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CG Mission
Mission of the USCG
The United States Coast Guard (USCG), was created in 1790, with Alexander Hamilton as its first leader. Under the auspices of the Department of Transportation, the USCG is tasked with enforcing all applicable federal laws on the high seas and waters subject to U.S. jurisdiction.
Its primary missions are three-fold:
1. National Defense,
2. Maritime Law Enforcement and
3. Maritime Safety (which includes environmental protection and search and rescue).
In conjunction with National Defense, the USCG, one of the five Armed Services of the United States under law, must keep itself constantly prepared to defend the nation in any conflict or war.
Maritime Law Enforcement includes the interdiction of drugs, contraband items, and illegal aliens, enforcement of the exclusive U.S. Economic Zone laws and regulations extending 200 miles off the U.S. and territorial coasts as well as a myriad of laws and regulations on safety issues. Unlike local law enforcement bureaus, the USCG wields federal power. As such, it has the authority to board any U.S. flag boat and conduct a search without a search warrant to ensure compliance with all U.S. regulations and safety requirements.
The USCG's objective in Maritime Safety is to minimize deaths, injuries, property loss, and environmental damage in the marine environment. Although tasked with numerous responsibilities, the mainstay of many USCG stations is assisting mariners and performing search and rescue.
The USCG has 35,000 personnel overall and maintains stations throughout the country and its cutters patrol waters throughout the world.


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The word fails uses 5 letters:afils.
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Grand Theft Auto: San Andreas – Vehicle Mission FAQ
Vehicle Mission FAQ by tectactoe
Version: 1.5 | Updated: 07/29/05
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MM MM MM M MM BM MM M MMMMMS MMMMMMM MM M MM MM MM M0 ZMM MM MX MM 0MMM MMM7 MM M M M2 WX 7 M MM MMZMM7 W W MM8M.M M MMMa MMMMMrri M MM ; .2 MMMMB M M ,M MMMMM B ,MMM,M MMMM MM MMM MMM MMM7 7MMMX MMMM MMMMMMMMM MMMMMMMM MMMM MMMMMMMMM MMMMX MMMMMMMMM MMM MMMM MMMM MMMM MMMiWMMM . MMMM MMMM SMMM MMMM MMMM MMMM MMMM MMMM MMMM MMM 2MMM MMMM MMMM MMMM SMMM MMMM MMMM MMMMMMMM MMMMMMMMM MMM 0MMM MMMM MMMM 7 S SMMM MMMMMMMMM MMMMMMMM MMMM 8 MMM 0MMM MMMM MMMM MMMM SMMM MMMM MMMMMMM MMMMBMMMM MMM 0MMM MMMM MMMMaMMMM SMMMMMM MMMM8MMMM MMMMMM aMMMMMMMM ZMMM7MMMM MMMM WMMMMMMMM MMMMMMM WMMMMMMMM ,MMMMMMMMMMMMMM MMMM 2MMMMMMMM MMMMMMMMZ MMMM MMMMMMMMM iMMMMMMMM MMMMMMMM MMM MMMM ,MMM` MMM MMM MMM MMM sMMM MMMM MMM MMM MMMZ MMM MMM MMMM MMM MMMM ,MMMa MMMM MMMM SMMM MMMM MMM MMM MMMM MMM MMMM MMM MMMM MMMMMMMM MMMMMMMM MMMM SMMM MMMM MMM MMM MMMMMMMM MMM MMMM MMM MMMM ;MMM MMM MMMM SMMM MMMM MMM MMM MMM MMM MMMM MMM MMMM aMMMMMMMM MMMMMMMMi MMMM 8MMMMMMMM MMM MMM MMMMMMMM 7MMM MMMM MMM MMMM MMMMMMMM MMMMMMMM MMMM MMMMMMMM SMMM MMM MMMMMMMM MMM (R3 = Pressing the the Right Analog Stick) MMMMMMMMM ASCII Art made with 'ASCII Generator' ============================================================================== Grand Theft Auto : San Andreas Vehicular Missions ============================================================================== MBMMMBM8MMMMMMaMMZM0MMM This game was rated M (Mature 17+) by the M ; r X MM M . M Entertainment Software Rating Board (ESRB) M2WMZMM0M0MMMMXMMSMMM0M for the following reasons: M : M M MM r0MM M -Blood and Gore (Depictions of blood and/or M rX MMMMMMM M mutilated body parts) M MMMMMMM MMBWWWMM M M MMMWWWMM iMWWWWMM M -Intense Violence (Graphic and realistic-looking M MMBWWMM2 M@Z2MWMW M depictions of physical conflict, including blood, M MMB@Z0MM M@M M@MM M gore, weapons, and depictions of injury/death) M iM@@M MMM@WM BMWM2 M M MMWM SM@BBM MWMM M -Strong Language (Explict or frequent use of M MWMM MMWWMM MMMM.M profanity) M MM@M MMMMM , M M BMMMM M -Strong Sexual Content (Graphical references to M M and/or depictions of sexual behavior) M MB28SZ0Z@M;@MZSSMM8 M M 8: MMXX@MM XBM828aM0M -Use of Drugs (Consumption or use of illegal M M X0 M0 M drugs) MrMMSMWBM8MM2MMXMMSMMZM +---------------------------------------------------------------+ | This FAQ is... | | version 1.5 | +---------------------------------------------------------------+ + Version 0.0 - FAQ Started; not much up. + Version 0.1 - Intro and About the Game up. + Version 0.2 - Added little mission info. + Version 0.3 - Fighter Truck missions done. + Version 0.4 - Ambulance missions done. + Version 0.5 - Vigilante missions done. + Version 0.6 - Taxi Driver missions done. + Version 0.7 - Pimping missions done. + Version 0.8 - Burglary missions done. + Version 0.9 - Trucking missions done. + Version 1.0 - Guide Complete/Freight Train missions added. + Version 1.1 - Major spelling errors fixed (thx MH Trauma) + Version 1.2 - A few minor changes. + Version 1.3 - Errors fixed. Alternate buglary strategy added. + Version 1.4 - Minor updates. Some small touches added. + Version 1.5 - Fixed mistakes and added some more tips. __________________________________________________________________ +------------------------------------------------------------------+ / I. Introduction (int01) | +--------------------------------------------------------------------+ | Welcome to my GTA:SA FAQ. This guide is not your average FAQ about the | game in general. Rather, it is a "Specific FAQ" which is designed to | provide specific info on a certain part of the game, in this case, | Vehicle Missions. These missions include side-missions that are usable by, ta-da, stepping inside of a vehicle. *shock-shock* These missions include: Firefighting, Ambulence (Paramedic), Vigilante (Police), Taxi Driving, Pimping, Burglaries, Trucking, and Freight Trains. For more info, read one of the sections below. __________________________________________________________________ +------------------------------------------------------------------+ / II. Table Of Contents (tab01) | +--------------------------------------------------------------------+ | TIP: ## For easier searching, hit Ctrl + F and a Find box will come | up. Type the Section Code in to warp to it immediately! ## | | SECTION SECTION CODE I. Introduction (int01) II. Table Of Contents (tab01) III. A Little Bit About GTA (lit01) IV. Contacts/Questions (con01) V. Picking The Right Vehicle (pic01) Firefighter (sfire) Ambulance/Paramedic (spara) Vigilante (svigi) Taxi Driver (staxi) Pimping (spimp) Burglary (sburg) Trucking (struc) Freight Train (sfrei) VI. Firefighter (fir01) VII. Ambulance/Paramedic (par01) VIII. Vigilante (vig01) IX. Taxi Drivier (tax01) X. Pimping (pim01) XI. Burglary (bur01) XII. Trucking (tru01) XIII. Frieght Train (fre01) XIV. Special Thanks, etc. (spe01) __________________________________________________________________ +------------------------------------------------------------------+ / III. A Little Bit About GTA (lit01) | +--------------------------------------------------------------------+ | As you can probably see from looking at the ratings from the ESRB | above, this game isn't for young children. Since the very first GTA | in history, this game has been based on respect. You have always been | able to jack cars, collect weapons, shoot up pedestrians, blow up just about anything, run from the cops, and do missions for mysterious crime lords, and work your way up the large ladder of respect in an array of roads, towns, and suburbs, all wrapped into one game disk. I mean, come on, thats what Grand Theft Auto is, has been, and always will be about. Every GTA game has been improved in some way over it's preceding game, usually by a great amount at that. Grand Theft Auto I, II, and London 1969 all included the infamous overhead view, which wasn't that great, but we all eventually let it grow on us. When GTAIII came out in full 3-D action with bigger places to go, better weapons, more cars, and many more missions to do, people were going crazy. This game made the headlines as the most violent, best selling game to ever hit shelves. Just when people began to think that Rockstar would never be able to top GTAIII, they released Grand Theft Auto: Vice City. This new game improved upon GTAIII in almost every way. With a way bigger choice of weapons, many new vehicles (including motorcyles, helicoptors, and a better choice of boats), more missions than before, a lead character that has a name an talks, the option to buy your own property, and a new and diverse array of characters, GTA:VC was sure to be a keeper. Fans just kept thinking, how will they do it next? The most recent installment of the GTA series is Grand Theft Auto: San Andreas. In fact, you are reading a FAQ on it, right now. San Andreas makes Vice City look like a dwarf. GTA:SA has three cities, EACH the size of the entire Vice City alone, connected by life-like highways. The vehicle selection is even bigger, as is the weapon choice. You can also ride bicycles and fly airplanes. You can gamble, bet on horses, sky dive, play pool, swim, shoot hoops, rob houses, work out, go on a date with your gilfriend, team up with a friend and cruise GTA two-player style, beat down cops with a dildo - you name it, and this game has it. The possibilities are basically endless with this game. __________________________________________________________________ +------------------------------------------------------------------+ / IV. Contacts/Questions (con01) | +--------------------------------------------------------------------+ | Have comments, questions, or things you think I should know about? | Mistake in my guide? E-mail me at email@example.com, but please, | do not e-mail me with the following things: | + I don't want to read about what is already in my FAQ, thanks. + No Bigfoot, Leatherface, Zombie, or ANY myth stories + Do not e-mail me telling me about something that is useless for my guide. This is a vehicle missions FAQ, so telling me where I can find parachutes is useless info to me. + My guide does not include things already in the instruction booklet of the game. Don't e-mail me asking about the controls, or what songs are on the radio. Chances are, if your e-mail isn't violating one of the things above, I'll try my best to respond to it. Thanks for reading. __________________________________________________________________ +------------------------------------------------------------------+ / V. Picking The Right Vehicle (pic01) | +--------------------------------------------------------------------+ | This is the section that explains what all of the vehicle missions | are, and what qualifies for a vehicle mission. This is only a quick | shpeil, as each vehicle mission is described in-depth later in this | guide. ______________________ __/ Firefighter (sfire) \____________________________________________ Basic Rundown: Put out burining vehicles and pedestrians with a huge, rotating water hose. How cool is that. Really. Usable Vehicles: Fire Truck Unlocked After: Unlocked since beginning. ______________________________ __/ Ambulance/Paramedic (spara) \____________________________________ Basic Rundown: Take hurt people to the hospital, but don't give them a bumpy ride or they will die. Hah. No, seriously though. Usable Vehicles: Ambulance Unlocked After: Unlocked since beginning. ____________________ __/ Vigilante (svigi) \______________________________________________ Basic Rundown: Destroy the crimial threat. That means you gotta kill the bad guy, in simpler terms. Usable Vehicles: Cop Car (Police), Barracks, Enforcer, FBI Rancher, HPV1000, Ranger, Rhino, and the Hunter. Unlocked After: Unlocked since beginning. ______________________ __/ Taxi Driver (staxi) \____________________________________________ Basic Rundown: Ride people in your taxi... er.. provide people with transportation to a certain place and collect fares. Usable Vehicles: Taxi, Cabbie Unlocked After: Unlocked since beginning. __________________ __/ Pimping (spimp) \________________________________________________ Basic Rundown: Drop your "ho's" off at certain locations. If the john causes trouble, cap him. Usable Vehicles: Broadway Unlocked After: Unlocked since beginning. ___________________ __/ Burglary (sburg) \_______________________________________________ Basic Rundown: Rob a house and then crate your stash to a garage before sunrise. Usable Vehicles: Boxville Unlocked After: Open from the very beginning of the game. Burglaries can only be done between 22:00 and 6:00, so choose wisely. (I've been told you can do these at 20:00, but I think it's 22:00 and I still do. Whatever - NIGHTTIME.) ____________________________ __/ Trucking Missions (struc) \______________________________________ Basic Rundown: Use a tanker and deliver a load from Loaction A to Location B, sometimes with foes trying to cramp your style. Usable Vehicles: Tanker. Unlocked After: You complete "Tanker Commander" from Catalina. You must step into the red markers scattered in San Andreas. ________________________ __/ Freight Train (sfrei) \__________________________________________ Basic Rundown: Deliver cargo in a train from one station to the next within a time limit. Usable Vehicles: Any train at any train station. Unlocked After: Completion of "Yay Ka-Boom-Boom". + + I N - D E P T H V E H I C L E G U I D E S + + (this is where each vehicle missions is explained in detail, so look for the vehicle section.) __________________________________________________________________ +------------------------------------------------------------------+ / VI. Firefighter (fir01) | +--------------------------------------------------------------------+ | Rundown: You use the water cannon on top of a Fire Truck and hose | down burining cars and crazy burning people. It starts of easy, with | only a vehicle to put out, but eventually progresses to people who | come out and run around like they were having an eptileptic seizure, and then eventually has multiple vehicles with multiple people. How To Activate: Get inside any Fire Truck and hit R3. Location: Fire Trucks can be found by fire stations (>_<) but if you dont know where they are at, you can simply set something to flames and soon enough, a Fire Truck will come to the rescue. Do things like Throwing Molotovs or using the Flamethrower (duh) to cause fires. To Unlock: Unlocked from the begininning of the game. Rewards: After completion of Level 12, CJ will become fireproof. Now you can run through fire without burning your flesh off... Somehow. Basics: Once R3 is pressed, the mission starts. A location of the engulfment is given, and a blip on your map gives you direction. You can tap L3 quickly to turn your sirens on/off. When on, some of the road vehicles scurry to get out of your way. Not all the time, though. For each level completed, you will gain a certain amount of money. This is helpful if you are in need of cash. This is a timed mission, in that you must extinguish quickly to keep at it. Don't act foolish, though. To control your water hose/cannon, you use the Right Analog Stick to aim it, L2 and L2 to rotate it, and press Circle or L1 to shoot. You must aim the water so it hits the fire. If done correctly, the fire will go out and you will hear a little blip sound to confirm this. As the levels progress, more vehicles and people are added. TIPS: + Try and start this mission in a wide open area with no obstacles. + Make sure you keep this Truck alive for all 12 levels, since it can not be repaired. + Avoid accidentally doing a drive-by or running over people. Cops only make things tough. + Make sure you are aiming the water in the right direction. Look for smoke/steam when you are dousing it, and listen for the bleep. + DO NOT exit the Fire Truck, or game over. Tape the thumbtack on the triangle button to remember. + Remember not to let the citizens get too far away, or it will be hard to chase them down in the amount of time you have. __________________________________________________________________ +------------------------------------------------------------------+ / VII. Ambulance/Paramedic (par01) | +--------------------------------------------------------------------+ | Rundown: People are injured and they need to get to the hospital, but | they can't find a ride, and if they walked, they would die. That's | where YOU come into play, ambulance boy. Pick up bleeding people and | drop them off at hospitals without making the ride too bumpy. As it progresses, more people will be injured, so be quick about it! How To Activate: Hop inside of an Ambulance and hit R3. Location: Ambulances can be found near hospitals, but if you are not near one, there is still a way. Whip out a piece and pump some people full of led. They will die in agony, and soon, an Ambulance will come by to save the day. As soon as the paramedics get out to help, hop in and drive away. Easy as pie. To Unlock: Unlocked since the beginning of the game. Rewards: After completing level 12 of the paramedic missions, your max health is boosted up to 150. This has the same effect as waiting for your max health to increase on its own, only alot faster. Basics: Hit R3 in an ambulance and you're ready to go. A location and a blue blip will appear. That is where your patient is. Keep in mind that this is a timed mission (as most are) so be quick. Drive up next to the bleeding patient, as close as you can without being on top of them, so they can get in faster. After the dude is in the car, a yellow blip appears on the map now. This is the nearest hospital. You get some additional time added when you pick up a patient, so don't worry too much that you drive crazy. Remember, too many bumps or crashes and the patient is toast. And in this case, toast = dead. After the patient is dropped off safely at the hospital, +25 seconds is added to your clock, so hop to it! As you progress, the number of patients will increase, you try to map out the best route. You can drop off more than one at a time, but don't crowd your ambulence too much, and remember about that +25 second rule. TIPS: + Keep the ambulance in good condition through level 12, as it can not be replaced or fixed at a Pay n' Spray. + Don't accidentally drive over a patient, or the mission is over. + Drive carefully, as the ambulance tends to tip easily. + Each bump reduces a patients chance for survival. This means, once again, DRIVE SAFELY. + Do not exit the vehicle, as the mission will be over. + As soon as a patient opens the abulence door, peel out, because they will hang on and get in anyways. + If you notice that a few blips (people) are close together or on the way to the hospital, then pick them all up at once to save time. + Paramedic missions are alot easier if you [go] out into Montgomery since patients are really close to the hospital. [Also try] out in Bluberry. (from ajstylefx) __________________________________________________________________ +------------------------------------------------------------------+ / VIII. Vigilante (vig01) | +--------------------------------------------------------------------+ | Rundown: Vigilante missions are cop missions. There are criminals that | are scattered around town and it is your job to put them to sleep with | the fishes. This is my favorite vehicle mission, and it is also the | mission that can be done with the most amount of vehicles. Lets take a look and see whats up. How To Activate: Hop inside of any one of these vehicles and hit R3: Cop Car (Police), Barracks, Enforcer, FBI Rancher, HPV1000, Ranger Rhino, and the Hunter. Location: Cop Car (Police): These can be found basically anywhere. If you can't find one of these, you should not be playing this game. Try killing some people to get attention. Barracks: These can be found parked at the Restricted Area in the Desert or at the Easter Bay Naval Base. If you don't have access to these or don't feel like going, get six stars and they'll come out. Enforcer: These are a little easier to steal on-road than Barracks. Simply get a four star wanted level and they will chase you. All you gotta do is jack it! FBI Rancher: Just like the above, only harder. Get five stars and the black Ranchers will be glad to come out and try to kill you. HPV1000: Just as easy to find as Cop Cars. Just drive around in one of the cities and you'll find one. If not (ugh), get one or two stars and then you should easily spot one. Ranger: A Police Jeep. These are really easy spotted in the country- side areas. Check around the Badlands and in the Desert and you will be bound to find one, I guarantee it. Rhino: These are sweet. There is one in the Restricted Area, and one parked by CJ's house, but only after 100% completion. To get one otherwise, obtain six stars and you're sure to see one. Hunter: Helicopter from hell. It is found at the Easter Bay Naval Base, or at Verdant Meadows (only with all golds in pilot school). There is really no other way to get these. *NOTE: email@example.com says, "What you do is go to Las Venturas Airport and activate the air race "Heli Hell" (for Hunter) or "Military Service" (for Hydra). When activated, fly to Verdant Medows airport and park the Hunter/Hydra into your hangar. Get out of the vehicle and the hangar. Wait 20 sec. Get disquilified. And you got urself a Hunter/Hydra." To Unlock: Unlocked since the beginning. Rewards: Complete Level 12 to get a new Armor max of 150. Basics: Once the mission begins, you will get a radio message telling you where a criminal threat is located. It's your job to race there and then ice their asses. You can do it anyway you like - drive-by, gun down on foot, rocket launcher - just make sure they'll never walk again. You get money for each level you make it to. You have a time limit that carries over between levels. Basically, depending on how long it took to exterminate the entire threat, you get added time for each new level you reach. If your police vehicle gets too smashed up, you can get out and hop in a new one without losing the mission. There is a short time limit, so make sure you find one quickly. The number of criminals is the same as the level you are on. Level 1 has one criminal, Level 2 has two criminals, and so on. They are always in cars, so every four levels, a new car is added. This is why it's always easier to blow up the car, so every criminal inside it dies. You have a big list of vehicles to choose from, so choose wisely. The Cop Car has good speed, but is weak and flips without much ado. The Barracks is really tough, but also really slow. The Enforcer is just like the Barracks, only less tough, and a smidge faster. The FBI Rancher is not very fast, tough, and it rolls over easy as pie, so just forget using it at all. The HPV1000 is fast, has pretty good handling, and you can do straight drive-bys; the only drawback is that it's very weak and you are pretty vulnerable on it. The Ranger is much like the Rancher in a way that it flips easy, so just skip it. Those are the... um... well, "normal" cop vehicles you might say. The other two, Rhino and Hunter, are not easy to obtain, but they make these missions too easy. If you choose the Rhino, all you have to do is simply drive into the criminal car(s) and boom shaka-laka, they're toast. This is all you have to do. If you find the tank is slow, turn the turret around by using the Right Analog Stick and fire (Circle) to go faster. The Hunter is also very easy to use (depending on your flying skill and how well you handle helicopters). You can just fly and hover over the criminals and gun them to bits with L1 or drop a missile from above with Circle. You may find the Rhino easier to handle with. In any case, make sure you wipe out the criminals - bottom line. *NOTE: email@example.com says, "if you have enough respect, you can recruit gang members to go with you. ...the homies in the car will shoot back and destroy the enemy car in a matter of seconds." ##################################################################### BAD GLITCH ALERT: (taken from the GameFAQs Message Boards) It has been found that you can easily cheat your way to getting 150 Armor. Note, no actual cheats are used, but this would defanately still be considered cheating. Get into a cop car/HPV1000 and drive to a place with a yellow cone (a place you can go inside of). Hit R3 to start the mission, get off or out of the vehicle and go inside. Wait about 10-15 seconds and the target will be eliminated. Go outside, get back in/on the vehicle and repeat the as long as you'd like. Sometimes when their are multiple targets, you must do the trick more than once, so just keep doing it. I highly recommend NOT doing this, as it is like cheating and it makes it less fun. At least go and use the Rhino. Either way, it's your game, enjoy it how you see fit. ##################################################################### TIPS: + The Rhino is the easiest to complete these missions, and, despite what people say, it is NOT cheating. + It's best to try and explode the whole car, so the criminals can't get out and run. + You CAN switch vehicles in these missions, as long as you do it in the alotted time. + Get your hands on an RPG? Drive ahead of the criminal, get out, and fire in the hole, my friend. + Try and eliminate the bad guys quickly, as time rolls over and it can accumulate, giving you lots of time for the harder levels. + If you chose the Hunter, try not to crash into buildings, as it makes it even harder to fly, and the sucker blows up easily. + Turning the siren on (tapping L3 quickly) will actually make other driver attempt to get out of your way. Helpful sometimes. __________________________________________________________________ +------------------------------------------------------------------+ / IX. Taxi Driver (tax01) | +--------------------------------------------------------------------+ | Rundown: Up for a little Crazy Taxi anyone? All you do is drive people | from one place in San Andreas to another, so how hard can it be? | By dropping people off quickly, you get added bonuses to your fairs, | so be quick about it, but don't drive like a maniac. How To Activate: Hop in a Taxi or a Cabbie and hit R3. Location: Taxi's can virtually be found anywhere, but mostly in the downtown areas of the three main cities, so look there first. To Unlock: Unlocked from the beginning. Rewards: Earn 50 Fairs (does not have to be all in a row) and all of the Taxis and Cabbies will come equipped with Nitro. AWESOME. Basics: Hit R3 and you are prompted to "find a fare". Look for a blue blip on your map and pick him/her/it up - it's a fare! Once they are in the car, a timer starts and a "Tip Meter" appears on the screen. The tip meter will deplete as you take longer. You must drop the passenger off at the location they wish to go - a yellow blip on the map now. If you drop the passenger off with the Tip Meter still up, you get a speed bonus, and more money (depending on how filled it was when you reached your destination). Do not confuse the Tip meter with the time. If the Tip meter fully depleats, the mission is not over, you just don't get a tip. Taxi missions end when you step out of the vehicle or your time runs out. Time rolls over and can accumulate fast (if you are a good driver), so it's best to get as many fairs as you can, fast, so you have alot of bunched-up time when the destinations get more spread out. Every two passengers dropped off gets you a bonus, or an "In-A-Row" bonus, as it appears on-screen. The amount of money you get for these is = 100 times X-In A Row. Basically, if you get a 32-In-A-Row bonus, multiply 32 x 100, and you get $3,200. This is more inscentive to go on for a longer time, as you make more money that way. Do not exit the taxi at any time or the missions will automatically end. If your taxi is too beat up, customers won't get in. Luckily, taxis and cabbie are accepted at Pay-n-Sprays, so visit one of those if you have the time. TIPS: + Time rolls over, so try and accumulate it for the harder levels. + Cabbies flip much easier than regular Taxis, so if you have the chance to choose, go with the regular Taxi. + It's good to get as many fares as you can at once. This way, you have lots of time and you make alot more money. + It's best to do these missions as one of the first things you do in San Andreas. You get to know the city pretty well, and after fifty fares - free nitro in Taxis and Cabbies! + Don't be too crazy, of your fares will not like you and get out. + Customers will not get into beat up Cabs, so if your vehicle is lookin' scummy, visit the nearest Pay-n-Spray. __________________________________________________________________ +------------------------------------------------------------------+ / X. Pimping (pim01) | +--------------------------------------------------------------------+ | Rundown: You are a pimp. No, for real. You have your to ladies, or | hoes, and you drop them off at a john's house. Then when they have | made happy with the john, go and pick them up. In later missions, | the john might be messing with your girls, so you must whack him. Damn straight - pimpin' ain't easy. How To Activate: Get in a "Broadway" car and hit R3. Here's a pic: http://www.g-unleashed.com/files/16_vehicle_broadway.jpg (Thanks to G-Unleashed for the picture). Location: You can find Broadways driving mainly in Los Santos around Temple, Market, Downtown, and Mulholland. They are parked outside of Jizzy's Club. If you don't know where his club is, I made this pic. It's in San Fierro: http://img29.exs.cx/img29/7959/jclub3vs.jpg To Unlock: Unlocked from the beginning. Rewards: After completing Level 10 for Pimping, prostitues will now give YOU money when you pick them up instead of you paying them. Basics: Hit R3 to begin your life as a pimp. Sort of. Anyways, once the mission starts, the location of your girl is given and a blue blip appears on the map. When you pick her up, the location of a john will appear and a yellow blip is used. Drop your girl off at the location of the john, and she'll call you when she's done. You have a limited amount of time to drop your girl off before the john gets bored and leaves, so be fairly quick. After you drop a girl off at the john, your other girl will be waiting and another blue blip will appear. At this point, the time limit is gone, so after you drop a girl off, you can relax while going to get the next one. When you are ready, pick up and drop off girl #2 at the location. Now girl #1 is done and you must pick her up from the john. This is where money comes in. When picking up your girl safely, you get $300 times the pimping level you are on. Example, if you are on Pimping Level 6 and you pick your girl up, 6 x $300 = $1,800. As the missions progress, sometimes the john won't be so nice. If you notice the john struggling or messing with your girl, get out and whack his ass. Make sure he doesn't harm your girl, or you will fail the mission. Also, some johns will run away and refuse to pay you. Take your car and run him over until he can't walk anymore. That should do the trick. TIPS: + Make sure the john doesn't get a chance to harm your girl. Get out and smack him before he has time. + Do not accidentally shoot your girl in an attempt to shoot the john. + If your pimpmobile is looking smashed up, you have time to take it to a Pay-n-Spray after dropping a girl off. + Remember, keep your girls safe, and you'll be fine. __________________________________________________________________ +------------------------------------------------------------------+ / XI. Burglary (bur01) | +--------------------------------------------------------------------+ | Rundown: You must sneak into a house at night, take as many goods | as you see fit, stash them inside of your black van, and drive the | stolen items back to the lock-up. All of this must be done before | the sun rises or the cops will show up, so don't dilly-dally around. Steal the goods **** and get outta there! How To Activate: Hop inside of a Boxville van at night - anytime between 22:00 and 6:00. (I've been told that you can do these missions at 20:00, but I thought it was 22:00, and I still do.) Location: Parked across the street from the Ganton gym. Hop in at night and you are set to go. To Unlock: Unlocked from the start. Just get a boxville. Reward: You get to keep the cash that you make from the items you steal when you rob houses. ################################################################### NOTE: For the Burglary missions to count as "complete", you must rob a total of $10,000 in stolen items. Also note, this is of course not at once. It adds up over time. Thank you, and that is all. ################################################################### Basics: Hop in a Boxville between 22:00 and 6:00 and get ready to rob a house, mate. To start off, you must find a robbable house. These houses have those yellow cones in front of the doors. They are hard to see from the road, so drive slow and keep your eyes open. You may even need to get out to see some of them. Once you've pin-pointed a house, park the van so that the back of it is close to the entrance. Get out, and then enter the house. Oh boy, this is so much fun. Not really. As you enter the house, a Noise meter appears. It's your duty to make sure that stays down. You might lightly, and I really do mean LIGHTLY tilt the Analog Stick to creep. If you accidently run or you jump/run into a wall, the noise meter jets up very fast. If it fills up and the home-owner hears you, but doesn't see you, then a "Cops" meter will count down from 10 on the screen. Exit the home, and then re-enter when it's safe. If you do not manage to get out of the house within those 10 seconds, you earn a wanted level, so it's best now to work with what you've already got, and don't risk it anymore. If you are seen by the owner, you automatically earn a wanted level (no countdown), and sometimes, the owner will whip out a weapon from concealment and open fire. Now would be a good time to exchange lead and leave immediately. Find items in the house you can steal and pick them up with Triangle. Walk slowly with the item outside and press Triangle again when you are close to the back of the van to drop the item in. Congrats, you have stolen your first item. Now repeat as many times as you want, but make sure you have enough time left to visit the lock-up. Each city has a lock-up that appears on your map when you get into the Boxville after you've robbed a house. It's good to know where these are at before you go and rob, so you can get an idea of how much time you need to get there. Anyways, once you've stolen all the goods you want, get in the van and drive to the yellow blip that should appear (the lock-up). Park the Boxville in the lock-up before the Daylight counter goes down and you pass and get the money for the goods you stole. If you do not reach the lock-up before daylight, you recieve no money for the goods in the van. Better luck next time. *NOTE* it has been broght to my attention by David Wilton (thanks) that you just have to be out of the house by 6am. If you are out, you have until 11am to get to the lockup. TIPS: + Crouch in houses and tilt the Analog Stick slowly so you don't make alot of noise. + After picking up an item, don't attempt to crouch or you will just drop the item - bad idea. + Each item (no matter what it is) is worth $20. The more items you steal, the bigger your bonus is. Your bonus is added on top of the original $20 for each item. + Give yourself enough time to get back to the lock-up. + If you are heard, rush out of the house within 10 seconds and the cops will go away. + Don't climb over furniture, as you will make a ton of noise when you step down. + Going up stairs can be vicious. Make sure you have good control of the camera, and take it slow. *NOTE: email@example.com says, "An easy way to avoid cops on the Level 8 mission is to head onto the railroad tracks and take them through Los Santos all the way to the first open spot off in Las Venturas.* ################################################################### ALTERNATE STRATEGY FROM MESSY: - Get a burglary truck and drive to Grove Street (or whatever the street attached to it is called) - Find two houses you can break into (I believe they are random) close to each other, preferably next to each other, because running across the street seems to take more time and coordination. - Park the truck in between the houses. - Run into one of them and don't sneak...run. - The noise meter will instantly be full, but because of the small [interiors] in Grove Street, you can just go ahead and get one thing and run out. There's only two different [interiors] I've seen in Grove Street so far, and both provide easy access to at least one item, usually a TV, Playstation or record player. - Run out before the cops come, you should have no wanted level - Load your item into the truck, and go for the other house and repeat - Now go to [the original] house again, and things will have respawned. Do this untill time runs out, and the timer will start again allowing you to drive to the drop-off point. THANK YOU MESSY. ################################################################### __________________________________________________________________ +------------------------------------------------------------------+ / XII. Trucking (tru01) | +--------------------------------------------------------------------+ | Rundown: Use a tanker to carry a load from point A to point B. You | have to deliver it safely and make sure the load stays on the back | of your tank. | How To Activate: Step in the red circle at Mr. Whittaker's depot called "RS Haul" in Flint County. If you don't know where that is, look on your map for a little truck icon. Location: See "How To Activate" or look on your map for a gray Truck icon. To Unlock: Finish the mission "Tanker Commander" from Catalina. Reward: Cash is earned for eash trucking mission you beat. Once you beat level 8, RS Haul becomes an "asset" which means it generates a set amount of cash each day. This amount is $2000. Basics: Trucking missions require you to use a tanker to haul a load from one place to another. They are activated one level at a time, and you cannot go onto the next level until the previous one is completed. Walk into the red marker at RS Haul (on your map as a gray truck icon) and the trucking mission begins. The levels go on continuously, but once you complete eight of them, RS Haul becomes an asset and your step towards 100% for this is done. I will go through the eight missions. ##################################################################### Truck Mission 1 You must transport a load to random spot for this mission in 2:00. Follow the blip on your map to transport the goods. Turn carefully, because if the load comes unhinged, you only have 60 seconds to re- attach it back onto the tanker. There should be no problem with this first mission, and you should get your reward easily. ##################################################################### Truck Mission 2 Deliver another load to another randomized spot. In this mission, you have a damage meter. As you damage the truck, your pay goes down. It starts at $1500 and decreases as the damage piles on. Drive safely so you can leave with the whole package. ##################################################################### Truck Mission 3 You must now move illegal goods from RS Haul to a destination. Since your package is illegal, the fuzz will be hot on your trail. You will automatically endure a three-star wanted level. No damage meter to worry about, but the ramming cops can unhook your load which will be a pain to get hooked back on if they get out and try to arrest you. Drive fast to avoid the cops, be safe, and the money is yours to keep. ##################################################################### Truck Mission 4 You have to make a long truck in only 5:00 minutes, so be careful, but also be conscious of the time you have. Be quick, because if you are late with the delivery, your payoff is less. You don't have to worry about the damage in this mission either. ##################################################################### Truck Mission 5 This mission gets a little harder. You must drive pretty far, and once again - you have a damage meter. It's almost impossible to not get ANY damage at all and make good time, so don't worry about a small little dent, but don't get too crazy. Make sure not to get any wanted level or it will make things much harder. ##################################################################### Truck Mission 6 Once again, you are delivering illegal goods, which means you leave the station with three stars. The cops seem a little more fierce than in previous "illegal" missions, but keep your eyes peeled, drive fast, and avoid any more unwanted attention. And never let your trailer come un- hooked or you will be screwed. ##################################################################### Truck Mission 7 Luckily there are no cops in this mission, but it's still pretty tough. You have a time limit and a damage meter. You have to drive far in six minutes, so drive fast when you are on a straight road with no other vehicles, but take it careful around turns and in busy traffic. If you get it there in the time limit and go damageless, you will get your full reward. ##################################################################### Truck Mission 8 Arrg. More illegal delivery. This time, the goods are either REALLY illegal, or you have a TON of them, because you now have a four star wanted level, oppose to just a three. Since there is no damage meter, DRIVE FAST AND NEVER STOP. If you stop, the police will ram you and try to arrest you, and the helicopter will catch up and could blow your load (*sigh*) into smitherines. It's a long way to go with that high of a wanted level, so try to pick up any no-so-out-of-the-way police bribes you know of. Be safe, and pick up your reward, your step towards 100%, and your new RS Haul asset! TIPS: + If the load comes unhinged, you only have 60 seconds to re-attach, so move a leg! + On levels with cops, try to go fast and don't ever stop. + Damage meter levels are a pain, but keeping the damage low will net you more $$, so keep things tidy. __________________________________________________________________ +------------------------------------------------------------------+ / XIII. Freight Train (fre01) | +--------------------------------------------------------------------+ | Rundown: Hijack a train and transport people from one station to | another. It sounds simple, but a huge train is much harder to control | than you might think. | How To Activate: Hijack a freight train and press R3. Location: Any train station. Los Santos - Unity Station, Market Station; San Fierro - Cranberry Station; Las Venturas - Sobell Train Yards, Yellow Bell Station, Linden Station. To Unlock: Finish the mission "Yay Ka-Boom-Boom" from Wu Zi Mu. Reward: $50,000 after completing two levels. Basics: Hijack a train and hit R3 to begin this mission. Don't worry about steering - the train is on a track. The controls are very simple; X is accelerate, and Square is the brake/reverse. The train is HUGE and just as in real life, it takes it a very long time to get going. This also means it takes forever to slow down and stop, so pay good attention to the distance meter and your speed-o-meter. You should only be doing 35-40 around sharp turns as the train could de-rail if you are going too fast. Here's the deal: stop at a station, pick up people, drop them off using the controls listed above. That's all. Make five succesful drop-off's to complete a level. There are onlt two levels. Two x Five = Ten drop- offs. Good luck. TIPS: + Get a feel for the distance it takes you to stop at the speed you are going. + Never go faster than 50mph or you could de-rail. + Keep the train between 35-40mph around sharp turns to be safe. __________________________________________________________________ +------------------------------------------------------------------+ / XIV. Special Thanks, etc. (spe01) | +--------------------------------------------------------------------+ | Thanks to www.g-unleashed.com for a photo I used of theirs in my | guide, thanks to ImageShack for hosting one of my images, thanks to | Rockstar for making one of the best games ever, and thanks to all | of you who just got done reading my guide. This guide is copyrighted and will not appear on any website other than www.gamefaqs.com unless permission is granted by me, the author. You may ask permission by e-mailing me: email@example.com. Thanks, and hope you enjoy. ##################################################################### Copyright 2004-05 (c) tectecactoe So long, enjoy, and get out of here!! =========== END OF FILE =========
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Create the page "General disclaimer" on this wiki! See also the page found with your search.
- ...ta that should be retained. Does not correlate with other columns, so that General Notes in cell A2 do not necessarily pertain only to B2, C2, etc. In certain ' Disclaimer:29 KB (4,624 words) - 08:40, 13 February 2013


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Run Off The Road By Kelly Painter's '69 Road Runner
Pro Street is a hot topic in the world of car crafting right now. The dialogue continues in the debate over its resurgence or demise. Any way you cut it, Pro Street appears to be here to stay. Kelly Painter's '69 Road Runner is a prime example of the new direction of Pro Street down to its big drag radials, stock hood, and solid color. He drives it, beats the hell out of it, and runs it hard. It is what Pro Street needs to be-pure functionality plus the undeniable look.
Kelly lives in Mesa, Arizona, and he bought this '69 B-body for the paltry sum of $800 back in 1993. The car had seen better days for sure, but that didn't deter Kelly. Neighborhood kids had used the roof of the battered Road Runner as a trampoline, and the quarters were so wavy you could surf on them. Kelly and good friend Clarence Furnell spent countless hours prepping the sheetmetal for paint and adding tubs for big rubber. Kelly chose Chevy Lumina Torch Red to spotlight their meticulous bodywork.
Despite the rough exterior, the Road Runner was not devoid of charm, since it sported a 440 under the hood, a Dana 60 out back, and an 833 four-speed in between. Kelly felt that a big-inch big-block would be the only way to go and still maintain its street manners, so he assembled a 496-inch pump-gas-compatible combination. A 727 TorqueFlite screwed together by Jim Sanford of Mesa, Arizona, found its way behind the engine coupled with a mild 2,500-stall converter. The big Dana turns 4.10 gears and Mark Williams 35-spline axles. Kelly wanted to make sure that his Road Runner would not only fly, but do so without breaking parts.
Kelly feels that his Road Runner has not reached its full potential from a performance standpoint, but he's not eager to explore its ultimate limits as he doesn't want to add a rollbar. After all, it's a car that's as comfortable in bumper-to-bumper traffic as it is in the staging lanes. Why mess with success?
Car Craft Q&ACar Craft: The Pro Street debate is at full song in our offices. We're beginning to see a new version of Pro Street that's more streamlined and practical. It looks like you were striving for that with your Road Runner. When did you decide to build it the way you did?
Kelly Painter: You're not going to believe this, but I started on this back in 1994! Was it foresight? Nah, I just knew what I wanted the car to look like, and I knew how I wanted it to run. I had to be able to drive it on the street, run 12-flat, and stop at In-N-Out Burger on the way home.
CC: It's hard to believe that your car was as rough as you say it was when you bought it. What possessed you to take on such a daunting task?KP: I found this Road Runner about a mile from my house. It had been sitting in a backyard for about 10 years rotting away. The neighborhood kids used it as a playground. It really should have gone to the bone yard, but that's why I had no qualms about cutting it up.
CC: How does your family like your "hobby"?KP: My family is pretty involved. My wife is cool and lets me work on it. My three daughters really like the car. My oldest is just waiting to get her license so she can use it. When my daughter Monica was five years old, she would tell me to "run it to six, Dad!" on our way to get a Slurpee at the local 7-11. I wouldn't do it on the way home so she wouldn't spill her Slurpee. I'm lucky as my family is very supportive.
The DetailsCar: '69 Plymouth Road RunnerEngine: 496ci big-blockHeads: Mopar Performance Stage 6 aluminum, 2.18/1.81 intake/exhaust valvesInduction: Mopar Performance M-1 single-plane intake, 850-cfm Holley carbCamshaft: Comp Cams hydraulic flat-tappet, 320 degrees duration (advertised), 0.540-inch liftPower: 575 hp @ 6,000 rpm (est.), 625 lb-ft @ 4,500 rpm (est.)Transmission: Chrysler 727 TorqueFlite automatic, Hughes 2,500-stall converterRearend: Dana 60, narrowed 9.5-inches overall, 4.10:1 gears, M-W 35-spline axlesFront Suspension: StockRear Suspension: Stock, Super Stock springs, gas shocks, springs relocatedBrakes: Stock discs front and stock drums rearWheels and tires: Weld Draglite 15×5 with BFGoodrich P195/65R15 Touring TAs, front; Weld Draglite 15×13 with BFGoodrich P345/55R15 Comp TA Drag Radials, rearPaint: '93 Lumina Torch Red, by Clarence FurnellBest e.t./speed: 11.87 @ 117 mph (quarter-mile)Cost to Build: $25,000


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This short black-and-white film shows eerie scenes of a downtown without people. The effect is disturbing. The camera shoots familiar urban scenes, without a soul in sight: streets empty, buildings empty, yet everywhere there is evidence of recent life and activity. At the end of the film we learn what has happened.
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This era presents itself and exposes a new form of apocalyptic fear. The weapons used in current war strategies do not threaten life as the ultimate loss, (because that has been researched, archived, patented, reengineered, diversified, mass-produced and freed from any ultimate long-term danger) but in this new world order, what is threatened is the security and livelihood of collective knowledge. Where has the knowledge gone? Just what sort of invisible weapon in this covert war is responsible for this Western world's post-knowledge Apocalypse?Majore-Hoo-Hoo, 12 May 2011


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Your Health Insurance, Designed by Lobbyists
Christopher Weaver of Kaiser Health News has an excellent article in today's Washington Post on the various government agencies that will now be deciding what health insurance coverage you must purchase, and how many of those decisions will ultimately fall to lobbyists and politicians:
For years, an obscure federal task force sifted through medical literature on colonoscopies, prostate-cancer screening and fluoride treatments, ferreting out the best evidence for doctors to use in caring for their patients. But now its recommendations have financial implications, raising the stakes for patients, doctors and others in the health-care industry.
Under the new health-care overhaul law, health insurers will be required to pay fully for services that get an A or B recommendation from the U.S. Preventive Services Task Force...[which] puts the group in the cross hairs of lobbyists and disease advocates eager to see their top priorities -- routine screening for Alzheimer's disease, diabetes or HIV, for example -- become covered services.
And it's not just the USPSTF that will be deciding what coverage you must purchase:
[P]lans must also cover a set of standard vaccines recommended by the Advisory Committee on Immunization Practices, as well as screening practices for children that have been developed by the Health Resources and Services Administration in conjunction the American Academy of Pediatrics. Health plans will also be required to cover additional preventative care for women recommended under new guidelines that the Department of Health and Human Services is expected to issue by August 2011.
The chairman of the USPSTF says the task force will try "to stay true to the methods and the evidence... the science needs to come first." A noble sentiment, but as my colleague Peter Van Doren likes to say, "When politics and science conflict, politics wins." Witness how industry lobbyists have killed or neutered every single government agency that has ever dared to produce useful comparative-effectiveness research. (You're next, Patient-Centered Outcomes Research Institute!)
When government agencies are making non-scientific value judgments--e.g., are these studies reliable enough to merit an A or B recommendation? what should be the thresholds for an A or B recommendation? will the benefits of mandating this coverage outweigh the costs?--politics does even better. Witness Sen. Barbara Mikulski (D-Md) overruling a USPSTF recommendation when she "inserted an amendment in the [new] health-care law to explicitly cover regular mammograms for women between 40 and 50. "
Speaking of value judgments, the one flaw in Weaver's article is that it inadvertently conveys a value judgment as if it were fact. He writes that the mandate to purchase coverage for preventive services is "good news for patients" and that 88 million Americans "will benefit." Whether the mandate is good news for patients depends on whether patients value the added coverage more than the additional premiums they must pay. (The administration estimates that premiums for affected consumers will rise an average of 1.5 percent. One insurer puts the average cost at 3-4 percent of premiums. Naturally, some consumers will face above-average costs.) Whether the benefits outweigh the costs is ultimately a subjective determination. (The best way to find out, as it happens, is to let consumers make the decision themselves.)


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The Facts About Income Tax
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Which market (that of Android games or that of Flash games) is more profitable and will give me a better chance of success?
Where can I find the relative market shares of these markets, globally?
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I have little experience about this topic but by logic and knowledge I can give a few pointers that might be worth a few pennies.
First of all: those two markets are big, I mean really big, maybe, just maybe, too big for you. This is good as you have a large target audience, but the size already has attracted many many many (you are not the only one, no) game developers, this market is largely saturated. Most games won't even be recognized due to the sheer number of games there are. You won't make a penny this way, at best you will get a balance of 0. You'll need a better plan than just making a game and selling it.
The most important difference between Flash games and Android games is that Flash games are pretty much exclusively financed by ads while Android games are partially financed by ads, partially by selling the games themselves and partially by in-game purchases.
For the customers that means they don't have to pay for their games, they can play as many games as they want and can try out any game at any given time, this means, in the end that if your game is good it will get at least some attention.
The downside is, you are bound to have a lot more people to play your game, because the average every player will just give you a penny or two as opposed to a dollar or two for android games.
You might want to consider other, smaller, markets, such as the PC Indie market. The target audience may be a lot smaller, but you will be able to get ground much easier as your game isn't one of millions then but just one of hundreds.
A good game sells itself no matter if it's on app stores, facebook, kongregate or self-hosted.
What you should do instead of trying to figure WHO you want to make a game for, make a great game. Then you can sort out where and how it's best marketed.
But of course choosing a market with millions of users, against one with only thousands has the potential of bigger profit if it succeeds.
I like self-hosting and facebook apps, for the simple reason that noone tells me what game to make, and how i intend to profit and so on. The bad thing is that it's much more work getting noticed.
Android apps because it is a broader market. I don't know where you could get market shares. Sorry.
Depends on what you wish to do. Generally I would say Android. Market shares is on the stock exchange. What was more successful crush the castle or angry birds and why?


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Rafael Nadal, Novak Djokovic and Roger Federer lead with way with a host of Masters 1000 titles, but which other active players have won at least one of these prestigious tournaments?
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enrich your viewing experience with expert analysis, tips and more.
More and more tennis is being broadcast each year and you
can enjoy it live online through our licensed partners, 24 hours a day, 365
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As a generation of iconic stars like Roger Federer, Serena
Williams, Rafael Nadal, Novak Djokovic and Andy Murray try to hold off the
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covers the battles for Grand Slam glory at the four biggest events of the
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But there's much more to tennis than the majors and
live-tennis.com brings you up-to-the-minute coverage from the whole ATP World Tour and WTA Tour seasons. On the men's side, the 'Big Four' dominate the field
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Humidity will return by Sunday
Long stretch of dry weather
A long dry spell in store as high pressure keeps us parched through the weekend and much of next week.
Pleasant weather for today and tomorrow with highs today reaching the upper 70s lakeside and low 80s inland. Everyone warms to the low 80s for Saturday. Dewpoint/humidity will stay comfy until Sunday.
Southwest winds pull warmer and muggier air into our area for Sunday. Highs reach the mid 80s as the dewpoint gets into the low to mid 60s. There is just a slight chance for a storm later Sunday night as the warmer and more unstable air arrives.
The outlook for Monday through Thursday keeps temperatures easily in the upper 80s with overnight lows in the low 70s. The steamiest weather looks to be Tuesday and Wednesday when we just might see 90. It looks for now we'll see the hot-humid weather pattern break down later Thursday and Friday. Best chances for storms arrive later Thursday.
So much to do this weekend! Bastille Days, Gathering On The Green in Mequon, Church Festivals and South Shore Frolic. Send us your fun photos to Ulocal at wisn.com, my Twitter @seversonsally or our WISN News Facebook page.


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Considering the dangers lurking out there, it's a wonder that our little planet is not in the firing line more often. We are just 93 million miles from a star that, while mostly well-behaved, occasionally has temper tantrums that could bring our civilisation to its knees. Our solar system is home to a swarm of comets, rocks, boulders and flying mountains, tens of thousands of which are big enough to wipe out anything from a small city to the entire biosphere. And further out lurk delinquent stars whose death explosions are the largest since the Big Bang. If one of these went off nearby, it would be curtains for all of us.
In fact, Earth can be considered rather lucky to have not suffered a total cataclysm in at least 3.5 billion years – the period during which we have an unbroken record of life existing on the Earth's surface. Before then, global sterilisation events, caused by collisions with huge space rocks, almost certainly took place many times – perhaps once every few hundred years. Each may well have wiped out early versions of life. Then, after one final cataclysmic impact, it was plain sailing all the way.
That was what we used to think, anyway. But in recent decades, it has become clear that our cosmic neighbourhood, in more recent times, has not been as benign as was thought. In the 1980s, for example, it was confirmed that Earth has been hit several times in its history by objects from space – none big enough to sterilise the planet completely, but a handful packing enough of a punch to change the course of life forever. The most famous of these was our collision with a six-mile-wide asteroid 65 million years ago, whose fiery passage into the Mexican coast has been blamed for killing off, or at least delivering the coup de grâce to, the dinosaurs.
It is not just rocks we have to worry about. Japanese scientists have uncovered evidence from the study of tree rings that in the year 775 the Earth was hit by a colossal solar flare. The scientists found a spike in radioactive carbon-14, taken up by the ancient cedar trees they were studying. In Finland, Ilya Usoskin and his colleagues found an identical spike on the other side of the world. One theory is that this was caused by a nearby exploding star – a supernova – showering the Earth with radiation.
The trouble, says Usoskin, was that they could see no sign in the skies of a supernova remnant within the required distance. So the scientists turned to the historical record to see if there were any clues. The handful of supernovae that have burst into existence in historical times have often been well-recorded. But, 1,238 years ago, there were reports not of a brilliant "new star" but – as one English chronicler, Roger of Wendover, put it – of the skies themselves catching fire: "Fiery and fearful signs were seen in the heavens after sunset; and serpents appeared in Sussex, as if they were sprung out of the ground, to the astonishment of all."
This was, says Usoskin, probably an account of an aurora borealis – the Northern Lights. "Anyone who has seen aurorae knows they look like serpents," the Finnish scientist told New Scientist this week. The conclusion is that the Earth was hit by a huge mass of charged particles ejected from the Sun.
This was far from a one-off: such flares probably happen every few centuries or so. In late August and early September 1859, the Earth was hit by a smaller flare that had equally dramatic effects. Named the Carrington Event, after the astronomer who documented it fully, the solar storm caused Californian Gold Rush miners to be woken in their tents by the bright northern lights. Aurorae were seen as far north as Queensland in the southern hemisphere and as far south as Washington DC in the northern.
As with the storm of 750, the main impact on humans was a pretty light show on the ground: there is no evidence that solar storms of this intensity can damage or affect life directly. But there was also a chilling foretaste of what would happen if such an event were to repeat itself today. For the surge of charged particles had a dramatic impact on the nascent telegraph systems of the world. What author Tom Standage has called "the Victorian internet" was virtually knocked out. Telegraph wires were short-circuited, copper cables melted and some operators were given bad electrical shocks.
The world of 1859 was still one of steam and horse power, candle light and gas lamps. There was no domestic electricity, no telephones and no radio. If a rerun of the Carrington Event were to happen tomorrow, it would be cataclysmic: power lines would melt, electrical sub-stations would catch fire, half the world's telephone grid would be knocked out, telecoms satellites would go down and the internet would be crippled, perhaps for a year. There would be massive disruptions to food and water supplies, water treatment and distribution, as well as the global banking system. All the finely tuned technological threads upon which our civilisation depends would be strained to breaking point.
Just repairing the power lines would take weeks – if an adequate supply of copper could be found. In June, a joint UK-American study, led by insurers Lloyd's, estimated that a superstorm of this magnitude would cost the world £1.6 trillion, and tip the planet into depression.
Yet when it comes to such threats from space, we suffer from profound short-sightedness. Asteroid strikes, for example, are seen as the stuff of bad Hollywood films – or at least they were until February 15 this year, when the Russian city of Chelyabinsk was blasted by a 10,000-ton meteor that exploded at 30,000mph about 10 miles overhead. The blast, comparable to a small nuclear weapon, caused havoc on the ground, smashing windows and injuring more than 1,000 people, some seriously. A hundred and five years previously, Tunguska, also in Russia, was hit by an even bigger rock, or comet, that could have flattened Moscow (or London) if its trajectory had been only slightly different.
As well as being short-sighted, we are also ignorant. Solar storms in particular are poorly understood. Some are high-energy yet do little damage; other, more modest eruptions can cause chaos, such as the 1989 flare that knocked out the power grid in eastern Canada.
It is now thought that the biggest – such as the 775 event – may be the result of huge comets colliding with the Sun. According to David Eichler, an Israeli physicist at Ben Gurion University, a "sungrazer" comet 50 miles wide hitting the sun at a million miles an hour would generate enough energy to cause a solar flare that, if it hit the Earth, would be far more severe than even the Carrington Event.
There may be other weird things going on above our heads that we do not understand at all. Meteorologists have long thought that thunderstorms are caused by electrical charges building up in ice particles suspended in clouds. The trouble is, according to the Russian physicist Alexander Gurevich, that there simply isn't enough energy to make the lightning flashes we see.
He proposes instead that these electrical discharges must be "seeded" in some way. His proposed mechanism involves cosmic rays – high-energy sub-atomic particles created by exploding stars and colliding black holes in distant galaxies – that cause a "runaway electron breakdown" by ionising the water in the atmosphere, generating immense electrical charges.
If he is right – and his is still a controversial theory – the next time you see a lightning strike, you may be witnessing something triggered by an exploding star or burping black hole millions of light years away. It is a reminder that, while we think of space as quiet, dark, silent and mostly harmless, that isn't always the case.


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Part of National Museums Liverpool
Also in this section…?
Elephants in South Africa. All images © IFAW
Merseyside Maritime Museum and IFAW, the International Fund for Animal Welfare, held this special display to highlight the effect of the illegal trade in ivory on the survival of the world's elephants.
The centrepiece of the display was a large hourglass filled with crushed ivory, a symbolic reminder that time is running out for elephants.
Although the ivory trade has been banned since 1989, a decision may soon be made by CITES, the UN Convention on International Trade in Endangered Species, to allow the sale of 60 tonnes of stockpiled ivory.
IFAW believes that this could spell disaster for elephants across Africa and Asia, as any legal trade provides a smokescreen for poachers to launder illegal ivory. It is extremely hard to distinguish between illegal and legal ivory once it has been cut up for sale. This encourages
poachers to kill more elephants.
Combined with the many other threats elephants face, such as habitat loss and competition with humans over scarce resources, increased poaching could spell extinction for some populations. Down from 1.3million in 1979, today there could be as few as 400,000 African elephants left in
the wild. Asian elephants are even more vulnerable, as numbers have dropped to between 35,000 and 50,000 - there are only 200 elephants left in the whole of China.
IFAW has been campaigning to make sure the ivory sales do not take place, or that at the very least they do so under the strictest conditions possible.
In 2004 they called on the public to give up their unwanted ivory in a UK wide amnesty to help protect the world's remaining elephants. This ivory has been ground down and placed in the hourglass as a powerful memorial to those elephants gunned down to supply the trade. It also
represents the need for the long-term conservation of elephants that are still alive before their time also runs out.
Why not find out more about IFAW's Ivory Trade Campaign activities or read about how Customs officers work to protect endangered
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A man and two women are facing several charges after authorities spotted them driving driving around with stolen fishing rods and discovered the man had stolen jewelry from one of the women, according to the Sarasota County Sheriff's Office.
According to the sheriff's office, Steven Scott, 25, Kayla Masek, 22, and Marianne Dolleman, 40, were spotted driving in a car with fishing rods sticking out shortly after deputies responded to two residential burglaries in Venice Wednesday night.
About $1,400 worth of fishing rods and reels had been stolen in the burglaries, authorities said.
Dolleman, who was driving the car, told deputies Scott and Masek had paid her to drive them around so he could try to sell the stolen items, authorities said.
In addition to the rods and reels, deputies found two drug pipes, a syringe that tested positive for opiates and a bag of tools that had been stolen in a third burglary, authorities said.
Deputies also found two bracelets Scott had stolen from Dolleman's home earlier in the night, authorities said.
Scott was charged with four counts of burglary, while Masek was charged with possession of a controlled substance and possession of drug paraphernalia. Dolleman was charged with dealing in stolen property. All were arrested and booked into jail and it was unknown whether they have attorneys.
Dolleman is a "prolific offender," according to the sheriff's office, and Scott was arrested in February for failing to appear in court on grand theft charges. He was arrested again last month during "Operation Booster Buster" for stealing from a Beall's Outlet, authorities said.
Altogether, the three have a local history of 35 arrests, authorities said.


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Hey everyone, I'm back and with my return I bring good things like awesome drawing lessons that you will have fun learning from. To start, I am going to fill a request, and show you "how to draw a feline", step by step. I know what you're saying, "felines are cats, and you have a ton of cat tutorials"! Yes, you are right, but when someone asks me to make them a lesson on a certain object, animal, or person, I try and fill the request to the best of my abilities, and I also want the heading to be the same subject someone asks for so you guys know that a particular lesson goes out to the person that requested it. Felines are strange, but simple animals. They are a lot less complex than owning a dog I'll tell you that. I think it's because cats don't really want you to walk them, or play ball with them, or even get all that much attention. Instead they play all by themselves whether their chasing pieces of paper, or playing with string that is dangling from a window blind or something, and instead of wanting to be walked like a dog does, they would much rather play in their indoor house, or climb the trees outside. I know for a fact that cats don't require as much attention as dogs do. I think this is because cats are more independent then dogs, and because of this they are purr-fectly fine just lounging wherever they want. The feline I drew has a spunky look, and I also chose to color him/her in the very popular yellowish orange. If you want to "draw a feline" of your own and would like to choose a different shade to color in your cat with, go right ahead because I will not feel offended whatsoever. I have to pounce out of here because there is a few more lessons that I need to put up. I hope you have fun with this tutorial, and if you have a favorite animal you would like to see as a lesson, just let me know. Peace out people, and have fun!
DragoArt members upload artwork and drawing tutorials! They are also allowed to leave comments on tutorials, profiles, etc. Many more features, as well; it's way better than just being a boring guest! Register Now!


text: I have just returned from RSA and my hunt with Louis van Bergen Of Spiral Horn Safaris. I can say without a doubt it was the best ten days of my life. It is rare that your experiences mirror your expectations. This first time safari met and surpassed every expectation I had dreamed of for 30+ years. I am busy playing "catch up" with bills,e-mail,snail mail, etc. and readjusting to our time clock. I will be in the big city with access to a high speed internet server to post my hunt report in the next week and am looking forward to sharing with all of you my hunt of a life time. Stay tuned........ Cheers! Thomas "Ty" Beaham


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Nut Weevils
ENTFACT-206: Nut Weevils | Download PDF
by Ric Bessin, Extension Entomologist
University of Kentucky College of Agriculture
Nut weevils can be very serious pests of native and non-native nut trees. These damaging insects begin to attack the kernels in the developing nuts while the nuts are still on the tree. However, problems often are not noticed until the nuts are harvested and opened. Occasionally, these weevil grubs are found in homes or other places nuts are stored.
Pecan Weevil, Curculio caryae
This is a serious late season pest of hickory and pecan. The greatest damage is caused by the grub that feeds directly on the developing kernel.
Adults are reddish-brown and densely covered with olive-brown hairs and scales. Body length is about 3/8 inch long exclusive of the snout. The female has a snout as long as her body, while the male's is about half that of the female's snout.
Two types of damage are caused by this insect; mid-season adult feeding on young nuts causing premature nut drop, and grub damage to the kernels that usually occurs after shell hardening.
Adults weevils emerge from the ground in late August through September, about the time nuts begin to harden. Peak periods of adult emergence usually follow heavy rains. After the nut kernels have hardened, the female uses her long snout to chew a hole in the side of the nut and deposits her egg in little pockets in the nut. Creamy white grubs with reddish brown heads hatch and feed inside the nuts during the fall, reaching 3/5 inch in length.
When mature, the grub chews a perfectly round 1/8 inch hole in the side of the nut and falls to the ground in late fall or early winter, usually between late September and December. They make earthen cells in the ground where they remain as a grub one to two years. Most of the grubs will pupate the following fall. Some, however, do not pupate until the fall of the next year. Adults emerge during the summer following pupation. The entire life cycle requires 2 to 3 years to complete, most of it in the soil.
Weevils usually move only a short distance after emerging and often attack nuts on the same trees year after year, so long as there is a crop of nuts. Weevils apparently prefer trees growing in low areas or those near hickory trees. Early maturing varieties are most susceptible to the weevils. Hickory nuts are attacked by the pecan weevil as well.
Monitoring for Pecan Weevils
Trees can be jarred beginning in mid August to determine when to apply insecticides. Place a large harvesting sheet under the trees and jar the limbs with a padded pole. The adults weevils will fall onto the sheet and remain motionless for a short period. When three or more weevils are jarred per tree, insecticide applications should begin. Peak emergence cycle usually follow rains. Otherwise spray applications should begin when shell hardening begins and repeated at 10 to 14 day intervals. Sevin, Imidan, Warrior, Mustang MAX, and Asana XL can be used to control pecan weevils on pecan. Asana XL, Warrior, and Mustang MAX are restricted use pesticides.
Those not prepared to spray can reduce weevil injury by periodically shaking weevils onto a harvesting sheet. Dislodged beetles usually remain motionless on the sheet and can be easily collected and destroyed. Shaking should begin after the first heavy rain in early August and continue through mid-September or until no weevils are collected.
Lesser Chestnut Weevil and Larger Chestnut Weevil Curculio sayi and Curculio caryatrypes
Of the larger and lesser chestnut weevils, the lesser chestnut weevil is the more common of the two species of weevil infesting chestnuts in Kentucky. These weevils breed exclusively in chinquapin, American and Chinese chestnuts. At one time these weevils were common, but since the passing of the American chestnut they have become much less common.
The 1/4 inch lesser chestnut weevils emerge from the ground beginning in late May until July, about when the chestnuts bloom, but do not lay eggs until the fall. Egg laying begins when the nuts are nearly mature and most eggs are laid after the burr begins to open. Eggs are usually laid in the downy inner lining of the brown shell covering the nut. Eggs hatch in about 10 days and larval development is completed 2 to 3 weeks later.
Soon after the nut falls to the ground, the grubs chew a circular hole in the side of the nut to enter the soil. Most of the lesser chestnut weevil grubs overwinter the first year as grubs, pupate the following fall, and overwinter the following winter as adults.
Some pass two winters in the grub stage and a third winter as adults before emerging from the ground. The life cycle is completed in 2 to 3 years.
The biology of the larger chestnut weevil differs from that of the lesser chestnut weevil. Adults begin to emerge in late July and August. The adult is 3/8 inch long exclusive of the snout. The female has a 5/8 inch beak and the male's is 1/4 inch.
Larger chestnut weevils begin egg laying soon after emerging, before egg laying begins with the lesser chestnut weevil. Eggs hatch in 5 to 7 days and the larvae feed for 2 to 3 weeks before leaving the nut. Larger chestnut weevil grubs chew an exit hole in the side of the nut and drop to the ground usually before the nuts fall. Grubs overwinter in earthen cells in the ground. Pupation and adult emergence takes place the following summer. A few grubs will overwinter a second year before pupating. The life cycle is completed in 1 to 2 years.
Weevil infestations can be reduced by picking up chestnuts daily and after curing, heat them to 140° F for 30 minutes to kill the larvae in the nuts. A cold treatment of holding the nuts at 0o F for four days may also be effective, but it may also affect the nuts' flavor. Sanitation is important, always collect and destroy fallen nuts before the larvae have a chance to escape and enter the soil. Only one insecticide, carbaryl (Sevin) is registered for use against chestnut weevils on chestnuts. Trees can be jarred similar to monitoring for pecan weevils to determine the presence of adult weevils.
Issued: 7/92
Revised: 1/04
CAUTION! Pesticide recommendations in this publication are registered for use in Kentucky, USA ONLY! The use of some products may not be legal in your state or country. Please check with your local county agent or regulatory official before using any pesticide mentioned in this publication.
Of course, ALWAYS READ AND FOLLOW LABEL DIRECTIONS FOR SAFE USE OF ANY PESTICIDE!


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Mount Evans Sunset
The highest paved road in America, Mount Evans Road travels above 14,000 feet west of Denver, Colorado.
Traffic on I-70, Colorado
Near Georgetown, Colorado. Near the Eisenhower Tunnel.
I-70 West, Colorado
Sunrise over I-70, from Genesee, Colorado.
Berthoud Pass
Looking down the north side of Berthoud Pass, Colorado. This road leads down the valley to Winter Park.
Driving Through The Hills Near South Park, Colorado
Near the Southwest entrance to the Lost Creek Wilderness, near Jefferson, Colorado.
Guanella Pass - Colorado
A snowy sunrise in early winter, Georgetown, Colorado.
Bear Creek Canyon, Colorado
From Mount Morrison, a view to the West. This is Bear Creek Canyon, which leads up to the town of Evergreen, Colorado.
Winter on Trail Ridge Road
Rocky Mountain National Park, Estes Park, Colorado.
The Road Into Mesa Verde
Taken from Point Lookout, in Mesa Verde National Park. Cortez, Colorado
Night Traffic in Lakewood, Colorado
A long exposure of C-470, in Lakewood Colorado.
Big Thompson Canyon
This road drives up this beautiful canyon from Loveland to Estes Park, Colorado.
First Light on Mount Evans Road
Mount Evans Road is the highest paved road in the United States. Idaho Springs, Colorado.
Hairpin on Berthoud Pass
Berthoud Pass leads over the continental divide, connecting I-70 to Winter Park, as well as Rocky Mountain National Park.
Squaw Pass at Night
Taken near Idaho Springs, Colorado on Squaw Pass Rd
Colorado Ski Country
Summit County, Colorado is home to several ski resorts. This view is from Grizzly Peak, above Loveland Pass.
Squaw Pass Road - Colorado
From high on Chief Mountain, an aerial view of Squaw Pass Road in the fall.
I-70 West
A long exposure shot of I-70 West, near Silver Plume, Colorado.
i-70 at Genessee Park, in the Colorado Mountains.


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"Sage has enabled Pact to be seen as a service leader in a way that we weren't before. We're recognised for having IT knowledge and skills, as well as supporting people with disabilities"
Donald Shand, Director of Operations, Pact Group
"Sage has enabled Pact to be seen as a service leader in a way that we weren't before. We're recognised for having IT knowledge and skills, as well as supporting people with disabilities"
Donald Shand, Director of Operations, Pact Group
The New Zealand-based not-for-profit organization provides support for around 800 people with intellectual or other disabilities, and for those recovering from mental illness. It depends on Sage for its client reporting.
Documenting the client journey
Pact had relied on manual, paper-based methods to manage client relationships across an extensive range of programmes, including supported housing, vocational assistance, respite care and carer support. Every client had a physical file that had to be located and filled in for every interaction which proved challenging when they moved between programmes.
Collating and monitoring a client's progress between hospitals, GP's and other specialists was similarly complex for a paper-based record. It also made reporting to government funding bodies extremely difficult.
Pact needed a solution that would improve the quality of customer service, enhance reporting accuracy and allow staff to record, track and manage all client activity in one centralized location.
"The people who come to us are often referred from two or three sources and there may be funding associated with each source," said Donald Shand, Director of Operations. "We need to be confidently able to track all the revenue associated with a person as well as all the inputs such as staff time and resources applied on their behalf."
One-stop self-service solution
Sage was identified as a powerful and flexible software platform that could be easily customized to meet Pact's specific client reporting requirements. Deployed by Enabling, a Sage Partner, it was integrated with the organization's website to give authorized staff and healthcare professionals secure access to client records from any location.
Managers and staff now have fast access to a wide range of client information. The system's ease-of-use and intuitive information flow, along with the improved and accurate reporting, has transformed the way the business operates.
"What we achieved is a non-daunting user experience that allows a tech support worker with minimal skill to navigate a system that's reasonably intuitive," said Shand, "one that doesn't present too much difficulty when they need to do their own bit of data entry or when retrieving information."
A better-connected organization
Moving from a labor intensive, paper-based process to a sophisticated client management solution has made Pact much more efficient. Managers and staff are just a few clicks away from a wide range of client information. Data can be analyzed by site, worker or client, and the system provides rich performance metrics that inform policy.
Sage has saved a huge amount of time and transformed the way the Pact team works. "It helps me to feel connected with the operation without having to be everywhere at once. I feel that I'm reliably hooked into some very real information," said Donald Shand.


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Rachel Allan Perfect Angel 1729
- Brand: Rachel Allan Perfect Angels
- Style #: 1729 - Quick Delivery*Quick Delivery*
- Availability: In Stock
- $518
This is the current collection of children's pageant gowns offered at Miss Priss. For current availability, please call the store or place your online order and you will receive an email regarding the order status. Rachel Allan Children's Pageant Formal Dress
The Fabric In This Rachel Allan Perfect Angel Style Is 3D Glitter Tulle
The Fabric In This Rachel Allan Perfect Angel Style Is 3D Glitter Tulle
Quick Delivery:
- Pink: 10, 12, 14
*A style on our web site listed as "Quick Delivery" can usually be shipped the same or next day. An item listed as "In stock!" can be sent the same business day as long as the order is placed before the cutoff time of 2:00PM EST.


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Microsoft has turned up at the Rio+20 Earth Summit in Brazil, unveiling a new website featuring a calculator that it says shows how much energy would be saved if more businesses moved their data to the cloud.
Now, there's some truth to that idea.
The cloud could be a great tool to reduce the amount of carbon pollution from the IT sector if the data centres that form the backbone of the cloud are powered by clean energy. But if those data centres are powered by coal plants, then the growth of the cloud would lock in decades of carbon pollution.
That's why we found one passage particularly interesting that was in the report Microsoft supported and used as the basis of its new cloud calculator tool:
Finally, we also show that energy mix is more influential than power use effectiveness (PUE). This is intriguing because, at present, the ICT sector is investing a lot of resources into improving the overall efficiency of data centres and data centre technology (measured as its power use effectiveness). Yet, our research shows where a Cloud data centre is located is more important in CO2 terms than the overall efficiency of the data centre - a cleaner energy source will more readily deliver higher carbon savings than investing in efficiency. (page 20)
Hallelujah! That's a fantastic statement to read in a report supported by Microsoft.
Finally, Microsoft is moving away from all the hype about how green the cloud is because of its efficiency –Microsoft actually understands that you can't have a green cloud powered by coal and that the real path to being green is powering the data centre with clean energy… right?
Unfortunately, the people in charge of making decisions about where Microsoft's data centres are built don't seem to have read the report the company helped to write. Microsoft's latest data centres in Virginia and Wyoming in the United States will rely heavily on coal, according to US EPA data for those states electricity mixes.
But wait, Microsoft just adopted an internal carbon tax and committed to being "carbon neutral," so we can bank on Microsoft's cloud being green, right?
Again, unfortunately not; so far Microsoft's way of being "carbon neutral" allows it to keep building data centres that rely on coal while claiming to be carbon neutral by buying renewable energy credits (RECs) and carbon offsets. RECs are similar to carbon offsets in that they allow companies to pay others who actually produce renewable energy.
In other words, Microsoft's use of RECs means that no less coal is burned and no more renewable energy is produced to power the Microsoft cloud.
Microsoft should listen to its own experts and adopt a siting policy, as Facebook has, that prioritises clean energy when it builds new data centres.
David Pomerantz is a media officer for Greenpeace's work to push technology companies to lead the shift to a prosperous clean energy economy.
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