc. And I see enough people doing "rolling stops" at stop signs, and yellow lights mean step on the gas.
If officials really wanted to change these behaviors then the consequences would be more serious. Right now people are willing to change getting caught.
a resident of Menlo Park: Downtown
on Mar 20, 2013 at 9:45 pm
to Be reasonable -
It's called being distracted. You are not being aware of your surroundings. While there may be times you can glance at your phone, there are others who will feel the need to text back or answer a quick email, etc. This is being distracted. 99% of the time it can wait.
a resident of another community
on Mar 21, 2013 at 8:41 am
If you turn off your engine and put your transmission in Park at a red light before looking at your phone, then it is OK. Otherwise you are still operating a motor vehicle and are responsible for it. If you are typing a text and accidentally ease up on the brake you could roll into a pedestrian in the crosswalk.


text:
Since then, other new projects have, one-by-one, challenged Arbor Real for the title of "most criticized development."
There's the new Alma Village, which greets drivers along Alma Street with the boxy rear end of a recently vacated grocery store; the four-story Lytton Gateway building downtown, whose corner tower will exceed the city's height limit by more than 20 feet; and 801 Alma St., an affordable-housing complex that a planning commissioner recently compared to a fortress.
Two of the government bodies that most frequently are on the receiving end of the public's blame — the City Council and the Architectural Review Board — this week agreed with critics.
Members of the two boards acknowledged in a joint session that the city can do much better when it comes to new buildings, particularly along El Camino Real.
"We have a public that's not happy," said Councilwoman Karen Holman, one of four council members who co-wrote a colleagues memo in April calling for reforms of the city's rules for sidewalk widths and building facades. "Even something (that) can be a good design, if it doesn't fit in this community, I think there needs to be a sensibility and a sensitivity to that."
It's not as though a vision for how El Camino Real should look doesn't exist. The El Camino Real Design Guidelines and the Grand Boulevard Plan, approved in 2002 by a coalition of cities from Santa Clara and San Mateo counties, aim at promoting a more vibrant El Camino. In the plan, El Camino is studded with lively, pedestrian-friendly "nodes" connected by traffic-friendly corridors.
In the southern half of the city, the nodes would be around California Avenue, Barron Park and the commercial area near El Camino Way. Wider sidewalks, outdoor seating and other pedestrian amenities should be "encouraged where appropriate."
Buildings on El Camino should be brought up to the sidewalk, stand at least 25 feet high and have entries facing El Camino, the guidelines state.
But the guidelines have limitations. They are recommended — not codified in local law — so developers aren't required to meet all the rules contained within. Furthermore, some of their policies, including the directive to build up to the sidewalk, are contributing to the "fortress" trend that is sparking public outcry.
On Monday, Aug. 19, the council followed up on the April colleagues memo from Holman, Mayor Greg Scharff and councilmembers Gail Price and Greg Schmid. The memo directed the architecture board and the Planning and Transportation Commission to recommend zoning changes and revisions to the south El Camino guidelines. These changes, the memo states, should "implement the vision expressed in the Grand Boulevard Plan."
Members of both the council and architectural board agreed that Palo Alto can and should do better when it comes to architecture. Board member Alex Lew pointed to Berkeley's Shattuck Avenue, which is similar to El Camino Real in size but which features mixed-use buildings that are both traditional and beautiful, Lew said.
"I don't see any reason why we can't have that level of design here," Lew said. "I don't think there's an excuse."
The board has taken hits from the community in recent years, with some blaming it for approving substandard designs. But as Lew and the council noted Monday, the board's relatively narrow role at times has prevented it from recommending substantive changes to the projects it reviews. Lew gave as an example the new Hilton Hotel that is being built on the former Palo Alto Bowl site on El Camino Real. The design, he said, could have been enhanced if the project featured a restaurant on the street level, rather than hotel rooms. But such a change was not in the board's purview to make.
It may be now. The new council direction empowers the board to revise the El Camino design guidelines by making specific recommendations on zone changes.
Scharff said he wants to "know that we're not just talking" about raising the standards for building designs.
Some board members, including Lee Lippert and Randy Popp, urged the city to come up with a clear vision of what it wants El Camino to look like before making any major changes. Lippert said one possible move would be to come up with a "concept" document for El Camino, a process that would involve all the different stakeholders — businesses, property owners and residents in neighborhoods adjacent to El Camino, who would bear the brunt of new parking and traffic problems.
"Until you can begin to get these people together and talking about what El Camino Real can become, I think you can get a pushback from any one of those groups," Lippert said.
Popp recommended as the first step a creation of a "very specific vision" for El Camino Real within Palo Alto city limits.
"As a city we really want to develop our own sense of what we want the different zones of El Camino Real to be, what we want it to become," Popp said.
But Scharff and Holman stressed the need to do something immediately, rather than launching another long planning process. The city has already conducted major studies of El Camino, Holman said, including the one that led to the establishment of the south El Camino guidelines in 2002. Holman recommended codifying these guidelines, which would effectively give them teeth. While she agreed that parking, traffic and other concerns are legitimate, she argued against waiting to solve these complex issues before tackling the problem of massive buildings and narrow sidewalks.
"To do nothing now until we do a larger study is a real concern to me," Holman said.
"We don't want the perfect to be the enemy of the good," Scharff said. "We don't want it to be a years-long process."
Already, council members and board members pointed out that transforming El Camino will be neither quick nor easy. For one, it's a state street with a water line underneath it, which significantly limits the city's power over the street. Also, as Lippert pointed out, any effort by the city would have to reconcile the often conflicting interests of the many stakeholders along El Camino.
One challenge, as Councilwoman Gail Price pointed out, is the large number of small, shallow parcels on El Camino, which makes it difficult to make broad changes. Right now, Price said, the lack of "assembly concepts" and a lack of holistic vision contributes to the challenge.
Yet, as board members noted, there are some hopeful signs on that front. Lew pointed to the planned College Terrace Centre development on El Camino, which includes offices and the JJ&F market.
Then there's the new building proposed for 3159 El Camino, just south of the California Avenue Business District. The development includes consolidation of small sites around Equinox Fitness to create a mixed-use project with apartments, office space and a restaurant on the ground floor. The project has already won the endorsement of the planning commission and is set to undergo a review in front of the architectural board this Thursday.
"They're starting to happen," Lew said, referring to El Camino projects that create larger developments by consolidating small lots. "They're not easy, but they can happen. I don't think there's anything in the Palo Alto process that's impeding that."
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text: what was the very first moment that harry got inbetween janeway and winning, or even getting home in the 19 episodes before Non Sequitor? He made no impact. The only Harry episode before non sequitor is Emanations which is about how he fell overboard and then shat on the Prime Directive on his was back to the ship, which is totally a zero sum game. I don't think any one liked writing Harry stories or there would have been more Harry stories. Which is probably why they were going to kill him off.


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Pittsburgh Steelers second round draft pick running back Le'Veon Bell takes part in a drill during NFL football practice, Wednesday, May 22, 2013, in Pittsburgh. (AP Photo/Keith Srakocic)
by Will Graves
PITTSBURGH (AP) — Le'Veon Bell wants the ball in his hands. Always.
First down. Fourth down. First quarter or overtime. The Pittsburgh Steelers rookie running back figures the best chance for his team to be successful is with the ball tucked under his right arm and his legs churning upfield.
"I just want to win," Bell said. "I can do a lot of things. I'm a smart player so I can pick up things quick. I don't have many weaknesses and a lot of strengths."
The second-round draft pick will get a chance to showcase them this fall after Pittsburgh selected him with the 48th overall pick in last month's draft, drawn by Bell's versatility and unusual size. Listed at 245 pounds during his career at Michigan State, the most startling thing about Bell — who has shed 15 pounds in the last five months — is his height.
At 6-foot-2, he looks like a wide receiver. And for a time as a kid, he figured that's where he was headed.
"When I was 4 years old, my uncle was throwing the ball to me, just working on me catching the ball," Bell said. "Eventually we got to the point of running routes and being able to get open. I just kept running them and kept getting better at it."
Bell idolized Randy Moss. One problem: even on his best days, Moss would only touch the ball a dozen times. That wasn't nearly enough for Bell. Give it to him 40 times and he'll wonder why he didn't get it 41.
That certainly wasn't an issue while playing for the Spartans. The defining moment of his career came against Boise State last fall, when he rushed for 210 yards on 44 carries and added another six receptions for 55 yards in a 17-13 comeback win.
"I didn't even know I got the ball 50 times," Bell said. "I didn't ever realize I had the ball that many times because I was so in the zone just wanting us to win this game. I was looking up at the scoreboard and I see we're losing and I'm like, 'Give me the ball, I'm just trying to score.'"
Bell's 5-yard touchdown run in the fourth quarter propelled Michigan State to victory and sent him shooting up NFL draft boards. Now Bell finds himself tasked with trying to make sense of a crowded Steelers backfield searching for a starter after Rashard Mendenhall left for Arizona in the offseason.
Pittsburgh struggled to find any consistency in the running game last fall as Mendenhall, Jonathan Dwyer and Isaac Redman took turns getting injured or finding a spot in coach Mike Tomlin's doghouse. The Steelers finished in the bottom six in the league in 2012 in yards rushing (26th), rushing touchdowns (27th) and yards per carry (27th). Not exactly the way offensive coordinator Todd Haley drew it up.


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Uncle Tom's Cabin
Sometimes, you read something and it resonates with you in a way you never expected.  Often for me, that occurs when Iam reading a passage from an old book, and it echos or mirrors concepts that exist presently. I had that experience while reading Uncle Tom's Cabin over the weekend and coming upon the following passage.
The passage is discussing the difference in the treatment of slaves by Southern owners – who's profit margins required considerably greater and more rapid productivity – versus those in more northerly locations.
… while the [more northern] master, content with a more gradual style of acquisition, has not those temptations to hardheartedness which always overcome frail human nature when the prospect of sudden and rapid gain is weighed in the balance, with no heaver counterpoint than the interests of the helpless and unprotected.
It can be argued (and was, over lunch, just this afternoon) whether Beacher Stowe was correct in assuming that "frail human nature" is easily overcome by evil forces such as greed, or, rather, that the frail trait of compassion is oft overcome by human nature itself (defining greed, for example, as a defining characteristic of human nature). Â However what does seem inescapable is that today as much as 158 years ago, for the most part, compassion seems to only extend as far as one can comfortably reach.
Is reducing your consumption of plastic representative of compassion?  How about cutting your use of fossil fuels or embracing other ways to conserve?  Supporting renewable energy initiatives? Recycling?
I would submit to you that these are absolutely acts of compassion. Â There are so many resources that are in limited supply. Â Limited to the point that there is a clear end point to the resource based on current consumption trends. Â Further, world populations continue to grow toward a point beyond which our planets resources (even the renewable ones) can sustain our existence.
Do the "helpless and unprotected" have to exist today to care about them, or to act in their best interests?  I do not believe so.  To me, any act of kindness toward a future generation (recycling, self-limiting the size of your family to help control over-population, etc.) is every bit as philanthropic and compassionate as one toward those in need today.
Awareness of injustices brought slavery to an end (and, at a slower pace, is advancing equality with regard to basic human rights).  Most people today are aware of, and acknowledge the importance of, equality. Perhaps, if there is more discussion and acknowledgement of the compassion, charity, and sacrifice required to meet the needs of future generations, everyone can find a similar level of urgency regarding the fate of our descendants, and the problems they now stand likely to face can be eliminated, or at least reduced, before they are even born.
(note: this is in no way to imply that no one is doing any of these things.  Many good people (in fact, you are probably one of them) are doing good things daily.  However, this fact does not change the reality that so many, particularly in business where profits are determined by efficiency etc. rather than by caring about individuals or groups of people, are not.  Slavery was, remember, a business, it was not personal; and it is in that context that the quote and my ponderings are cast.)


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|2013-01-29, 18:41
|Link #3581
Join Date: Mar 2008
Location: Vereinigte Staaten
Age: 25
You can't ditch characters unless you want to ditch most of the language's literary vocabulary. I'm not sure how the Koreans manage (my guess is a full-on vernacularization, but I've heard that Hanja are still used in some circumstances), but I know for a fact that Japanese is full of phrases that sound exactly the same but mean totally different things on account of the characters used. You see this kind of joke in anime and Jdramas quite a bit actually - someone will make a pun, usually based in a pair of some higher-level terms, that in normal usage would be written and read instead of spoken and heard.
Sure, characters take quite a bit of time to master, but the Chinese whose entire language is made of them seem to have no real trouble with it. There is the question of expedience - it is true that an English speaker is theoretically fully literate after second grade (in comparison to a Chinese who reaches the same level probably a couple years later) - I say, why bother? There is culture in the characters. You can still read the texts of the ancients even though the spoken language is now completely different. Using a phonetic system it would be impossible to understand their words as every tenth one would have the same reading. There is no hindrance other than to people used to alphabets complaining about the learning curve.
|2013-01-29, 18:45
|Link #3582
Join Date: Nov 2010
Location: Dai Korai Teikoku
Korean: 東 is read only as "Dong".
Japanese: 東 can be read as "Tou", "Higashi", and "Azuma".
|2013-01-29, 19:03
|Link #3583
Join Date: Mar 2008
Location: Vereinigte Staaten
Age: 25
Wouldn't that make Korean work even less well than Japanese without characters, or do they have their own native word for "east"? There must be tons of different Hanja with the reading "Dong", which I imagine would complicate things if they all were written the same.
|2013-01-29, 19:06
|Link #3584
Join Date: Jan 2009
About Japanese readings for Chinese words...I rather they remain with kanji for everything. Imagine, would you rather see stuff like ikazuchi, tsurugi, yaoyorozu etc in kanji or the full thing spelt out in kana everytime
While most of the kanji they use are not common in Chinese, well...it IS a different language after all. And the similarities are still present between the characters
|2013-01-29, 19:27
|Link #3586
Join Date: Mar 2008
Location: Vereinigte Staaten
Age: 25
Looking at a sample of Korean text, I see that some of the "characters" (yes yes I know they are actually phonetic clusters) are more complicated-looking than others. I guess these "big words" are the actual nouns, verbs, and adjectives as opposed to connectors and grammatical particles, so reading it shouldn't be too hard.
The problem with kana, it seems, is that they are all the same size, so it makes more sense to write 美しい than spell the whole thing ( うつくしい) out. Not to mention the language has no spaces so god forbid it all be in kana.
|2013-01-29, 20:47
|Link #3587
Senior Member
Join Date: Jul 2008
Location: USA
Age: 29
|2013-01-29, 20:55
|Link #3588
Join Date: Nov 2010
Location: Dai Korai Teikoku
It's not that simple. The complexity of Japanese in terms of On'yomi and Kun'yomi forces it to use Kanji regularly in order to completely relay ideas.
To consider Japanese as the equivalent of Korean is the thought of those who do not know both languages and focus only on superficial aspects. Korean always had the advantage that only the reading is read when Hanja is used. Japanese does not have that luxury short of a radical change in the language itself.
|2013-01-29, 21:25
|Link #3589
Join Date: Mar 2008
Location: Vereinigte Staaten
Age: 25
I'm still not sure I understand why Japanese needs Kanji if Korean doesn't need Hanja based on the on'/kun'yomi logic. Whether you say "utsukushi/mi/bi/"etc. for what was once that one single character, what is the problem as long as there is context? It is like the two English suffixes "after-" and "post-", we don't need one word with those two different readings for different circumstances, so why does Japanese?
|2013-01-29, 21:30
|Link #3590
Join Date: Nov 2010
Location: Dai Korai Teikoku
As for spoken language: There's a reason why spoken language is far less complex and Kanji-oriented than written language.
|2013-01-29, 21:35
|Link #3591
Join Date: Mar 2008
Location: Vereinigte Staaten
Age: 25
uh... would the reading of both 川 and 河 being かわ serve as a good example of what you mean?
What happened to the whole thing about "context"? If we're talking about water and a rod, it doesn't matter if I say "gyo" or "sakana", you still should get what I mean.
|2013-01-29, 23:10
|Link #3592
Senior Member
Join Date: Jul 2008
Location: USA
Age: 29
Obviously context is present when having a spoken conversation, not to mention nuances and speaking patterns. But the written language in only kana gets very confusing because of the many ways you could interpret any given set of hiragana characters. Context in that regard really only goes so far considering the sheer amount of dependency Japanese has in Kun and On'yomi not to mention how many words are in a language. Perhaps you might have to know and get used to how the language works before this really sinks in.
Last edited by Alchemist007; 2013-01-29 at 23:30.
|2013-01-30, 02:43
|Link #3593
Knight Errant
Join Date: Dec 2007
Location: Dublin, Ireland
Age: 29
A similar problem existed in Europe until quite recently as well, the primary written language was Latin (not a vernacular like English), which proved to be a great impediment to literacy.
Today written and spoken English are largely the same. You could speak in written English and be perfectly understood, and write in spoken English (minus filling words like ums or uhs) and be considered a proficient writer. (Of course English has different issues surrounding spelling, but even if spelling was reformed, English would not have a problem with homophones)
But in Japan if you spoke in written Japanese it sounds to me like you wouldn't be understood (heaven help those who try to sell book readings...), and I can gather that if you tried to write in a manner similar to spoken Japanese your writing would be judged inferior.
Sounds almost as absurd as that Shi poem.
|2013-01-30, 02:57
|Link #3594
Join Date: Jan 2009
|2013-01-30, 03:05
|Link #3595
Join Date: Mar 2008
Location: Vereinigte Staaten
Age: 25
(I am against abolishing kanji, I know what you mean by the "kana-only" nightmare)
|2013-01-30, 03:13
|Link #3596
Join Date: Jan 2009
Don't know a single drop of Korean but it's the way Japanese words are constructed. Kanji+kana= a word. That format. Then you consider due to the yomi there's so many ways of sounding. If you understand the pure kana issue then yeah...you got the main gist of the problem
|2013-02-04, 12:56
|Link #3597
#1 Akashiya Moka Fan
Since it's been mentioned/stated a hundred or so times over about just how hard but necessary it is to learn the kanji, anyone have any suggestions to make it a little easier to learn them beyond just brute memorization (like any helpful sites for practice or whatnot)?
|2013-02-04, 14:31
|Link #3598
Join Date: Mar 2008
Location: Vereinigte Staaten
Age: 25
Brute memorization, while it sounds terrible, is actually quite effective in conjunction with normal reading. The trick is quantity and volume. Say you want to learn 20 characters a day: in the morning, take twice that number and go over their meaning and readings, making sure to repeat the readings aloud and write each one 5-10 times. Then take a break and read an essay. If you see any kanji you just reviewed, make mental notes for reinforcement's sake. Then at the end of the day go back and try to write and read out all the kanjis you can remember. As long as you retained a few you are fine. Then create a new set for the next day/session/class/whatever. You may forget some of the kanji you thought you learned well, but don't worry, just keep sending them into the memorygrinder, keep reading different texts, and they will stick eventually.
|2013-02-04, 14:36
|Link #3599
Senior Member
Join Date: Dec 2010
Location: Gensokyo
Imho I more or less passed the JPLT 3, I will say it straight, hooray for kanji.
a full sentence in hiragana is aweful, really aweful, at least when there's a kanji you can "not read", since japenese grammar becomes somehow basic once you become used to it, just the fact of looking the kanji can gives you the vibes for the sentence.
Just thinking about making the difference between 以外 and 意外 in hiragana drives me insane.
At least that works for manga, I will let the pros talk about real litterature and newspaper.
|2013-02-04, 16:48
|Link #3600
Senior Member
Join Date: Jun 2007
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