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Red Faction: Armageddon
FAQ/Walkthrough by redapocalypse04
Updated: 06/10/11 | Search Guide | Bookmark Guide
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | Red Faction: Armageddon | | Walkthrough By: redapocalypse04 | | Contact: email@example.com | | Version: 1.00 | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ || || || Table of Contents || || || +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ You can also find this guide on the CheatMasters blog at: http://www.cheatmasters.com/blog/2011/09/14/red-faction-armageddon-faq- walkthrough-guide/ I. Walkthrough Chapter 1________________________________________________________________[W1] Chapter 2________________________________________________________________[W2] Chapter 3________________________________________________________________[W3] Chapter 4________________________________________________________________[W4] Chapter 5________________________________________________________________[W5] Chapter 6________________________________________________________________[W6] Chapter 7________________________________________________________________[W7] Chapter 8________________________________________________________________[W8] Chapter 9________________________________________________________________[W9] Chapter 10______________________________________________________________[W10] II. Technical____________________________________________________________[TECH] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ || || || Walkthrough || || || +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ You can also find this guide on the iPhone App Store by searching for the Red Faction Armageddon guide sold by Michael Mahon. | ========= | | | | Chapter 1 | [W1] | | | ========= | ________ |Tutorial| _______________________________________________________________________________ Look up using the Right Thumbstick when prompted. Hold the Left Trigger when prompted to aim at the explosive barrel in front of you. Now tap the Left Trigger to snap between the explosive barrels. Blow them up after this to get some salvage. You get salvage from explosive materials, and you can use it to purchase upgrades later on. Press Up on the D-Pad to switch to the Maul when ready. Walk up to the wall and lay into it using the Right and Left Triggers when you have the Maul equipped. _____________________ |Enter the Terraformer| _______________________________________________________________________________ You should see some ammo laying on the ground in front of you. You'll also gain access to the Plasma Cannon, which is a powerful weapon that's great for destroying structures. It comes with limited ammo though. Explore this area before you proceed. Keep an eye out for blue salvage and ammo, and also for orange barrels and tanks. They are explosive and yield salvage when you blow them up. ________________________ |Destroy the Solar Towers| _______________________________________________________________________________ Walking towards the shielded door gives you this objective. There are three towers in the area that you need to bring down. Use the explosives near each one to make this a quick job. Don't forget to grab the salvage left behind. There's plenty of ammo in this area, so don't be afraid to play around. After you've taken all three towers down, explore the road on the opposite end from the door you need to go through. It's an area underneath a bridge (which you may have destroyed by this point). There's some salvage back here along with an Audio Log. Hold X to listen to it. _____________________ |Enter the Terraformer| _______________________________________________________________________________ Go through the doors and you'll find enemies on the bridge ahead. Just wait a bit and an airstrike comes in and destroys them. Move through the door and look to the left. There's an area here with plenty of explosives, salvage, and ammo. There's also salvage down the road on the right side. There are several enemies at the end of the road, including one in the tower on a turret. Take him out first (the plasma cannon works well here). Once they're down, keep going until you see the ship fly over you. Explore the area to your right for goodies, then hit the cutscene. _______________ |Secure the Area| _______________________________________________________________________________ There's a three story building on the right side of the road, and it's filled with enemies. Your priority should be the rocket turret on the roof. Blowing it up takes a good chunk of the building with it. Check the corner of the platform the building is on for an Audio Log. If you keep going forward, you'll come across a broken bridge that you can't yet repair. Instead, go up the stairs on the opposite side of the road as the three story building. _______________________________ |Find the Cultist Reinforcements| _______________________________________________________________________________ Keep going and you'll come across another three story building filled with enemies. Again, the priority should be the turret on top, though this one doesn't fire rockets. There's plenty of explosives floating around the area. ______________________ |Eliminate the Cultists| _______________________________________________________________________________ These guys will be firing at you from up the hill, where you need to go. There is usually a green guy with them. He's tougher than the rest, and he carries a rocket launcher. Still, he's not too bright, so you can trick him into blowing away half of his own allies and some of the explosives by him. Scour the area for salvage, then drop back down to the broken bridge. You now have access to the nanoforge, which allows you to rebuild objects by holding the Left Bumper. Use it on the bridge to get over to the door. _____________________ |Enter the Terraformer| _______________________________________________________________________________ Go through the doors and stock up on ammo. You'll need it. Now hit the button. You will be trapped in a large room with a large four-legged mech. If it sees you, it instantly starts draining your energy with an electric attack. If you go behind cover, lasers come out and converge on your position. When they close in, a huge blast eliminates everything you're hiding behind. Get used to rebuilding cover with the nanoforge. The best way to do this is to get up on the raised sides of the area and just run in a circle around the mech. Hit him with a few plasma cannon shots to take him down for good. Alternatively, you can blast the orange explosive bolts on the ceiling. Doing so will cause the crane things up there to fall. It takes some precision, but hitting the mech with one of those is pretty satisfying. After he's down, you can scour the area for ammo and salvage. Hold X to proceed to the next chapter. | ========= | | | | Chapter 2 | [W2] | | | ========= | _______________________ |Get to the Turbine Room| _______________________________________________________________________________ You immediately acquire the Impact ability. Press the Right Bumper to use it. It sends out a wave of energy directly ahead of you. Great for clearing the area of enemies and also for quickly busting through buildings. The meter on the left side of your reticule corresponds to all nanoforge abilities. When it's full, you can use an ability. Use Impact to get through the doors (or just melee, it works too). You'll come to a room filled with enemies on all levels. There's are also a few to your right as well. Get everything you can on the first floor. Don't worry about getting upstairs, you'll be up there in a minute. Go downstairs and take out the next batch of enemies. One of them has a rocket launcher. Remember that you can press Back to use the GPS, which shows you where you need to go. When you go back upstairs, you'll engage in close combat with a few enemies. There's also an Audio Log in the second side room you come across. You'll soon be on the upper part of the room you were in previously. There are a couple of enemies across the bridge and to the left, but a large number of them will come from the room on the right, where you need to be going. A plasma cannon shot or two works well here for clearing them out. _________________ |Stop the Cultists| _______________________________________________________________________________ You'll soon come to a room with three turbines. They are the things with beams of energy rising out of them. Clear this entire area of enemies, then repair any turbines that were blown up in the fight. Be sure to check the area for explosives and salvage. ____________________ |Save the Terraformer| _______________________________________________________________________________ You'll enter a room with a large device in the middle. Clear the bottom floor of explosives, salvage, and enemies, then climb the ladder. There are more enemies in the next room you come across, including one with a rocket launcher. Use the explosives in here to good effect. Just before you exit this room back into the main area with the device, you should see an Audio Log on the floor to your left. Go right when you're back in the main area and you will enter another room filled with enemies. When you get to the very top of this room, watch out, because green enemies armed with plasma beams are on the other side, and those things do a lot of damage. Take them down and move through the door. Keep going and you'll reach a cutscene. You will then be trapped in a room with an exo suit. It's hardly as tough as the mech from earlier, but the room is cramped, cover is minimal, and that thing packs a punch. Quickly hit it with a couple of plasma cannon rounds to take it down, then move into the next room and hit the switch. Don't forget to check upstairs for goodies. The rest of the chapter is an enemy free walk to the finish. | ========= | | | | Chapter 3 | [W3] | | | ========= | ________________ |Explore the Tomb| _______________________________________________________________________________ You're in an exo suit, but your abilities are limited to the magnet gun. Still, it's a pretty cool weapon. Fire a shot at something you want moved, then fire another shot at what you want it moved to. The first tagged object will go flying towards the second tag. Use this weapon to remove the door ahead of you. Soon you come to a holographic projection of an Ultor scientist. The big ball above it comes crashing down. Explore the area for salvage, then sling the ball into the door ahead using the magnet gun. In the next area, you need to use the magnet gun to tear apart the structure in the middle of the room. There's another large ball above it. Use the magnet gun to bring it down on top of the structure. Keep tearing at the thing until it finally falls apart. ___________________ |Get Back to Bastion| _______________________________________________________________________________ After the cutscene, you're no longer in the exo, but you do still have the magnet gun. You also have access to dual-wielded pistols. Keep going and eventually S.A.M. notes that she detects a life form up ahead. You should see a shadow on the wall. She also notes that it's moving too quickly to get a lock on it. Enter the room where it was and immediately look to the left. You should see a broken down structure with some salvage on it. Drop down here and you'll find more salvage and an Audio Log. Use the magnet gun to pull the structure down and the salvage along with it. Use the magnet gun again to clear the path ahead. You'll need to repair the upgrade station here. Use it and you can spend your salvage on upgrades. At first, only the first tier is available, but more become unlocked as you progress through the story. Keep going and you should notice a single salvage container off to your right. Drop down and collect it, then keep going and you'll come across two more. You eventually come face to face with your new enemy, and it's a bug! Squash it. A lot more come out to fight you. This particular type of bug isn't hard to kill. They like to get in close, which is perfect because they are susceptible to melee attacks. Sometimes they'll spit at you, but it's generally nothing to worry about. Remember to tap the Left Trigger to quickly snap to and between targets. This is necessary since they like to jump around so much. Further on you'll encounter another large group of bugs around a ruined structure. There's also some salvage to pick up here. The next group of bugs are coming out of a pod. It's a fairly obvious thing attached to the wall with electricity surrounding it. Take it out first, because it continually spawns them. There are two more pods up ahead with a large group of bugs guarding them. You'll also find a shotgun around here. After you fall through the floor, you'll need to take out a large number of bugs and two pods. Use Impact to clear them out quickly. If you turn around, you'll see two salvage tanks behind you. Keep going until you reach the next cutscene. There's a new type of bug to deal with now. It's just as fast as the others, but it's tougher and it shoots back. Repair the bridge when you get to it and cross over to the salvage. Drop down and double back underneath the platform you were just on. There's a pod down here to take care of. There's another group of bugs to deal with ahead. This one has both types. Keep going until you see a structure to your right. There's an Audio Log on the ground between it and the main path. It's almost impossible to miss. ________________________ |Get to the Mining Colony| _______________________________________________________________________________ Keep going until you have to turn left and go across a bridge. Instead, turn right and explore the collapsed tunnel for an Audio Log. After walking for a while, you come across the charge launcher. You can shoot up to four charges at once, then press X to detonate them all. You'll have to exchange it for another weapon, preferably the Maul. That hammer is rather pointless if you have the magnet gun in your possession. Once you enter the village area, a large number of enemies come for you. They come out of cracks in the wall. Although these cracks look like pods, you cannot destroy them. They simply vanish after releasing some bugs. There are so many bugs here that you will probably have to take cover in one of the buildings and let them come to you. After they're down, go to the signal, then scour the area for loot. There's also an upgrade station here. ___________________ |Get to the Elevator| _______________________________________________________________________________ In the tunnel ahead you'll find more bugs. As the game notes, this is a good place to use Impact. In the next area, a huge...thing comes out of the ground. Not only does it fire heavily damaging blasts at you from time to time, but it also boosts the health of every enemy in the area greatly, and it takes a lot of damage. Switch to the charge launcher and lay into it. Don't even focus on the lesser enemies if you can help it, not until that thing is gone. Two more groups of bugs come out of the walls after it's gone. Scour the area for loot, and look on the left side, just past the large collapsed tunnel, for an Audio Log. Activate the elevator to end this chapter. | ========= | | | | Chapter 4 | [W4] | | | ========= | ___________________ |Secure the Elevator| _______________________________________________________________________________ Before you head forward, go to the left and look on the side of the elevator. You'll find an assault rifle, an Audio Log, and some ammo and salvage. As you move down the tunnel, you should notice some light above you. Shooting the sparking part near the top will cause the light to explode, dropping a small bit of salvage. Almost immediately you run into one of the large pincer things that come out of the ground, along with a few enemies. Take it out and move on until you reach a weapons locker. Here, you can switch out any weapon with another weapon as long as you've already found it. _________________ |Escort the Convoy| _______________________________________________________________________________ At the next structure you'll come across a new type of enemy. He's big and he takes a lot of damage. He also hurls a ball of energy at you. It explodes a couple of seconds after touching something. Take him down and you'll have to deal with at least four waves of bugs coming out of the walls. Once they're all gone, repair the bridge. _________________________________ |Investigate the Construction Site| _______________________________________________________________________________ You come across a building with a lot of pods on it, except the pods aren't spitting out enemies. There are a couple of bugs here to deal with, though. Bring the building down on top of them, and make sure you sift through the rubble for plenty of salvage. Head up to the raised area. Here you'll find salvage, ammo, an Audio Log, and an upgrade station. You'll also find the plasma cannon, again, except this time it goes into your armory. It's also going to be very helpful for what's about to come. Activate the excavator when you're ready. __________________ |Ride the Excavator| _______________________________________________________________________________ This sequence only lasts a little over a minute at most, but it's pretty intense. You are stuck on the excavator as it cuts a hole through the rock. A ton of enemies will be coming from behind, shooting at you. This includes every type of bug you've faced so far, and a new one. These new bugs are like weaker variants of the big hulking things. They don't take much damage, but they shoot balls of energy that hurt a lot. When Mason speaks to S.A.M., the sequence is about to end. ____________________ |Get to Carver Center| _______________________________________________________________________________ When you next face the bugs, they'll be all over you. Use Impact to clear them out. Head up the road and you'll come to the Carver Center. The area is crawling with bugs, a couple of pods, and two infested buildings that you need to destroy. Luckily, there's an exosuit to your right that you can hop in. It makes things much easier. Check the area over thoroughly for salvage and explosives, then head forward. You can stay in the exo, which is advisable. __________________________ |Get to the Gondola Station| _______________________________________________________________________________ You'll come across two of the pincer things in the next area, along with a few bugs. The mech should take them all out fairly quickly though. Check a building on the right side for an Audio Log. The next area you come to has another pincer thing and some bugs. After this you reach the gondola station. Collect everything and use the weapon locker/upgrade station if you need it, then activate the gondola. At this point, the second vehicle gets blown up and you'll need to take out a bunch of enemies. Hop on the gondola when they're all dead. ________________ |Ride the Gondola| _______________________________________________________________________________ You'll have to fend off a lot of enemies while riding the gondola. Keep an eye out for lots of pods in the area too. At two points you'll have to clear the track of infection, the same type of infection that takes over buildings. ___________________________ |Get to the Bastion Elevator| _______________________________________________________________________________ There's plenty of salvage to collect once you exit the gondola. If you head up the road to your right, you'll also find an Audio Log. Heading forward you will come across two more pincer things and a lot of bugs. There are two hulking monsters on the other side of the tunnel. Further on you reach the elevator. Go down below it and repair the generator here. When you get back up top, there's a ton of bugs and a pincer thing across the chasm. Take out a few waves of bugs, then wait for the vehicles to get on the elevator and activate it. | ========= | | | | Chapter 5 | [W5] | | | ========= | __________________ |Gather Power Cells| _______________________________________________________________________________ Take down the group of bugs when you encounter them. There's a turret in the middle that swivels around 360 degrees, and it does heavy damage. Check the cylindrical store near the beginning of this area for an Audio Log. Scour the area for goodies, then bring the power cell down to you. Move to the next area, where you'll find more bugs and a pod. There's also an infected building next to the power cell. Destroy the building, grab the cell, and continue up to the tunnel. There are two turrets here you can man to fight the horde of enemies that come down the tunnel for you. After they're all gone, explore the area to the right of the turrets and you'll find an Audio Log. In the next area, if you don't go up to the shielded door, you can just explore it for salvage and an Audio Log at the far end of the room. When you're ready, go up to the shielded door. Press the button. It doesn't work, so you'll have to repair three generators in this room. Standing in your way are a lot of bugs. Once they're all repaired, hit the button again. Take out the hulking monster in the tunnel and move on. The final room has a pincer thing and several bugs. Take them all out, then acquire the power cell and clean the room of loot. _________________ |Return to Bastion| _______________________________________________________________________________ When you reach the room with the second power cell, you'll need to deal with several bugs and a weakened pincer thing. When you get back to the starting area, you'll be right next to a pincer thing and surrounded by enemies. Abilities like Shell come in handy here. There's a turret here, but it's in an awkward position. It's usually better to just fall back and take pot shots. ____________________ |Find the Water Pumps| _______________________________________________________________________________ You'll immediately face a few bugs. Look in one of the shacks on the right side for an Audio Log. Move forward a bit and you'll find the nano rifle. It's good at destroying buildings, but still doesn't have the magnet gun's infinite ammo. It's a great back-up for your assault rifle though. The next area is crawling with bugs. There's an Audio Log on the top level on the other side of the room. There are also multiple pods down on the bottom floor. Take them out and clear the room of bugs, then repair the four water pumps. _____________________________ |Find the Next Pumping Station| _______________________________________________________________________________ You'll immediately come across another hulking monster, except this one is yellow and a lot more powerful. It's a lot faster and launches yellow balls of energy at you that explode on contact and do a lot of damage. Take it out quickly. Move forward and take out the pods and bugs ahead. Keep going, down the spiraling ramps. A few more waves of bugs will come out of the walls. Take them all down and repair the pumps, then head into the tunnel and into the sewer. _________________ |Find the Corporal| _______________________________________________________________________________ Keep going until you find a rocket launcher. There are plenty of things to collect in this area. There's also an Audio Log by the crates behind the upgrade station. After you try to contact the corporal, look to your left in the next area. There's an infected building you can destroy. Further on you'll find out what's causing the flashes. A new type of bug. These guys blink in, attack you, and then disappear again. Their attack is pretty powerful, but slow. The nano rifle is a great weapon for taking them out quickly. The area ahead has a few of these guys floating around. Make your way to the top and repair the generator. There are some more bugs ahead, along with a pod. Move through the next room. When Mason comments about the Red Faction beacon, go left and you'll find a little cubby hole with some goodies. Exit and you'll fight a few bugs. There's also an invisible bug up ahead. In the next room a wave of enemies comes from the wall. As you climb up, a couple more waves pop out, but they're augmented by a pincer thing. Don't get caught up on the top level with these guys. You can easily be overwhelmed here. Further on, past the upgrade station, you'll face another load of enemies. There's a hulking monster here and two pincer things, along with an invisible bug and all sorts of other bad guys. Use the cover here wisely and try to either take the pincers out quickly or sit back and whittle the powered up enemies down. There comes a point where you can go left on a yellow walkway or down and right. Go right to find an Audio Log. On the walkways you'll encounter a few invisible bugs. At the top there are a few small bugs. Move forward and extend the bridge. You'll need to hold off a large wave of bugs as the bridge extends. Keep going until you reach another walkway. There are a few bugs here as well. On the other side, go right and you'll find some salvage. Keep going to the waypoint. _______________________ |Find an Upgrade Station| _______________________________________________________________________________ Head towards the cavern. There's an invisible bug on the way. Inside the actual structure you'll encounter a few more enemies, including a hulking bug. Take them all out and make your way to the upgrade station. You get access to repair grenades. A bunch of enemies will swarm in from the cavern area. Take them out, then go out into the cavern and eliminate the pincer thing. Clear the place of salvage and move on. There's another pincer thing and some bugs just outside of the cavern. When you get back to the generator, tap the Left Bumper to send a repair grenade towards it. _____________________________ |Get to the Purification Plant| _______________________________________________________________________________ First, head back to the lift and get the salvage/ammo. Continue forward. Both paths lead to the same place, but it's easier to go up top and then backtrack on the lower path. When you choose a path, some bugs come out. If you continue along the upper path, you'll find a side room. Inside are two invisible bugs, some explosives/ammo/salvage, and an Audio Log on the bottom floor. When you get back to the bottom, you'll have to deal with several bugs, two pods at the top of the stairs, and three hulking monsters. In the next area, you have to bring down the entire purification plant, as it's been infected. The area is filled with enemies of all types. A good tactic is to use the magnet gun to fling the hulking monsters into the bottom of the plant. Destroy the bottom of the plant to bring it down all at once, then clear the area of enemies and hold X to end the chapter. | ========= | | | | Chapter 6 | [W6] | | | ========= | ______________________________ |Destroy the Infected Buildings| _______________________________________________________________________________ You'll pick up the plasma beam shortly. This is a fantastic weapon for taking down structures. It functions like a continuous-fire nano rifle. Across the chasm, take down the large group of enemies and the infected building here. Explore the area and you'll find an upgrade station and weapon locker. Across the path from it you'll find an Audio Log. You can do most of these buildings in any order. From the first infected building, you can go either down the dirt path by the Audio Log, or through the door and into the tunnel with a hulking monster inside. I went down the path and took out the building/bugs here, then went down the next large tunnel. After exiting the greenhouse type building, go right and look in one of the buildings on the ground floor for an Audio Log. Keep going and take out the large infected building here, then kill the pincer and all the bugs and backtrack to the second room. Turn right and go through this tunnel. There are a ton of enemies in here to kill along with the building. There's also an Audio Log near one of the smaller buildings. Keep going until you reach the final building. It's relatively lightly guarded, but take out the pods before you do anything else. ____________________________ |Find a Way Out of the Sewers| _______________________________________________________________________________ You come across the pulse grenade early on here. It does decent damage, but doing no damage to structures isn't really a benefit when you can repair anything at any time. It's definitely not a replacement for your main weapon, your heavy weapon, or your destruction weapon. Anyway, go across the bridge and take out the bugs and single pod in this structure. There are more enemies on the second floor when you get close to the upgrade station. To the left of the station there's a wall you can destroy which takes you to some salvage. The next room has two pods on the bottom floor and one in a room up top. The place is also filled with enemies, of course, including an invisible bug. Make your way to the top and cross the next bridge. There are two waves of bugs to fight over here. Go through the next structure, but wait before you cross the bridge. The mob detonates a charge on a rock above the bridge, causing it to crash through the bridge. _______________________ |Meet Kara at the Market| _______________________________________________________________________________ Keep going and you should see a weapons locker straight ahead. There's an Audio Log to the left of it. Keep going and you'll face more bugs, a pod, and a hulking monster. In that same area, you can go up the ramps to your left, where the pod was, and blow a hole in the wall at the top. There's some salvage behind it. In the next area, if you stay on the upper floor, keep an eye out for another breakable wall on the right side, just before you enter the cave system. After the next cutscene, you'll face a few waves of bugs as you progress through the area. _________ |Find Kara| _______________________________________________________________________________ When you drop down you'll be in a room with an upgrade station, weapons locker, and an exo suit. Get in the suit and move forward to find more bugs and an infected building. You'll also have quite a few hulking monsters thrown at you during this sequence, but the suit should make short work of them. Also, most of the bugs come from pods, so keep an eye out. You'll come back to a cave area with signs up pointing you to different towns. Shortly after this you'll have to take down a pincer and two pods. After that, you enter a structure. Immediately look left, on the bottom floor, for an Audio Log. On the top floor in this area you'll find two pods. Further on, after crossing the bridge, take out the two groups of bugs, then head into the barracks. You'll come across more enemies here. _________________________________ |Reach the Elevator to the Surface| _______________________________________________________________________________ There's really not a whole lot to do here except move from structure to structure, eliminating vast hordes of enemies as you go along. When you reach the prison area, don't forget to check the cells on all three levels for salvage. You'll come to another three story cell block. This one has two invisible bugs in it. Keep going and you'll come to a point where you have to leave the exo suit behind and climb up a ladder. There's an Audio Log at the top in plain sight. _________________ |Kill the Behemoth| _______________________________________________________________________________ Soon enough you'll be trapped in an area with a very large monster. It likes to shoot poisonous balls of energy at you, and it will also charge at you if you run away. Try to get it to charge through the infected building in the middle, just to get it out of the way. Maintain your distance and hit that thing with your heavy weapon of choice as much as possible. After it's down, clean the area of loot and move forward to the end of the chapter. | ========= | | | | Chapter 7 | [W7] | | | ========= | ___________________________ |Find and Destroy Alien Pods| _______________________________________________________________________________ Take out as many bugs as you can and move forward. You'll need to take out the actual pods to stop them from spawning. You quickly encounter a new creature: the tentacle. It grabs a piece of debris and hurls it at you. It's pretty easy to take down as long as you dodge at the right time. Take it out, along with the pods in the area. There are two to the right in a cave. There are also a couple of infected buildings in the area. Move forward and another tentacle comes up, this time accompanied by a yellow hulking monster. There's yet another tentacle up ahead when you make your way towards the final pods. Once you get to the top and eliminate the final pod, you'll have to deal with an invisible bug, another tentacle, and a lot of other enemies. When you head back down the hill, a behemoth comes towards you. Just keep backing up and pelting him with heavy weapons. After you take him down, head back towards Red Faction and you'll face a pincer and two tentacles. Take them out and eliminate any straggling bugs. Enter the exo suit when you get the oppurtunity and hold off the waves of bugs and tentacles. __________________________ |Destroy the Relay Stations| _______________________________________________________________________________ Plant the beacon, then move towards the first station. You'll face a few enemies of the human variety. Tear the tower down and move on. You'll come across the rail driver, which is essentially a sniper rifle that can shoot through walls. There's also an Audio Log here. When you get close to the next relay station, a tornado drops down and wipes it out. There are more enemies to deal with on your way to the next tower. You'll also probably be picked up by a tornado/dust devil at some point, but it doesn't really harm you. Take out the tower here. Keep an eye out for an Audio Log by one of the ramps leading down to the next tower. Take it out and then take out the last tower. The last tower is guarded by an exo suit, but it only takes a few shots from the rail driver to take it down, and you can destroy it before it even notices you. ____________________________ |Get to the Perimeter Outpost| _______________________________________________________________________________ You'll be placed inside of a four-legged mech for this one. It's the same kind that you destroyed near the beginning of the game. Right Trigger fires the electrical beams that are great for dealing with infantry, and holding the Right Bumper fires an explosive attack. The Left Bumper turns on some kind of visual mode where enemies show up better, and clicking in the Right Thumbstick sends out a pulse of energy around the mech. This mech is also capable of simply walking right through buildings. Take out all the enemies in this area, along with the single exo suit, and move on. There's another camp of enemies up ahead that you'll have to destroy as well. Continue ahead, wiping out enemies and their occupied structures as you go. You'll face another walker just like yours, but it's easy to take down. Just avoid it's own laser attack. You'll eventually have to destroy an excavator. ______________________ |Hold off Hale's Attack| _______________________________________________________________________________ You'll be stuck in a slow-moving mine cart while Hale follows you in a walker. Keep shooting the electrical junction node things on the floor when Hale gets over them. It'll short out his weapons for a bit. Also keep an eye on your compass at the top of the screen. Enemies will show up ahead of you from time to time. After a while you reach the end of the tracks and your mine cart starts to go up a slow-moving elevator. Cultists will come out from all sides as you ascend. At the top, use repair grenades to fix the generators and open the doors. There are more enemies out here, and Hale starts following you again. There are no junction nodes to hit though. When prompted, destroy the generator hanging above Hale's walker. This will take care of him, for a few seconds anyway. _______________________________ |Drop the Power Stations on Hale| _______________________________________________________________________________ Back up to the force field and wait. When the game prompts you, shoot the targeted object. It'll blow up the power station on the ceiling and that will then drop onto the walker. Do this three times and Hale should be just about dead. Just hit him with a couple more heavy weapons shots to take him down for good. Make sure you blow the power stations exactly when the game tells you to, otherwise you could miss, and you don't want to be stuck in the last, small room with Hale's walker if he's not almost dead. ____________________ |Get to the Marauders| _______________________________________________________________________________ You're back in the four-legged walker for this one. You'll face a LOT of opposition from the cultists, including exo suits and vehicles. After killing a ton of enemies for about 5 minutes straight you should find yourself at a shielded door. You need to destroy three generators in this heavily guarded area to take down the shield. Once it's down, you'll enter a tunnel that's completely free of cultists! Unfortunately it's filled with bugs and infected buildings and even a few behemoths. At the end you'll have to deal with two behemoths at the same time. Just stick back and take them on one at a time and they shouldn't be too much trouble. | ========= | | | | Chapter 8 | [W8] | | | ========= | _____________________ |Get to the Front Line| _______________________________________________________________________________ You'll be facing bugs again. Keep going until you kill the hulking monster. Take out the infected building and move on. You'll come across the singularity cannon on the ground. It's great for taking out groups of enemies. Move into the next room. If you keep going straight, you'll pass under the weird looking generator thing and come to a platform with some salvage and an Audio Log on it. There's also two waves of bugs and a hulking monster to take down here. Further on you'll find more bugs and another infected structure. When you drop down, be prepared to take on a behemoth and an invisible bug. The area's kind of cramped and awkward, so keep moving. Once you're done here, move up and you'll find two marauders being swarmed by bugs. Fight them off and go towards the bridge. You'll face a load of small bugs on your way, and when you get there you'll find six pods. Take them all down and destroy the bridge. Now backtrack and go down another path to the cave supports. You'll have to take out a tentacle first. Destroy the supports to bring the cave down on the bugs on the other side. Keep going until you're in the first actual room with a weird thing going from the floor to the ceiling. On the left side of this room you'll find an Audio Log. In the next room, get on the turret and you'll have to deal with a ton of bugs. The turret is slow-firing, so the bugs will swarm around you pretty quickly. Just shoot the floor around you to clear the immediate area. Do this for about a minute and a shield will pop up. ____________ |Find the Lab| _______________________________________________________________________________ Move forward until you see a weapons locker. There's an Audio Log in front of it. Keep going and you'll be trapped in a room with a lot of bugs and an invisible bug. Move forward onto the walkway. Be careful here. At two points along the walkway a tentacle bursts from the wall and damage the walkway, then goes back in. Later on, the tentacle comes out of the ground, and here you can kill it. When you first see it come out of the ground, look to your left for an Audio Log. When you get down to where the tentacle was, another one pops out, along with some bugs. Further on there are even more bugs and a yellow hulking monster. When you enter the next structure, keep an eye out for an Audio Log to your left. In the next room you'll be trapped with some bugs, two pods, and an invisible bug. _____________ |Find the Chip| _______________________________________________________________________________ There's a behemoth in the hallway up ahead. Keep going and you'll eventually be trapped in a room with a LOT of enemies and at least 8 or 9 pincer things. They are literally everywhere, so keep an eye out for heavy weapon ammo, because you will need it. Also, make good use of your nano forge abilities. ______________ |Get to Winters| _______________________________________________________________________________ You'll be flying in a ship for this one. Pressing the Left Bumper brings up another visual mode, similar to the walker's. Right Trigger and Right Bumper control the weapons. Pressing X and A causes you to ascend/descend vertically. Most of this is a whole lot of flying around, taking out a ton of enemies and infected buildings. The ship isn't as hardy as the walker was, so don't get too cocky about flying into the middle of a lot of enemies. The visual aid mode helps out a lot, since there's a lot of space for enemies to hide, and the bugs blend into the walls real well. After a while, you'll be tasked with destroying some generator things that emit energy which block your path. After you do that, you get a cutscene. You then have to demolish a rather large bridge. Do so to end the chapter. | ========= | | | | Chapter 9 | [W9] | | | ========= | ______________ |Ride the Barge| _______________________________________________________________________________ Go down and get on the barge. Man the turret and blow away the few bugs that show up. You'll have to get off the barge again shortly when you reach a shielded door. While on foot you'll encounter a wave of bugs. Repair the bridge and move across. There are two invisible bugs floating around here. After repairing and crossing the next bridge, you'll find two hulking monsters in the small area, so prepare to back up. There's another monster further on, too. After you've taken them out, shut the shield door down and jump from this platform back onto the barge. After shooting a couple of tentacles you'll have to get off again. This time you move through an area filled with bugs and a few pods. The top floor of this area also has a hulking monster in it. You'll find the thing you need to repair just after you defeat him. After repairing it you'll move out onto a bridge. There are of course more bugs here. You can take cover in the little hut thing there, but make sure you don't use anything destructive too close to your location. Everything you're standing on can be demolished, sending you into the magma below. The next turret sequence makes you work to get to the next area. There are a load of enemies to fight, and they jump all over the place. Try to prioritize the large monsters first, then the ones that shoots balls of electricity. You'll have to get off again after a while and unlock another door. You first encounter an invisible bug, then a yellow hulking monster. After this, use the terminal and get back on the barge. When you become trapped between the door, fire your turret at the wall when it prompts you to. You'll soon come to a machine that's guarded by four shield generators. Shoot them all to hell with your turret. Ignore all of the monsters unless you are seriously low on health. Next, destroy the four arms of the machine and then target the small thing at the bottom of it to take it out completely. _______________________ |Find the Ultor Facility| _______________________________________________________________________________ You'll be dumped inside another four-legged mech, except this one is upgraded, it would seem. Your weapons are different, but everything else works the same. Move through the cave system, wiping out loads of bugs as you go. You'll come across a lot of pincers too. When you finally reach the Ultor entrance, you'll have to deal with bugs, pincers, and tentacles. _____________________ |Find the Queen's Lair| _______________________________________________________________________________ More walker stuff, but this time you're moving through a cave that's not only filled with enemies, but with pods. Also, your shields are damage. To turn them on, you must push A, but they'll quickly start to drain again. Your actual health doesn't recharge, so you must be careful here. Stay back and take pot shots. Don't rush in or try anything hasty, even with the shields on. They just diminsh too quickly to be useful for anything other than absorbing a blast of energy. ______________________________ |Investigate the Heat Signature| _______________________________________________________________________________ You're now on foot. You'll need to move through this area and destroy the ends of three tentacles. The first one is fairly easy, though after you destroy it, prepare to face a few invisible bugs. The next two tentacles have you fighting a lot of enemies. You'll face just about everything they can throw at you. To top it off, there's always at least two pods that you'll need to deal with to stop them from spawning. Take out the heaviest enemies first, then rush forward and deal with the pods. Always keep an eye out for ammo and upgrade stations/weapons lockers. They're floating around the area. The last tentacle has you fighting a behemoth as well. On your way to the heat signature, you'll face three of the hulking monsters all in one spot. Run away and target one of them from a distance. When that one dies, the explosion should be enough to at least seriously damage the other two, if not destroy them outright. There's a wave of small bugs after this. ______________ |Get to the Top| _______________________________________________________________________________ This sounds easier than it is. You'll have to fight your way up a long rock-ramp thing filled with bugs. The first part has a few invisible bugs in particular. There are pods all over the place and plenty of bugs to go with them, so you'll constantly have to push forward or risk running out of ammo. Eventually you encounter tentacles and two hulking yellow monsters. After that you come to a chamber with a bunch of bugs and pods and a behemoth. A pincer also shows up after you take him down. Heavy weapons ammo is bound to be scarce by this point. There's some ammo on the ground floor by a weapon and some more if you rush up top and go to the left. Also, if you've upgraded the Berserk ability completely, it offers you infinite ammo while it's active, so make use of that. Keep going and you'll fight more bugs and eventuall three yellow hulking monsters. ______________ |Kill the Queen| _______________________________________________________________________________ Pull out your heavy weapon of choice and wait for the queen to move forward and spew yellow stuff at you. At this point, three spots on it will be vulnerable. Two on the sides, and one in the middle of its chest. Hit those spots. Every time you destroy a spot, enemies come out to pester you. Take them down and continue destroying all three spots. At this point, the queen destroy the central pillar, your only means of cover. She also starts dipping down below. When she comes back up, she fires a huge beam of energy across the entire stage. It's unavoidable, as far as I can tell, and it will kill you quickly. Try to dodge so that you roll under it and you should come out okay. When the queen is firing the huge beam, there are four points on her head that are vulnerable. They don't take much to destroy, so lay into them. Everytime you destroy a spot, more enemies come out. Keep an eye on the queen at all times though, and make sure you prioritize her. Destroying a spot shuts the beam off, and that's more important than killing the enemies around you. Take out all four spots to bring the queen down...sort of. | ========== | | | | Chapter 10 | [W10] | | | ========== | __________________________ |Get Inside the Terraformer| _______________________________________________________________________________ A lot of bugs will be coming out of the big hole in the middle of the area here. There's also a few hulking monsters roaming around. After traversing the walkways, you'll come to a large structure that you need to enter. There are two behemoths guarding it, along with some other enemies. Inside you'll find a ton more bugs, plus a couple of pods. You'll need to go up the ramps to get to the next area, so make sure you repair them. ___________________________________ |Activate the Environmental Controls| _______________________________________________________________________________ At the start, don't drop down. There are at least two yellow hulking monsters down there. Pick them off from your safe perch and deal with any other enemies in the area. Try to stay on the top floor if you can, since the controls are on the top floor on the other side anyway. After doing that you'll need to get to the bottom floor and make your way to the security area. In here, operate the blast door controls. At this point a ton of bugs and two tentacles come out of the floor. There's also a yellow hulking monster on the other side of the room. You can easily get caught in a tight spot in here, since the room is so small, so try to backtrack and bring the enemies to you. Once they're down, enter the blast door and hit the button. At the next door, you'll immediately encounter enemies. Do NOT drop down. There is a behemoth on the ground floor. Just pick him off and anyone else, then destroy the tentacle ends. You'll have to go into the room just to the left of the entry door. Here you can destroy two pods and the last tentacle end. There's another pod on the other side that you can get from ground level. Hit the last button when it's clear. _______________________________ |Get to the Central Control Room| _______________________________________________________________________________ After the next cutscene you'll be trapped in a room with a ton of enemies. Also, tentacles will keep popping out of the floor for a while, so stock up on heavy ammunition. Once you finally take them all down, move on. You'll have to destroy tentacle ends in this area. After taking one down, a few bugs will show up. After taking out all of the tentacle ends, move into the middle of the area and repair the cores. At this point, a bar shows up in the middle of your screen and slowly fills up. You'll have to hold off wave after wave of bugs as they try to take the cores offline. Get used to using repair grenades, you will need them. Also keep an eye out for hulking yellow monsters that appear on the solid ground connected to the main platform you're standing on. When the bar finally fills up, the game is over. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ || || || Technical || [TECH] || || +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Any website may use this guide, as long as it is kept intact and proper credit is given. Contact me at email@example.com if you have any questions about the guide or the game.
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Navy Career Counselor Chief Petty Officer Dewayne C. Scott is an Atlanta resident and outstanding sailor in the United States Navy, who has helped hundreds of young men and women achieve their dreams through missions at home and abroad. His efforts have culminated in being named one of the Navy's 2012 Recruiters of the Year.
After graduating from Southern University and working as a print billboard manager in Baton Rouge, Scott desired a change in his life. He reached out to a Navy recruiter, and found not only an organization he could be proud to be a part of, but also realized he would be given opportunities he didn't realize were possible.
Scott first began his Navy career at age 22, as a Yeoman on theUSS Nimitz (CVN-68) homeported in San Diego, Calif., where he performed administrative work. He was aboard the USS Nimitz on deployment to the Persian Gulf in support of Operation Iraqi Freedom and Operation Enduring Freedom, where he was able to experience new cultures and build camaraderie with his fellow Sailors.
While becoming a Yeoman was a great way to begin his Navy career, Scott knew he wanted to be a recruiter from the moment he entered the service. He saw recruiting as a way to change people's lives and open up career paths for those who may have never realized the opportunities the Navy provides, especially in areas where a large military presence doesn't exist.
Upon returning to shore duty, Scott began pursuing his goal of becoming a recruiter by shadowing his own recruiter to get a glimpse of what the job entailed and served as a Navy Counselor for Navy Recruiting District (NRD) Jacksonville. "My recruiter took a true interest in me.
He helped direct my career path and listened to me and answered all of my questions and helped shape the man I am today," said Scott.
"I still have former recruits come to me with different issues they're having a hard time with," says Scott. "It's so rewarding that even after they've joined the Navy, I can continue to share my experience and knowledge with them."
Now with nine years of recruiting under his belt, Scott currently serves as the Lead Chief Petty Officer for Navy Recruiting District (NRD) Atlanta, where he trains other recruiters to find the next generation of Navy leaders.

subset: commoncrawl


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Longer growing season does not yield growth increase for trees and shrubs
As the earth's temperatures rise, some have speculated that trees and shrubs in the colder climates might experience and increase in growth as a result of the extended growing season. "Not so," says a recent study authored by a University of Washington biology and applied mathematics postdoctoral student. Her study demonstrates that bushes achieve less yearly growth when cold winter temperatures are interrupted by warm spurts that trigger growth.
"When winter temperatures fluctuate between being cold and warm enough for growth, plants deplete their resources trying to photosynthesize and end the winter with fewer reserves than they initially had. In the summer they have to play catch up," said lead author Melanie Harsch. The paper was recently published in PLOS ONE.
Harsch says the roots are especially sensitive to temperature fluctuations and warming winters result in higher root respiration. Higher root respiration uses up the plant's carbon making less available during the regular growing season.
The study of two species of shrub was conducted on Campbell Island, an uninhabited UNESCO World Heritage site in the southwest Pacific Ocean 375 miles south of New Zealand. The two shrubs, Dracophyllum longifolium and Dracophyllum scoparium, are evergreen broadleaf plants that reach about 15 feet and can live up to 240 years.
Although the drier winters helped establish seedlings, older plants suffered.
"For growth to occur you need sufficient precipitation and temperature and nutrients. Growth should only happen during the summer on Campbell Island when temperatures are above 5° Celsius (40° Fahrenheit) Harsch said. "On Campbell Island most winters are cool and below this 5° Celsius, so the plants are not active. The plants we studied are evergreen and there is little snow cover, so they are sensitive to changes in temperature."
To conduct the study researchers cut out discs, called "cookies," from just above the shrubs' root collar, measuring the widths between each ring to determine growth. Plant growth decreased with the rise in winter temperatures.
"On Campbell Island the snow is ephemeral, so the plants usually are not covered," Harsch said. "If we're going to see an effect in changing winter conditions, we're going to see it at Campbell Island decades before we see it at, say, Mt. Rainier, where there is a lot of snow and winters are colder."
Harsch said plants in areas like Campbell Island may eventually adjust to warmer winters, but the transition period will be tough as temperatures bounce above and below what plants need to stay dormant, causing the plants to draw down their resources.
Read more at University of Washington.
Dracophyllum scoparium image by John Barkla via the New Zealand Plant Conservation Network.


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The field at 3329 Alpine Road in Portola Valley has had extensive work done to it, including regrading, new sod in the infield and outfield, a new irrigation system, new dugouts, new bleachers, a new backstop and new fencing around the field. A new batting cage is in the plans.
The project came in just under the budget of $409,000, Public Works Director Howard Young told the Almanac. Funding included $232,000 in state grants plus local donations.
The Alpine-West Menlo Little League provided at least $100,000, and the Sand Hill Foundation, led by Susan Ford Dorsey, agreed to match up to $100,000 in donations. Members of the public also contributed.
On opening day, the crowd of several hundred included the two Little league teams scheduled to play the first of three games on the field that day.
After a ribbon-cutting ceremony and expressions of thanks to Ms. Ford-Dorsey, Alpine-West Menlo league President Tim Goode gave baseball jackets to Young and to Lindsey Bowen and Jon Myers of the Portola Valley Parks and Recreation Committee.
Next up was Byrnes, who was used to being behind a microphone, having made a second career of talking about baseball on the radio. He spoke for about 15 minutes, often to the Little Leaguers in the crowd about having big dreams and not giving up on them.
"I just continued playing and continued trying to persevere," Byrnes said.
His career included five seasons with Oakland, four with Arizona and stays with the Baltimore Orioles, Colorado Rockies and Seattle Mariners, according to MLB.com. It was tough going. At one point, he said he was living with his mother. "I was probably the first big leaguer in history to ever live at home," he said.
His mother played a crucial role. At games, she would park her station wagon just outside the left field fence. "This is where you're supposed to hit the ball," she would say, pointing to the car. He started trying at 9 and finally made it at 11, in his last game that year, when he broke his mother's windshield.
Batting practice may have helped. His mother would drive him to Malibu Grand Prix to hit against a pitching machine that threw balls at speeds of up to 90 mph. His mother was apparently somewhat critical of his performance there, so one day he handed the bat to her, he said. "Whap, whap, whap ... a bunch of swings and misses and she finally understood," he said. "It's a game of failure."
And there were doubters. Byrnes said he was once assigned to write an essay about what he wanted to do when he grew up. His ambitions, he wrote, were to play professional baseball and talk about baseball on the radio. His teacher told him those goals were unrealistic and to rewrite the essay. He informed his mother, who replied: "You will not rewrite this."
"There's a lot of frustration you're going to have to deal with people who doubt you," Byrnes said. "You gotta have discipline, you gotta work and you gotta believe."
This story contains 564 words.
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Herein are the various covers that have appeared on the different editions of Shattered Peace.
The Covers
References and Citations
Herein are the various covers that have appeared on the different editions of Shattered Peace.
|English Language Edition
Released in North America & United Kingdom
|German Language Edition
Released in Germany and Austria
|Simplified Chinese Language Edition
Released in China
|Russian Language Edition
Released in Russia
|French Language Edition
Released in France
|Warriors galleries
|The Prophecies Begin Arc
|Into the Wild • Fire and Ice • Forest of Secrets • Rising Storm • A Dangerous Path • The Darkest Hour
|New Prophecy Arc
|Midnight • Moonrise • Dawn • Starlight • Twilight • Sunset
|Power of Three Arc
|The Sight • Dark River • Outcast • Eclipse • Long Shadows • Sunrise
|Omen of the Stars Arc
|The Fourth Apprentice • Fading Echoes • Night Whispers • Sign of the Moon • The Forgotten Warrior • The Last Hope
|Dawn of the Clans Arc
|The Sun Trail • Thunder Rising • The First Battle • The Blazing Star • A Forest Divided • Path of Stars
|A Vision of Shadows Arc
|The Apprentice's Quest • Thunder and Shadow • Shattered Sky • Darkest Night
|Super Edition Arc
|Firestar's Quest • Bluestar's Prophecy • SkyClan's Destiny • Crookedstar's Promise • Yellowfang's Secret • Tallstar's Revenge • Bramblestar's Storm • Moth Flight's Vision • Hawkwing's Journey
|Field Guide Arc
|Secrets of the Clans • Cats of the Clans • Code of the Clans • Battles of the Clans • Enter the Clans • The Ultimate Guide
|Graystripe's Adventure
|The Lost Warrior • Warrior's Refuge • Warrior's Return
|Stand-alone Manga
|The Rise of Scourge
|Tigerstar and Sasha Arc
|Into the Woods • Escape from the Forest • Return to the Clans
|Ravenpaw's Path Arc
|Shattered Peace • A Clan in Need • The Heart of a Warrior
|SkyClan and the Stranger Arc
|The Rescue • Beyond the Code • After the Flood
|Hollyleaf's Story • Mistystar's Omen • Cloudstar's Journey • The Untold Stories • Tigerclaw's Fury • Leafpool's Wish • Dovewing's Silence • Tales from the Clans • Mapleshade's Vengeance • Goosefeather's Curse • Ravenpaw's Farewell • Shadows of the Clans • Spottedleaf's Heart • Pinestar's Choice • Thunderstar's Echo
|Other Galleries
|Back Covers • Box Sets


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I'm trying to learn about heap allocation, walking, deallocation,
etc. but every function/struct I get from MSDN says it's not
supported by Win98 only WinNT.
Windows NT: Requires version 3.5 or later.
Windows: Unsupported
Note Beginning with Visual C++ Version 4.0, the underlying heap structure was moved to the C run-time libraries to support the new debugging features. As a result, the only Win32 platform that is supported by _heapwalk is Windows NT. When it is called by any other Win32 platform, _heapwalk returns _HEAPEND and sets errno to ENOSYS.
But there's no mention/link/etc. to whatever replaced these.


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When Cathy Choi started at Bulbrite in 2001, the company was celebrating the 30-year anniversary of her parents Andrew and Barbara Choi founding the company. Although it was already known for its quality service, Choi was looking for a way to make Bulbrite stand out. And it wasn't long before she found it in the green movement that was just beginning to take shape.
"Bulbrite has always been known for our great service and light bulb expertise, but I was trying to find a way to validate that to our customers and leverage that to distinguish ourselves from others in the industry," Choi says. "And then the legislation started happening and new technologies emerged, and it was the perfect storm."
A decade later, education has indeed become Bulbrite's trademark, and one of the tenets of the Bulbrite promise — a three-part pledge the company makes to its customers, promising education, high-quality products and outstanding service. And over time, these values have become hallmarks of not just Bulbrite, but also of Choi herself, a major reason Residential Lighting readers chose the 38-year-old executive as this year's Industry Leadership Award winner.
Educational Efforts
After earning a B.A. from Cornell University and an M.B.A. from New York University, Choi worked at Price Waterhouse and then New Line Cinema for almost 10 years before joining Bulbrite. She started out in sales and operations, before being promoted to Vice President in 2004 and President last year.
Since then, Choi and Bulbrite have become known as a driving force behind education in the industry. Bulbrite's website features a robust information center, which covers everything from energy-efficient lighting to new legislation and requirements, and the company also offers seminars on bulb and LED basics. "Light bulbs are very technical and with the emergence of LEDs as a viable residential light source, the information in the marketplace can be overwhelming," Choi says. "And with the new FTC labeling requirements as well as EISA regulations, I can only imagine how confusing it must be for our customers."
In addition to her work at Bulbrite, Choi also promotes education through her work on the American Lighting Assn. (ALA) Education Foundation Board of Trustees. "She's great to work with, and gives great opinions and feedback on training materials, including a lot of good technical information that salespeople will need," says Nicole Juneau, ALA Director of Education.
As a result of the changing requirements and legislation, Choi also started an education initiative at Bulbrite that required everyone in the company to receive ALA certification. This way, Choi explains, every Bulbrite employee the customer comes into contact with, either directly or indirectly, is certified to some level.
Working with a group of such dedicated individuals is part of what makes her job worthwhile, Choi says. "I come to work everyday and I love what I do, and it's really exciting to lead a group of very committed people," she says.
And Choi's passion for her work is apparent to others in the industry as well. "I think Cathy adds a great deal of professionalism and energy that infuses a lot of much needed progress," says Shelley Wang, President of WAC Lighting. "She's a force that champions forward motion."
Commitment to Quality
In addition to education, Choi and Bulbrite are also committed to providing customers with the best product available. The Bulbrite promise guarantees innovative, high-quality products, thanks in part to the company's in-house, state-of-the-art testing lab, which was recently updated with sophisticated equipment to test LEDs. And high-quality product is another thing Bulbrite, under Choi's direction, has become known for.
"One thing I admire and respect is that [Bulbrite is] leading the way and doing it with quality product," says David Director, President of Connecticut Lighting Centers. "Even if they're not necessarily first to the line, they're the ones that when I get product from them, I know it's going to be quality product, and that's very important in our industry."
This combination of superior products and customer service has indeed helped Bulbrite distinguish itself from the competition. "The great part about Bulbrite is they are always on the forefront of what's available," says Daniel Pfeffer, CEO of Lighting by Gregory. "They lead the way, and are the first people to bring technology mainstream, and they make the process of buying bulbs very comfortable and easy, which isn't always the case."
And others in the industry are quick to attribute this success to Choi. "Especially with light bulbs, technology and regulations changing so quickly, and it being such a competitive industry, it's a testament to her that Bulbrite is doing so well," said Fanimation President Nathan Frampton.
A Personal Touch
The third tenet of the Bulbrite promise, outstanding service, is something that Choi and her company take very seriously.
"Cathy is very customer-oriented. The Bulbrite promise is at the core of everything she does," says Patrick Laidlaw of Laidco Sales. "The thing I respect her for the most is when you talk to her, you don't feel like you're talking to the President of the company. You feel like you're talking to a teammate."
Choi also gets to know her customers on a personal level, Pfeffer says, which is important in the lighting industry, where one's personal relationships are often paramount. "Cathy is unique to the industry because of the customer service that she and her team provide," says Pfeffer. "She knows every person in my showroom, and that's pretty impressive."
Choi's focus on relationships goes beyond the industry, however, as she also places a great deal of importance on her relationship with her family, including her husband, Scott Lee, a senior architect at Morphosis, and their two daughters, Sofia, 7, and Samantha, 3. "Cathy does a really good job of doing the work-family balance," Frampton says. "She really manages her time well. With any family business, there's going to be challenges, but she seems to do a really good job of being President and still being there for her family."
In fact, sharing experiences with family is Choi's favorite way to spend time outside of work, although she also enjoys having great food and continuing to develop her leadership skills through organizations like Vistage, a leading organization for chief executives.
As part of a family-run business, many of Choi's personal relationships overlap with her professional ones, including working with her sister, Dorothy Choi, who runs a key part of the business. And many of the values that have become her trademarks are part of a legacy passed on from an earlier generation.
"I started doing business with her father, who was very much the same, and a wonderful man to do business with, and I'm sure a lot of that has been passed on," says Director. "Someone has to be your teacher and mentor, and she had a very good teacher because he's a very honorable man."
Choi has also shown how a family business can really grow, says Frampton, who also took over for his father at Fanimation. "I think she sets an example that a second generation family member can be as successful as [the previous] family member and even take things to the next level, just by her being out there and spreading the gospel of light bulbs in a tough economic environment," he says.
In the end, as Choi said when accepting her award, she feels her work is "just beginning," and there's still much more to do. And the greater purpose behind all of that work, she said, quoting a post-9/11 letter from Meyda Tiffany President Bob Cohen, is giving people light.
"While everyone's in the business of buying and selling things, the thing we're selling at the end of the day is light, and light affects how people see and experience things," Choi says. "We're responsible for providing really beautiful light, and I look forward to leading Bulbrite to do so for many years to come."
[1] https://www.residentiallighting.com/sites/residentiallighting.com/files/Choi3.jpg
[2] https://www.residentiallighting.com/sites/residentiallighting.com/files/Choi1.jpg
[3] https://www.residentiallighting.com/sites/residentiallighting.com/files/Choi2.jpg
[4] https://www.residentiallighting.com/sites/residentiallighting.com/files/Goombay_0.jpg
[5] https://www.residentiallighting.com/sites/residentiallighting.com/files/Choi4.jpg


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Marion Cotillard Curly Formal Updo Braided Hairstyle - Dark Brunette Hair Color
Description(Added: 22nd September 2011 )
This is a classic hairstyle with the length braided then pinned to the head to form this wonderful shape. This look will need time and product to re-create and is perfect for any special occasion.
- Hair Category: Formal
- Hair Length: Updo Long
- Hair Elasticity: Curly
- Gender: Women
- Face Shape: Oval, Oblong, Square, and Diamond
- Hair Density: Thin/Medium
- Hair Texture: Fine/Medium
- Age: Under 21, 21 - 30, 31 - 40, and 41 - 50
- Height: Any
- Weight: Thin/Average/Large
- Glasses: Suits with and without
- Styling Time: 30+ minutes
- Styling Tip: Allow up to 2 hours styling time for hot roller setting, teasing, pinning and spraying. This long lasting style is great for all occasions and all weather conditions.


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Hi gerbils. I just got a new PC. What a day! Here are the specs..
2 x 4GB DDR3-1866 (G.Skill)
Powercolor HD7770 1GB
TP-Link TL-WN723N (recycled)
Hitachi 1TB 7,200RPM HDD (recycled)
1 x LG DVD writer
FSP 700w PSU (FSP700-80APN)
Aerocool tower case
Now, the problem is that I'm not too sure my PSU is up to the task of powering this rig. You see, I ordered the PSU from one store and rushed off to look for other parts from other stores (many PC stores in the area where I usually buy my parts). My wife received and paid for the PSU (plus video card and DVD drive) with the money I left her. We were really rushing things that when I checked the PSU she received for me, it wasn't exactly what I was expecting. I was expecting an FSP Epsilon 700w unit but instead I got this FSP APN Series model. There aren't even any 80+ Bronze logos (there's a dubious 85+ efficiency logo though). Also, both 3.3V and 5V rails can each do 30A, while the 12V rail (or rails?) can do 18A (there are supposedly 3 rails, if I'm correct, because there's a 12V1 = 18A, 12V2 = 18A and 12V3 = 18A). Is that enough to power my rig for the next decade (exaggeration, I know)? Or does that mean the 12V rails can do 3 x 18A = 54A? I don't have any plans to overclock.
Many thanks in advance.


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SUMMONS FAMILY LAW CASE NUMBER: BD414334 NOTICE TO RESPONDENT: Brittany Jeniveve Tavar You are being sued. PETITIONER'S NAME IS: Rodney Davidow, by Frank Magann, his Conservator You have 30 CALENDAR DAYS after this Summons and Petition are served on you to file a Response (form FL-120) at the court and serve a copy on the petitioner. A letter or phone call will not protect you. If you do not file your Response on time, the court may make orders affecting your marriage, your property, and custody of your children. You may be ordered to pay support and attorney fees and costs. If you cannot pay the filing fee, ask the clerk for a fee waiver form. If you want legal advice, contact a lawyer immediately. NOTICE The restraining orders on the back are effective against both husband and wife until the petition is dismissed, a judgment is entered, or the court makes further orders. These orders are enforceable anywhere in California by any law enforcement o fficer who has received or seen a copy of them. 1. The name and address of the court is: Los Angeles Superior Court, 111 North Hill Street, Los Angeles, California 90012. 2. The name, address, and telephone number of petitioner's attorney, or petitioner without an attorney, is: Douglas G. Turner, SBN: 183547 Law Office of Douglas G. Turner 16530 Ventura Boulevard, Suite 205, Encino, California 91436-4589 (818) 784-7350 (ext. 5) Date: Sep. 30, 2004 JOHN A. CLARKE, Clerk By LETICIA GRUNER, Deputy SEAL L480-5 Feb 26, Mar 5, 12, 19, 2005
Posted from 26-Feb-05 to 19-Mar-05
© 2018. All Rights Reserved. Contact Us


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Google announced this week that it would offer free voicemail to every homeless person in San Francisco. The voicemail will cost the homeless people nothing and messages can be retrieved from any phone. The users would be able to leave their own personal greetings and the numbers are theirs to keep forever.
Google says that there will be nothing to indicate to people calling the voicemail that it is anything other than a standard local number. This will allow homeless to fill out job applications and leave a contact number, making them more likely to find work. The numbers can also be used to allow doctors and clinics to contact users as well as giving family a way to reach the homeless.
Craig Walker, senior project manager at Google told MSNBC, "It just seems exactly like any other voicemail. There's no stigma attached to it that 'hey this is a temporary thing' or 'this is an 800 number.' It's really just a local number owned by the user."
The program is ready to start in San Francisco right away and if successful could be rolled out to more cities across the country in the future. Google also announced another new imitative today called Google Health that allows people to keep medical records in one place.


text: This year's Wimbledon was the first one Bud Collins had missed in 44 consecutive years. The longtime Longboat Key vacationer and tennis writer, announcer and fan fell at his hotel room last fall during the U.S. Open and ruptured his left quad tendon. Collins has undergone nine surgeries. He has seen many of the great and memorable matches but had to miss the Australian and French Opens and Wimbledon. Collins is hoping to attend the U.S. Open at the end of the summer and maybe even pick up playing the sport again.


text: Sundance artisans use appealing textures, shapes, and embellishments to create the unique cuff bracelets and bangles in our collection. The broad-ranging styles here include minimalist designs together with intricately detailed bracelets. Make a statement with an eye-catching cuff bracelet or an elegant trio of shimmery bangles: find distinctive bracelet styles at Sundance.


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He was born Jan. 6, 1947, in Blue Ball, to the late Grover Clinton and Veoria Wilkins Morgan.
He was owner and operator of Jerry's Station and Morgan's Trash Service.
He was preceded in death by his parents and brother-in-law, Tobe Woodard.
Survivors include his wife of 40 years, Linda Morgan; sons Chuck and Sheila Morgan of Danville and Jeff Morgan of Russellville; sister, Carolyn Woodard of Danville; granddaughters, Corey and Dustin Short of Conway, Lakyn Morgan of Russellville and Macey Morgan of Russellville; grandsons, Dylan Morgan and Blake Morgan of Havana; stepgranddaughters, Ashley and Marshall Gattis of Scranton and Alison Emberton of Belleville; nephews, Mike and Bubba Woodard of Danville, Marty Woodard of Danville and Morgan Woodard of Waco, Texas; special cousin, Randell Havner of Danville; mother of his granddaughters and business manager, Donna Avery of Russellville; and brother-in-law and wife, W.K. and Mary Davis of Fairfax, Okla.
Pallbearers include James Mitchell, Larry Mitchell, Carlos Ward, Dale Knight, Ronnie Williams, Lonnie Apple, Tommy May, Philip Alexander, Bim York, Mike Woodard, Steve Miller, Bob Burnham, J.C. Barnett and Duck Donnell.
Honorary pallbearers include Larry Elmore, Jack Wilson, Ed Taylor and Larry White.
Funeral service will begin at 10 a.m. Friday, Aug. 9, 2013. at the Danville First Baptist Church with the Revs. Bobby Walker, Devo Campbell and Leroy Munsey officiating. Burial will be at Earl Ladd Cemetery. Visitation will be from 6-8 p.m. today at the Danville First Baptist Church.
Memorials may be made to Arkansas Hospice, 2405 East Parkway Dr. Russellville, AR 72801
Arrangements are by Cornwell Funeral Home, Danville.
Online guestbook and condolences at www.cornwellfuneralhomes.com.


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A Holter monitor is a machine that continuously records the heart's rhythms. The monitor is usually worn for 24 - 48 hours during normal activity.
See also ECG.
Ambulatory electrocardiography; Electrocardiography - ambulatory
Electrodes (small conducting patches) are stuck onto your chest and attached to a small recording monitor. You carry the Holter monitor in a pocket or small pouch worn around your neck or waist. The monitor is battery operated.
While you wear the monitor, it records your heart's electrical activity.
It is very important that you accurately record your symptoms and activities so the doctor can match them with your Holter monitor findings.
Electrodes must be firmly attached to the chest so the machine gets an accurate recording of the heart's activity.
While wearing the device, avoid:
Continue your normal activities while wearing the monitor. You may be asked to exercise while being monitored if your symptoms have occurred in the past while you were exercising.
There is no special preparation for the test. Your doctor will start the monitor. You'll be told how to replace the electrodes should they fall off or become loose.
Tell your doctor if you are allergic to any tape or other adhesives. Make sure you shower or bathe before you start the test. You will not be able to do so while you are wearing a Holter monitor.
This is a painless test. However, some people may need to have their chest shaved so the electrodes can stick.
You must keep the monitor close to your body. This may make it hard for you to sleep.
Holter monitoring is used to determine how the heart responds to normal activity. The monitor may also be used:
It may be used to diagnose:
Normal variations in heart rate occur with activities. A normal result is no significant changes in heart rhythms or pattern.
Abnormal results may include various arrhythmias. Changes may mean that the heart is not getting enough oxygen.
The monitor may also detect conduction block, a condition in which the atrial electrical activity is either delayed or does not continue into the ventricles of the heart.
There are no risks associated with the test. However, you should be sure not to let the monitor get wet.
Miller JM, Zipes DP. Diagnosis of cardiac arrhythmias. In: Bonow RO, Mann DL, Zipes DP, Libby P, eds. Braunwald's Heart Disease: A Textbook of Cardiovascular Medicine. 9th ed. Philadelphia, Pa: Saunders Elsevier; 2011:chap 36.
Olgin JE. Approach to the patient with suspected arrhythmia. In: Goldman L, Schafer AI, eds. Cecil Medicine. 24th ed. Philadelphia, Pa: Saunders Elsevier; 2011:chap 62.
1000 Johnson Ferry Road NE
Atlanta, GA 30342
(404) 851-8000
450 Northside Cherokee Blvd.
Canton, GA 30115
(770) 224-1000
1200 Northside Forsyth Drive
Cumming, GA 30041
(770) 844-3200


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BULL SHOALS – Discussions about minimum flows from Bull Shoals and Norfork lakes were first discussed nearly a half century ago. Those initial conversations are coming to fruition as the first minimum flows are now moving through Bull Shoals Dam.
If you've fished Arkansas's world famous tailwaters during periods of no generation, you've got some idea of why minimum flow is such an important project.
A celebration of the minimum flows coming through Bull Shoals Dam was held last month. Several people who were instrumental in the project sang the praises of the project. Mike Freeze and Forrest L. Wood who are both former commissioners from the Arkansas Game and Fish Commission, Congressman Mark Pryor, Congressman John Boozman, Clark Hall from Gov. Mike Beebe's office, Randy Hathaway from the U.S. Army Corps of Engineers and AGFC Deputy Director Mike Armstrong spoke to the crowd about the minimum flow journey and its benefits.
Bull Shoals and the other dams of the White River system were built for flood control and power generation. Fishing wasn't mentioned in the congressional acts that launched the dams. But Arkansas's trout fishing industry has grown to international renown and has become a major economic activity.
The problem? When water flows are non-existent, multiple problems arise, like food production, chiefly aquatic insects, small boat navigation and water temperatures. When there is no generation or flood release, the water flow goes to almost nothing. The only water coming from the dam escapes from small leaks. What the trout fishery needed was an adequate minimum flow for temperature control, food production and angler access.
The Energy and Water Bill of 2006 authorized implementation of White River Minimum Flows on Bull Shoals and Norfork lakes. The project allocates storage space in the lakes to provide small releases when hydropower is not being generated, keeping cold water flowing for downstream trout. Minimum flows have begun from Bull Shoals Dam and should begin in the near future from Norfork Lake.
The AGFC provided relocations or modifications for public and private lake facilities affected by the minimum flows to allow for reasonable continued use of those facilities at both lakes.
Down a deer? Tag it immediately
LITTLE ROCK – When a hunter brings down a deer, it is a special moment for that person whether he or she is young or old, newcomer or experienced.
With excitement high and adrenaline rushing, it is easy and understandable that some hunters forget the essential next step.
Tag the deer before it is moved.
That is the long-standing regulation of the Arkansas Game and Fish Commission for deer hunting. You tag the deer before you move it, even for a better angle for photos.
Load the untagged deer on a four-wheeler and take it back to camp? This does not sit well with wildlife officers. A wildlife violation will erase all the euphoria over the hunter's success along with making a hefty dent in a wallet.
Game tags are on annual licenses. For persons not required to have annual licenses – those under 16 and those over 65 with lifetime licenses – game tags are in the back of the 2013-2014 Hunting Guidebook. Be optimistic and be worry-free. Clip out a couple of these game tags before you go into the deer woods. Put them with a hunter education or your identifications or driver's license. Now you are ready to take a deer.
If the head is removed from harvested big game, harvest information must remain will all other portions until final storage. This includes while the harvested deer is in transit. There are several carcass identification tags available in the 2013-14 Arkansas Hunting Guidebook.
AGFC stocks more than 530,000 fish during August
LITTLE ROCK – Arkansas Game and Fish Commission crews stocked more than 530,000 fish in Arkansas lakes and rivers during August, according to Mark Oliver, chief of the Fisheries Division. The total stocking of fish weighed more than 104,700 pounds.
August stockings:
Atkins Lake, Pope County, 1,125 catchable channel catfish
Atkins Lake, Pope County, 1,260 yearling channel catfish
Beaver Lake, Benton and Washington counties, 116,457 fingerling striped bass
Berryville Lake, Carroll County, 450 catchable channel catfish
Boyle Park Pond, Pulaski County, 500 catchable channel catfish
Columbia Lake, Columbia County, 1,324 catchable channel catfish
Lake DeGray, Hot Spring County, 1,485 catchable channel catfish
Ed Gordon WMA Pond, Conway County, 250 catchable channel catfish
Engineer Lake, Sebastian County, 304 catchable channel catfish
Eudora City Lake, Chicot County, 250 catchable channel catfish
Galla Creek Reservoir, Pope County, 522 catchable channel catfish
Huckleberry Lake, Pope County, 522 catchable channel catfish
Interstate Pond #2, Monroe County, 250 catchable channel catfish
Jack Nolen Lake, Sebastian County, 301 catchable channel catfish
Little Red River, Cleburne and White Counties, 6,500 catchable rainbow trout
Martin Luther King Park, Jefferson County, 600 catchable channel catfish
Mercer Bayou, Miller County, 800 yearling grass carp
Mirror Lake, Stone County, 2,500 catchable rainbow trout
Norfork Lake, Baxter County, 107,904 fingerling striped bass
Lake Ouachita, Garland and Montgomery Counties, 11,718 catchable channel catfish
Lake Ouachita, Montgomery County, 37,658 fingerling striped bass
Rowe Lake, Independence County, 300 catchable channel catfish
Spring River, Fulton County, 13,520 catchable rainbow trout
Spring River, Fulton County, 3,750 fingerling brown trout
Spring River, Fulton County, 250 yearling rainbow trout
Twin Lakes B, Pulaski County, 250 catchable channel catfish
Lake Valencia, Pulaski County, 500 catchable channel catfish
West Memphis City Park Lake, Crittenden County, 300 catchable channel catfish
White Oak Lake Lower, Ouachita County, 2,240 yearling channel catfish
White River, Baxter, Izard, Marion and Stone Counties, 70,570 catchable rainbow trout
Lake Winona, Saline County, 1,775 catchable channel catfish
Young Lake, Cleveland County, 200 catchable channel catfish
Greers Ferry National Fish Hatchery
Little Red River, Cleburne County, 19,085 catchable rainbow trout
Norfork National Fish Hatchery
Mirror Lake, Stone County, 500 catchable rainbow trout
White River, Baxter, Izard, Marion and Stone counties, 48,558 catchable rainbow trout
White River, Baxter and Marion Counties, 56,926 fingerling rainbow trout
White River, Marion County, 16,650 fry rainbow trout
White River, Baxter County, 2,400 yearling rainbow trout
Duck Duck Hunt event supports Arkansas Hunters Feeding the Hungry
LITTLE ROCK – If you enjoy the outdoors, Arkansas Hunters Feeding the Hungry has a deal for you. Duck Duck Goose is a popular consignment sale that features children's clothing and accessories at the Hall of Industry on the Arkansas State Fairgrounds.
This year it's running Sept. 19-21. Duck Duck Hunt is a one-day deal, 7 a.m.-noon, Saturday, Sept. 21. Parking and admission are free.
Here's how you can help Arkansas Hunters Feeding the Hungry and find some good deals for yourself. Follow these three simple steps:
First, round up your used but serviceable hunting, fishing and other outdoor gear: clothing, waders, rods, reels, tackle boxes, hats, tents, cots, sleeping bags, boots, bows, arrows, deer stands, decoys, packs, knives, blinds, gun cases, canoes, kayaks, paddles, life jackets, wildlife prints, duck calls, lanterns, camp stoves, targets, binoculars, turkey calls, etc. Guns will not be accepted.
Second, take your items to a PODS container at one of four Farmers' Association stores in central Arkansas through Sept. 14 (you'll receive a receipt for your tax-deductible donation).
* Benton – 18835 Interstate 30, 501-776-2727
* Cabot – 2691 Highway 367 S., 501-941-2545
* Little Rock – 4816 Stagecoach Road, 501-565-0961
* Malvern – 805 W. Moline St., 501-337-9539
Third, help Arkansas Hunters Feeding the Hungry by buying affordable outdoors gear at the Duck Duck Hunt sale. All of the proceeds from Duck Duck Hunt go directly to Arkansas Hunters Feeding the Hungry, a program that provides meals to the state's most needy people. The success of the program depends on the generosity of hunters (who donate venison and other wild game), cooperation from meat processors, support from local food distribution organizations, and financial contributions.
For more information about the sale, visit www.duckduckhunt.com. For more about Arkansas Hunters Feeding the Hungry, visit www.arkansashunters.org.


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Good News:
God loves you so much that He gave His only Son, Jesus Christ, to die for your sins. If you believe in Him, turn from your sins, and make Jesus the Lord of your life, you will have eternal life with Him in Heaven.
Will You Pray This Prayer Today?
Dear Lord Jesus,
I know I am a sinner, and I ask for Your forgiveness. I believe You died for my sins and rose from the dead. I trust and follow You as my Lord and Savior. Guide my life and help me to do Your will.
In Your name, Amen.
If you prayed this prayer or simply have questions about a relationship with Jesus Christ, please tell us using the buttons below.


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County Distribution
Fothergilla major (Sims) Lodd. -
mountain witchalder
in the state of Georgia
Click the map above to view a larger image.
Our county data are based primarily on the literature, herbarium specimens, and confirmed
observations. However, not all populations have been documented, so some gaps in the
distribution shown above may not be real. Remember that only native and
naturalized populations are mapped!


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The Bureau of Investigative Services provides follow-up and specialized investigative services. The Bureau is headed by a Major, and two Captains under the Major's command. One of the Captains is the executive officer for the Bureau, while the other Captain is over Special Operations. The Bureau is currently composed of the following divisions: Homicide, Robbery/Assault, Burglary/Theft, Fraud, Identification, Youth Services, Predator Apprehension and Special Operations.
2014 Part-1 Crime Statistics
This division deals primarily with criminal or suspicious deaths that involve long-term and/or high profile investigations. This unit handles both recent cases and pursues unsolved cases from previous years.
This division specializes in other Part One crimes,
including commercial and personal robberies, as well as assault crimes.
Investigators in this division deal with property-related
criminal investigations including burglary and various types of thefts.
The Pawn Shop Detail oversees local pawn shop businesses. Its activities include checking pawn shop articles as possibly stolen items, entering and maintaining a computerized database of all pawned articles and the investigation of persons involved with stolen pawned items.
The Fraud Division is composed of two units, which deal
with property- or economic-type of crimes. The two units are the Financial / White Collar
Crimes Unit and the Motor Vehicle Theft Unit. Each unit works in an
integrated fashion with other divisions within Investigative Services as
well as other bureaus of the Department. They also have a close
working relationship with associated federal, state and local law
enforcement agencies.
The Financial / White Collar Crimes Unit investigates activities involving improper use of documents of legal tender and other criminal activities commonly referred to as "white collar" type crimes.
The Motor Vehicle Theft Unit specializes in the investigation and recovery of stolen vehicles and provides administrative oversight of impounded and unclaimed vehicles..
The Identification Unit is a highly specialized unit of
trained and certified technicians who provide photo and evidence
processing services in a supporting role at crime scenes and in follow-up investigation activities. The Identification Unit for regulatory and other non-criminal public assistance purpose also provides fingerprinting and photography services.
These detectives concentrate on the illegal activities
of juveniles (persons less than 17 years of age). Youth Services also investigates missing persons reports for both juveniles and adults.
The Family Violence Unit investigates cases of violence within the family in an attempt to reduce that type of violence, as well as assisting victims in obtaining counseling or other support that they may need.
The Sex Crimes Unit specialized in rapes and other sexually related criminal activities, including Online Predators. The investigators are highly trained in dealing with the sexual offender and assisting the victims in these types of incidents. Click here to search Georgia's Registered Sex Offenders database. Click here to search the National Registered Sex Offenders database.
The Gang Task Force monitors gang activity in Columbus. The GREAT Program is a specialized course of instruction discouraging gang involvement among our local students.
The Fugitive Squad retrieves persons who have outstanding arrest warrants that originate from our department. This unit also handles inter- and intrastate prisoner extraditions.
The Special Operations Unit investigates all complaints concerning narcotics, trafficking, prostitution, gambling and ABC violations. In addition, this unit consists of a Tactical Unit that can be deployed to handle any situations, which require an immediate law enforcement response, such as a crime suppression detail for burglaries and robberies.
The Intelligence Unit is responsible for maintaining a liaison with all local, state and federal homeland security agencies. The unit also disseminates intelligence to other intelligence units as well as other law enforcement agencies.


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Coffeehouse Post
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View Thread: Hello from the Xbox
I've just installed the new XBox dashboard and am posting this from IE on the XBox.
Seems to work really well, and I can now watch C9 videos stright on my TV without out having to download them first, though you have to use the MP4 download link to play; WMV's don't seem to work and the in page HTML5 player does not seem to have a way to go full screen; still a big improvement!
Now to go and see how well some of the Win8 features work with this.
BTW, I'me typing this on a wireless keyboard, but it only seems to work for text input, you can't scroll the page with the cursor keys, and there is no mouse support, you have to move around with the XBox controller, which actually is not that bad of an experience.


text: I think we have a shot against either team, the keys will be our defense it has to be solid and our bench play if they play well we will be in good shape I believe we have the deepest bench in the EAST. Regular season accomplishments go out the window once the playoffs start everybody is 0-0..Besides we have history on our side the last time there was a shortened season we stumbled into the playoffs (27-23) record we were the 8th. seed played #1 seeded miami and won on our way to the finals ....dejavu ?? go knicks !!!!!!