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I Inherited a House, What To Do- Should I rent or sell in Garland?
., but we're truly sorry for the loss of your loved one. We don't know each other- we've never met. Chances are you've never heard of Glymph Properties, but the staff at Glymph Properties (GP) recognizes how agonizing the death of a loved one can be. This can be a very challenging time for many reasons, and dealing with property ownership is tough even at the best of times.
You're probably wondering, " I was left this house, now what? Can I sell it? Can I rent it? Where do I start?"
There are many of options open to you, but, which will you take? Whichever route you choose, we can help.
We're seasoned investors in Garland real estate, and we're hoping to buy several houses each month in the Garland Texas area. Almost daily we get calls from those who have inherited a house and are looking to sell their house- so the info below are some tips to help you traverse the process.
I Inherited A House, What To Do Next?
Here's a few important things to consider to help you make the right choice:
1) Make certain the mortgage is paid off.
This may sound totally obvious, but if the person who willed you a property also had a mortgage (unless of course it was mortgage free, which is great!), you have to pay it (assuming you want to keep the property). Some banks will allow you to assume the loan, while others may pressure you to refinance your home into a new loan. If you are not eligible for a new loan, leasing may not be a choice for you.
2) The investment is only as good as the management.
If dealing with agents, repairs and maintenance, tenants, rent collection, and all the intricacies of property management isn't the best use of your time, hire a professional to help you or cash out now. A few people who inherit houses decide to keep the house and rent it for extra income. That's a excellent strategy for sure. You just need to be prepared to manage the property and the hassles that can go along with tenants and toilets.
3) Property ownership costs money.
It's exceptional to see a property that's been perfectly taken care of. The majority of inherited homes need major improvements.
Consider hiring a professional property inspector to give you a detailed rundown on what you'll need to do within the next five years, along with estimated costs. Surprises are very, very costly.
4) Selling a property for a premium price costs money.
If you don't want to deal with making maintenance, upgrading kitchens, improving landscaping and overall cleanup, don't worry. Glymph Properties buy Garland houses for cash, as-is.
5) If the market continues to grow quicker than your other options, hang on to the investment.
We can help you find out if it's more advantageous to keep your property and rent it out or to get rid of it. If you can use the equity in your property in another way that outpaces the performance of the real estate market, you should. If you don't have anything better to do with the money and the neighborhood is rising in value, hang on to it- real estate can be a great investment if you know how to correctly read the market.
6) Taxes, Taxes, Taxes- Uncle Same wants his piece.
Don't forget to discuss your inheritance with tax and legal professionals before you take action. There are major property and income tax consequences that will dramatically impact the cost of owning your investment.
7) Consider all your choices.
In certain situations we may be able to help you structure a lease-option agreement that allows you to rent and sell at the same time, capturing the best of both worlds. These kinds of deals can be complicated, but our Garland investment experience can help you win.
8) Compare a few scenarios.
We'll help you determine prices for any property near Garland – if you sold it today without doing any work, the highest price the market will bear, and the projected value of keeping it as a rental (along with the costs).
Just call us today at 888-509-6267 Ext 4 or contact us now for more information
on how we can make you a fair cash offer on your inherited house today!
We're happy to help you find answers to your toughest questions about your Garland real estate, so please feel free to call us at 888-509-6267 Ext 4 and chat with us anytime.
Fill out this form or give us a call anytime at 888-509-6267 Ext 4 for a Fair Cash Offer
Visit our website
Check out our articles to educate sellers!
We buy properties in: 75040, 75041, 75042, 75043, 75044.
Are you looking to find other properties to invest in… visit our investor website or give us a call anytime at 888-509-6267 Ext 3 for a Fair Cash Offer
Visit our investor website
Check out our investing articles to educate investors!
Are you looking for rent to own properties… visit our rent-to-own website or give us a call anytime at 888-509-6267 Ext 5 for a Fair Cash Offer
Visit our rent-to-own website
Check out our rent-to-own articles to educate renters looking to buy!


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text:
The California Transparency in Supply Chains Act (2012) (the "Act") was designed to encourage manufacturers and larger retailers to provide consumers with information regarding their efforts to eradicate slavery and human trafficking from their supply chains, to educate consumers on how to purchase goods produced by companies that responsibly manage their supply chains, and thereby, to improve the lives of victims of slavery and human trafficking.
Eminent, Inc., ("REVOLVE"), recognizes and supports the Act and therefore makes the following disclosures:
REVOLVE is committed to fair labor practices within our supply chain. REVOLVE's direct suppliers have been notified of REVOLVE's policy of enforcing and supporting the purpose of the Act and, by accepting a purchase order from REVOLVE, they certify that they will comply with our Vendor Operations Guide, which prohibits slavery and human trafficking.
REVOLVE's Code of Conduct holds personnel accountable for ensuring compliance and ethical standards in REVOLVE's domestic and international business. REVOLVE also maintains a compliance "hotline" that all personnel are instructed to use in the event that violations of law or policies are suspected and/or detected.
Although REVOLVE does not currently provide specialized training on slavery and human trafficking to its supply chain staff, we require that all employees comply with our policies, including our Code of Conduct, which mandates the prevention of slavery and human trafficking within our supply chain.
At this time REVOLVE does not conduct independent, unannounced inspections of third party facilities in its supply chain (in part due to challenges such as visa requirements in territories where REVOLVE conducts business). However, for scheduled visits to supply partner facilities, REVOLVE now routinely includes unannounced agenda items dealing directly with human slavery detection and prevention. Going forward, REVOLVE is actively seeking opportunities to incorporate independent, unannounced audits into its compliance plan.
REVOLVE remains committed to serving its customers in a way that helps, not hurts the people and communities involved in its business. We welcome your input on this important issue. Written requests from consumers for a copy of this statement, or other information related to the above, may be obtained by emailing us at email@example.com. Responses will be given within 30 days of receiving such request.


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GO ELECTRONIC RETURN POLICYWithin 30 days of shipment, you may return any item in brand new condition for a refund (we do not refund the shipping cost unless the return is a result of our error).
Items must be returned brand new in original packaging. We will not accept returns of opened items (unless defective) or any items returned more than 30 days after shipment. If it has been more than 30 days and the item is defective, we ask that you please contact the manufacturer directly and inquire about the warranty details for the product. In certain circumstances some defective products will require repair/replacement by the manufacturer directly and we will be unable to assist in this exchange. In these cases we will notify you of the situation and provide contact information so you can contact the manufacturer directly.
All returns must include a Return Merchandise Authorization Number (RMA#). Please complete the Return Authorization Request Form and customer service will contact you via e-mail with your RMA# and shipping instructions for the return. Returns that do not include an RMA# will be assessed a re-stocking fee or will be returned to the sender with no credit given.
We recommend that you ship your return via a traceable shipping method (e.g., Fedex, UPS, USPS with shipment confirmation). We are not responsible for returns that are not sent by a traceable method (i.e., we will not credit for returns sent through the mail that never show up).
Please allow approximately 7-10 business days for your return to be processed once it has arrived at our warehouse.
If you are requesting a replacement for a defective item, we will ship your replacement after we receive and process your returned product. If you need a replacement right away, we suggest you request a credit (rather than a replacement), when you obtain your RMA number, then place a new order. The new order will be shipped as soon as we have your product available and your credit will be applied approximately 4-7 days after we receive the product you are returning.
For international orders, we will not be responsible for return shipping costs nor will we refund original shipping costs. This is the risk you the buyer accept by purchasing from our store and requesting we ship internationally.


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Jetty/Feature/Jetty OSGi
- 1 Introduction
- 2 Feature
- 3 Deployment of web-applications via OSGi
- 4 Architecture
- 5 Additional Resources
Jetty on OSGi consists of bootstrapping a standard jetty server from OSGi. It supports the deployment of traditional J2EE web-applications as well as web-applications contained inside an OSGi bundle (RFC66).
The goal of Jetty on OSGi is to offer a migration path for traditional J2EE applications to run inside an OSGi container. It favors J2EE applications currently deployed on jetty: developers and IT administrators familiar with a jetty deployment will found the same folder structure and configuration files.
Jetty-on-OSGi also provides an SDK for Eclipse-PDE that supports the development and debugging of a mix of traditional web-applications and web-applications contained in an OSGi bundle: Jetty on OSGi SDK for Eclipse PDE.
Jetty OSGi bootstrapping
A single bundle 'org.eclipse.jetty.osgi.boot' acts as an alternative to Jetty's Start.jar. It wires up all the jetty jars that can be located. It locates the ${jetty.home} folder where the configuration files are located. It starts a jetty server according to these configuration files:
It locates a ${jetty.home} folder (or generate one by default) and starts a jetty server according to the jetty.xml file.
The classloader inside which the jetty server is executing is a mix of the OSGi classloader provided by the 'org.eclipse.jetty.osgi.boot' bundle and also the jars and folders found inside ${jetty.home}/lib/ext and ${jetty.home}/resources.
The jetty.xml provided by default in jetty will deploy all web-applications found inside the ${jetty.home}/webapps and will read the jetty context files found inside ${jetty.home/contexts}.
Deployment of web-applications via OSGi
Support for RFC66
Manifest headers
"war://" protocol
Internals and extensions to RFC66
The OSGi service 'org.eclipse.jetty.server.handler.ContextHandler'
Manifest headers specific to jetty
Detailed classloader tree
Injecting new server-wide features into jetty-osgi
A common situation for framework developers is to make a set of library installed in the server's classloader and to have a hook in the life-cycle of the server.
This is supported in 2 ways:
- The traditional J2EE way: locate the jetty.home and add the libs to lib/ext then configure jetty.xml
- The OSGi way consists of installing a bundle-fragment hosted by 'org.eclipse.jetty.osgi.boot'
This will make the dependencies of the fragment available in the classloader of the server. In order to hook into the lifecycle of server it is possible to define an implementation of BundleActivator that will be invoked by the bundle 'org.eclipse.jetty.osgi.boot'. In order for this BundleActivator to be invoked it must be named following this convention: ${bundle.id.of.this.fragment}+".FragmentActivator"
Jetty-osgi is distributed with a number of optional bundles that are illustrate this technique: Support for jsp with the bundle "org.eclipse.jetty.osgi.boot.jsp" Support for centralized logging on logback; "org.eclipse.jetty.osgi.boot.logback"
Additional Resources
(optional) - links, additional references


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Dave, this is God. The Fray is the best new band ever."
It's been said that God works in mysterious ways. He's spoken through dreams, a burning bush, even a jackass. And now it seems he's delivering a message through a Sony Pressman. The voice doesn't really belong to the Almighty, of course; David Welsh, lead guitarist of the Fray, commandeered my tape recorder while his bandmates and I answered nature's call. But it might as well be God talking. Having chronicled the Fray's miraculous ascent for the past year, I feel like I've witnessed divine intervention. How else could an unknown act -- one that's played fewer than a hundred shows, sold just over a thousand discs and performed out of state only once -- garner a major-label deal in such a short time?
If you ask Mike Flynn, the associate director of A&R at Epic Records, it was the music that did it. According to band legend, one of the label's scouts tipped him off to the Fray after coming across a Westword piece on the Internet.
The Fray
Signing party, with Kyle Riabko and Slowrosa, 9 p.m. Friday, December 17, Fox Theatre, 1135 13th Street, Boulder, $10, 303-443-3399
I'd stumbled on the Fray in October of 2003, when pianist/vocalist Isaac Slade slipped me the rough mixes of Reason, the outfit's sophomore EP. When I next wrote my column, I described the music as "mind-blowing," flush with "cascading melodies, intricate arrangements, flawless falsetto and, best of all, stunningly well-written songs." The disc moved the Fray to the top of my must-see list.
A few weeks later, I caught the band at the Climax Lounge -- and immediately wondered what I'd been smoking. At this point, the Fray had maybe fifteen gigs under its belt, and this performance revealed a complete lack of chemistry. To make matters worse, before the set was even over, a guy made his way through the sparse crowd urging everyone to yell "Encore."
When I ran into Slade a short time later at the Little Bear, he came clean and admitted that he'd put his friend up to it -- for my benefit. "'Come Together' would be our big hurrah after everybody cheered and wanted us to come back on," he remembers. "We had never had an encore before. 'The Westword editor's coming,' I think I said to my friend. 'We have to make this a big show. We'll come back out and do the Beatles song after you yell "Encore."' It didn't really work out, though. It kind of blew up in my face."
Not exactly. Slade's earnest confession was one of the reasons I kept my eye on this group. The other: I couldn't pry Reason out of my disc player. Last December, "Vienna" easily made the cut for my top songs of the year. I sensed that sooner or later the Fray would tap into its true potential, with performances to match its recordings.
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Little did I know that things would coalesce as quickly as they did. Over the next three months, the Fray's live show improved so dramatically it was as if the band had some form of sonic Progeria; the group earned a nod as Best New Band in Westword's Best of Denver 2004. And with each gig, one local luminary after another began to take note. Don Strasburg, Eric Pirritt and the crew at the Fox Theatre were the first to book the Fray as a headliner. After hearing Reason, Jake Schroeder was so floored that he immediately invited the band to appear on his Mountain Homegrown radio show. At about the same time, KBCO asked the band to record in its famed Studio C, and KTCL started testing a few of the new songs with its listeners. In June, the Fray won the rock category of the Westword Music Showcase Awards, upsetting local favorite Rose Hill Drive, among others. By then, the buzz was so loud that it was beginning to be heard outside of Denver.
By October, one of the Fray's new songs, "Cable Car," had tested well enough that KTCL added it to regular rotation -- a stunning feat for any new act, especially a local one. And in an unprecedented move, the station launched a listener-driven campaign to get the Fray signed. Ironically, by the time the station was giving the song regular spins, none of the bandmembers were in town to hear it. They'd been flown to New York by Epic for a private showcase. Hearing just one cut had been enough to interest Flynn. "The only song that I heard was 'Vienna,'" the A&R man remembers. "I was just really compelled by Isaac's voice and the lyrical content. It just sounded real to me. It was real music. It was timeless music. All I know is when I heard it, I got on an airplane and went there. I didn't care where it came from." In fact, he came to Denver twice to hear the Fray perform, and then the label brought the band to New York. After hearing a handful of songs, Epic execs were sold on the Fray. Just like that.
"It's like our A&R guy came up to us and said, ''Play something,'" says Slade. "And we're like, 'Dun-dun-dun,' and he's like, &'Cool. All right, I'll strap you in.' It's like I'm looking at this spaceship sitting on this tarmac, and we're all tied together, connected to this cable, and we can hear the countdown. And we're like, 'Oh, my God, this thing's going to pull away and our lives are going to disappear.'"
Although the band's success was undeniably sudden, the launch sequence was initiated years ago. "I've been on this track since I was eight," Slade explains. "I've seriously been thinking about it all my life. Lately people have been saying, 'You came out of left field.' Sure, in this incarnation we did. But since I was eight, my mom's been talking to me, saying things like, ';If you do this, you need to be careful that you're not full of yourself.' And my grandpa would tell me, 'You're nothing special. You're just a regular kid.' You know, keeping me normal."
That sense of normalcy plays a pivotal role in the Fray's appeal. With his faux-hawk, Slade looks more like Calvin, Hobbes's partner in crime, than a SoHo fashionista. And rather than coming off as insufferable hipsters, he and his bandmates -- Welsh, vocalist/guitarist Joe King and drummer Ben Wysocki -- seem like ordinary guys blessed with extraordinary talent.
Slade and King put the Fray together in the summer of 2002 from a couple of failed high school projects. Although both had attended Faith Christian Academy, they'd rarely spoken then. But a few years later, during a chance encounter at a local music store, they realized they were kindred spirits -- ideologically and musically. Each had been playing predominantly Christian music, at church and fronting his own band (Slade in Ember and King in Fancy's Showbox), and both felt artistically stifled within the confines of the Christian framework.
"I was a worship leader," King explains. "So naturally, I sang about God and kind of incorporated the whole worship experience into my songs. But I didn't feel like it connected to a broad range of people. I wanted to write about things I saw, about my relationships, about problems that I saw, instead of having to write about God. For so long, I had to think of a cool new way to sing about God, and I didn't feel real to that."
Although the two were no less devout in their faith at that point, they wanted to focus on creating compelling art as Christians -- as opposed to being "Christian artists." So they set about writing songs with less of a theological bent, enlisting Zach Johnson to play drums and put Slade's brother, Caleb, on bass. But as the Fray began to take shape, Slade had to ask Caleb to step down. "It was one of the hardest things I ever had to do," he confesses. Caleb was replaced by Dan Battenhouse, who'd been in a church band with King.
After scraping together enough cash, the Fray entered the studio to record its debut EP, fittingly titled Movement. The material was less pious than bandmembers' previous endeavors -- Fancy's songs "read like Bible verses," King says -- and touched more on interpersonal issues.
"My problem with Christian music," Slade says, "is a lot of it is too happy. It's too smiley. It's like you know from the get-go that it's not completely honest, because they never say they're sad. It's like we're not allowed to talk about anything else. I mean, we all have opinions. I have opinions about morality and about culture and that stuff, but I think the sheer nature of art is kind of take it or leave it. If you pound people over the head, they get suspicious, they don't trust you and it's not art -- it's propaganda. And we're not about Jesus propaganda."
But King and Slade didn't abandon their existential inclinations entirely. And as they started pulling together songs for Reason, alongside the moments of somber heartache expressed in "Vienna" and "Oceans Away" (two cuts from Movement that were repeated on the second recording), they penned some soul-searching tracks. "Without Reason," for example, includes these lines: "I do it on a whim, with no motivation/Following this line and I don't know why/But I've learned to capture time, it's my redirection/I don't want to live this life without reason."
Before the Fray recorded Reason, there was another personnel shift. After Johnson announced that he was off to acting school in New York, Wysocki, one of his best friends and another alum of Faith Christian, was tapped as his replacement. And the recording itself produced another change. Realizing that they'd been a little too ambitious in the studio, the four members of the Fray decided that to pull the songs off live, they'd need someone to play lead. Welsh was the obvious choice, since he'd already played in Ember with Slade and Wysocki. He and Wysocki had been friends since third grade; their parents knew each other through Up With People, "a peaceful-organization-slash-dating-service," as Welsh describes it.
"We kind of musically came as a pair," Wysocki says. "The Fray was the first band that I played in without him. So when I thought of us needing another guitarist, he's the first one I thought of."
Welsh's debut performance was at the Climax thirteen months ago, which explains the lackluster show I saw. But since then, the band has forged an undeniable chemistry. (The quintet has returned to a foursome; Battenhouse parted ways with the group in September, and Future Jazz Project bassist Casey Sidwell and Dave Hedin have filled in while the act searches for a permanent replacement.) Slade and King continue to evolve as songwriters. In the beginning, their interplay was somewhat distracting, both live and on record, because of their disparate approaches to instrumentation and arrangements -- Slade's compositions were more piano- oriented, while King's were guitar-driven. Now, though, it's nearly impossible to distinguish one songwriter from the other. In recalibrating the band's aesthetic, any past Coldplay references have been downplayed, resulting in a sound that recalls Start Here-era Gloria Record textures mated with the more anthemic tendencies of Muse. Needless to say, the Fray no longer has to place a ringer in the crowd to beg for an encore.
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A few weeks ago, the Fray played to a raucous capacity crowd at the Soiled Dove. But at the end of the set, when the fans were clamoring for more, the band didn't oblige.
"It's very simple," Slade says flatly. "We ran out of songs. We don't play 'Come Together' anymore. We retired 'City Hall.' We retired 'Without Reason.' That's really it. We played every song we had."
"This is why we didn't play an encore," Welsh interjects. "Joe's sitting there looking at the clock -- we had like ten minutes or so left. He turns around and mouths 'Come Together' to the bass player. And as Joe was saying it to him, I was like, 'Lord, please let Dave not know how to play "Come Together" so we don't ever have to play that song again.' Dave looked at him and shrugged his shoulders.
"God is real."


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January 24th 2019 | Start Time: 9:00 am EST | Provided By: FEI
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Change in state law requires health professionals to offer voluntary HIV tests to patients 13 to 64 years old. New law also simplifies informed consent process, allowing for verbal consent in some circumstances.
Voluntary HIV testing is now part of routine medical care in the state of New York. As of today, due to a change in New York's State Public Health Law, New York residents receiving health services at most medical facilities should now expect to be offered a voluntary HIV test. With limited exceptions, the new State law requires health care professionals to offer all patients between the ages of 13 to 64 a voluntary HIV test. The law applies to anyone receiving treatment for a non-life-threatening condition in a hospital, a hospital emergency department or a primary care setting, such as a doctor's office or outpatient clinic.
The new law also simplifies the process for consenting to a voluntary HIV test. Under the state's old law, patients had to provide specific written consent before receiving a test. The newly amended law lets patients give oral consent if the test will produce results within an hour. The patient's consent must be documented in the patient's medical record, and the provider must share seven specified points of information about HIV. Patients must still provide written consent for HIV tests that don't yield results within an hour, but the process has been simplified. Consent for HIV testing can now be included in a patient's general consent for routine medical care, as long as the consent form lets patients opt out of HIV testing.
"This State law will have its greatest impact here in New York City, where more than 107,000 residents are living with HIV/AIDS and thousands more do not know they are infected," said Dr. Thomas Farley, New York City Health Commissioner. "These people may not be receiving the care they need and may be unknowingly infecting their partners. If you are not offered an HIV test the next time you visit a health care provider and you want to know your status, ask for it."
Statewide, a third of HIV-positive people learn their status only after reaching advanced stages of infection. In 2006, the federal Centers for Disease Control and Prevention recommended routine testing so that infected people could get diagnosed earlier and take steps to preserve their own health and protect others. With this revision of the State Public Health Law, New York joins the 45 states that have acted on this important recommendation.
Under the new law, providers must link people with positive test results to care and treatment if they consent. The requirements apply to physicians and physician assistants, internal medicine providers, family medicine and pediatric practitioners, primary care obstetrician-gynecologists, nurse practitioners and midwives.
"Past New York City initiatives have highlighted the benefits of routine HIV testing," said New York State Senator Thomas K. Duane, the legislation's prime sponsor. "The Health and Hospitals Corporation's pilot testing project and the Health Department's 'Bronx Knows' initiative both showed that when HIV testing becomes a routine part of medical care, the number of people who know their status increases and the stigma surrounding HIV and HIV testing declines. With this law now in effect, the whole state of New York should start to experience those benefits."
"We hope New Yorkers will take advantage of this law and view HIV testing as part of routine, quality medical care," said Dr. Monica Sweeney, assistant commissioner for the Health Department's Bureau of HIV/AIDS Prevention and Control. "We all need to know our status, and the only way to know it is to get tested."
Governor David Paterson signed S8227 into law on July 30, 2010. The legislation amended New York State Public Health Law Articles 21 and 27-F that govern HIV testing and confidentiality in the state. People under 18 do not need parental consent to be tested for HIV or other sexually transmitted infections. Physicians in New York City are required to report positive diagnoses to the NYC Health Department, and laboratories are required to report HIV-positive cases to the New York State Health Department. But like all other medical information, HIV tests results -- whether positive or negative -- are kept strictly confidential in accordance with the law.
Any New York City resident can get a free HIV test at one of the Health Department's STD or TB clinics. For a complete list of locations throughout the city, call 311 or visit www.nyc.gov/health/hivtesting.


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Your CAA Membership is so much more than roadside assistance! It's a product that opens doors to a world of valuable benefits and savings that travel with you. To ensure that you are taking advantage of all your Membership has to offer, please take a few minutes to explore our easy-to-navigate site and immerse yourself in the possibilities your Membership could bring to your everyday life.
To make it easier for us to keep in touch, we are also excited about unveiling our Twitter, Facebook and YouTube pages. Connect, Like, Friend, Follow and Tweet us..., we'd like to hear from you.
While refreshing our appearance we decided to update our promise to you, our member:
Reliable - CAA North & East Ontario is currently ranked first in Canada for overall customer satisfaction in Automotive Services. Get what YOU want - whether it's keeping the family 'taxi' on the road or finding that fantastic 'getaway package', CAA has you covered.
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Rewarding - Families can save up to $500, or more annually using CAA discounts for shopping, dining and entertainment.


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Bush called up, Jeffress designated for assignment
TORONTO -- The season isn't even a week old, but the Blue Jays have already been forced into making some minor adjustments to their 25-man roster.
The club purchased the contract of right-hander Dave Bush from Triple-A Buffalo on Saturday morning in an attempt to provide a fresh arm to a bullpen that has already been overworked.
To make room on the roster, hard-throwing righty Jeremy Jeffress was designated for assignment. The Blue Jays now have 10 days to trade, release or assign Jeffress, but he must clear waivers prior to being sent to the Minors.
"We needed someone who could chew up some innings," manager John Gibbons said. "Bush almost made the team out of Spring Training. He can do that for us. We're a little beat up. We're good to go today, but we've been a little beat up these first few days."
The writing was on the wall for Jeffress after he struggled to get through the ninth inning of Friday night's 6-4 loss to Boston. He surrendered a solo home run to the first batter he faced and then loaded the bases before escaping the 29-pitch inning without any further damage.
Jeffress, who was acquired in an offseason deal with the Royals, has an impressive arm with the ability to throw in the upper-90s, but so far he has been unable to master it in the Major Leagues.
The 25-year-old has averaged 7.3 walks per nine innings in 38 appearances at the big league level. If Jeffress is able to solve that problem, he could become a valuable reliever. Until that time comes, however, he's not someone that can be relied upon.
"It's kind of in and out with the consistency," Gibbons said. "Some days he's on, he throws a lot of strikes, and that's the key for him. If he ever harnesses that, he has a chance to be a good pitcher. If not, he'll be battling that until he gets it. But we definitely saw progress. It's just, right now at this point we need somebody."
Bush had been out of the Major Leagues since 2011 and spent last season pitching in South Korea. He signed a Minor League deal with Toronto during the offseason and was a late cut from the team in Spring Training.
The 33-year-old was originally drafted by the Blue Jays in 2002 and spent parts of two seasons with the club from 2004-05. He is expected to serve as the long reliever while Toronto carries an eight-man bullpen until Brett Lawrie is able to return from the disabled list later this month.
"I felt like I pitched well," Bush said of his spring. "My goal in camp was to show that I could still get guys out. I didn't have a whole lot of expectations beyond that, other than trying to pitch well and leave a good impression.
"I don't think I expected anything this quickly, but I felt like I put myself in the position that if there was an opportunity I would be ready for it."


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Grand Theft Auto: San Andreas – Weapon Guide
Weapon Guide by ElBombero
Version: 1.1 | Updated: 09/14/06
================================================================================ Grand Theft Auto San Andreas Weapons Information ================================================================================ This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance permission. The use of this guide on any web site other than those listed below or as part of a public display is stricty prohibited and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. All Rights Reserved. Sites Currently Permitted to use this guide: Gamefaqs Neoseeker Supercheats ================================================================================ Introduction ================================================================================ This guide was created on a few dull weeks here in England. All the many guides for Grand Theft Auto were taken and were all very good so I turned to an area that had not been explored for my second guide- weapons. This guide gives information on the many weapons of San Andreas. The weapon firing speed and power is given out of 10 with 1 being poor and 10 being very good. Grand Theft Auto San Andreas contains over 35 different weapons from fists to flame throwers. At any time on San Andreas you have 12 weapon slots. These are: Slot 1: Fists Slot 2: Melee Slot 3: Handguns Slot 4: Shotguns Slot 5: Machine Guns Slot 6: Assault Rifles Slot 7: Rifles Slot 8: Heavy Weapons Slot 9: Projectiles Slot 10: Utilities Slot 11: Gifts Slot 12: Miscellaneous Of these slots there are serveral options for each. You are only allowed to carry one of each type of weapon in each slot. Note: I have merged the fist slot and the melee slot together. If you spot any mistakes, have any questions or have spotted something I have missed then please email me using the contact information at the bottem of this guide. ================================================================================ Contents ================================================================================ To help you navigate this guide I have included a code after each section name in square brackets. In most browsers you can press Ctrl+F to bring up the find function. Type the code in to jump through the guide and find the section you require. Weapons Overview [SAwPWO] Melee [SAWMEL] - Fist [SAWPFI] - Brass Knuckles [SAWPBK] - Baseball Bat [SAWPBB] - Katana [SAWPKA] - Knife [SAWPKN] - Golf Club [SAWPGC] - Chainsaw [SAWPCH] - Snooker Cue [SAWPSC] - Police Baton [SAWPPB] - Shovel [SAWPSH] - Cane [SAWPCA] Handguns [SAWPHA] - Pistol [SAWPPI] - 9mm Pistol (Silenced) [SAWP9P] - Desert Eagle [SAWPDE] Shotguns [SAWPSH] - Shotgun [SAWPSG] - Sawn Off [SAWPSO] - Automatic Shotgun [SAWPAS] Machine Guns [SAWPMG] - Tec-9 [SAWPTE] - Micro-MP5 [SAWPMM] - MP5 [SAWPMP] Assault Rifles [SAWPAR] - Ak-47 [SAWPAK] - M4 [SAWPM4] Rifles [SAWPRI] - Country Rifle [SAWPCR] - Sniper Rifle [SAWPSR] Heavy Weapons [SAWPHW] - Rocket Launcher (RPG) [SAWPRL] - Flame Thrower [SAWPFT] - Heat-seeker [SAWPHS] - Minigun [SAWPMI] Projectiles [SAWPPR] - Grenade [SAWPGR] - Molotov [SAWPMO] - Tear Gas [SAWPTG] - Remote Satchel Explosive [SAWPRS] Utilites [SAWPUT] - Fire Extinguisher [SAWPFE] - Camera [SAWPCA] - Spray Can [SAWPSC] Gifts [SAWPGI] - Flowers [SAWPFL] - Dildos [SAWPDI] - Vibrator [SAWPVI] Miscellaneous [SAWPMI] - Thermal Goggles [SAWPTG] - Night Vision Goggles [SAWPNV] - Parachute [SAWPPA] Weapons Cheats [SAWPWC] Contact Information [SAWPCI] Thanks [SAWPTH] ================================================================================ Weapon Skill Explained [SAwPWS] ================================================================================ Grand Theft Auto San Andreas has a system called weapon skill. Weapon skill if a measure of, you guessed it, how skillful you are with a weapon. Weapon skill is obtained by successfully hitting your target when you fire. The higher your weapon skill is the greater number of shots will hit their target. Weapon skill is divided into three levels: None, Gangster (Obtained when skill is between 10 to 30% and Hitman (skill is 100%) Your skill with a weapon can be seen from holding L1 when holding the weapon. Some weapons such as melee and rifles do not have this weapon skill and this is mentioned under these weapons. "To raise weapon skills fast, park a car in a garage, and shoot the centre of it's wheels repeatedly. The weapons that raise fastest with this method are the SMG, AK47, and Silenced Pistol. Although, all the shotguns seem to do very poorly with this method, and benefit much more from headshots on people." This advice on quickly rasing weapon skill was given to me by Serpentino and is very useful and a very clever method. ================================================================================ Melee [SAWMEL] ================================================================================ Melee is good old hand to hand combat. You can choose to either fight with your bare fists or one many of the hand held weapons which vary from the trademark baseball bat to katanas! I have recived advice form one contributor (Serpentino) that just swinging randomly is a good tactic when attacking groups. ===== Fists ===== [SAWPFI] Weapon Skill: N/A Cost: Free Firing Speed: 5 Strength: Varies Advantages: When well trained can deal a lot of damage and attack speed is fast. The special moves once learnt can also be a useful tool. Disadvantages: Fists obviously suffer when surrounded by a group or at distance. Also unless your muscle stat is high strength is not particuarly strong. Verdict: Fists are a useful weapona and when your muscle is maxed and you have one of the three special move sets they can be an effective weapon. However if you have a gun or other weapon it is better it is used. The same applies for groups but when fighting a single opponent use the fists as they are very useful for ammo conservation. Extra Information: The strength of your punches can be increased by raising your muscle stat by lifting dumbells of bench pressing at one of the three gyms in San Andreas. Once your strength is high enough then you can challenge the gym trainer in the gym to a fight. If you beat him then you learn a special move set. Los Santos Gym: Boxing Moves San Fierro Gym: Karate Moves Las Venturas Gym: Kick Boxing Moves ============== Brass Knuckles ============== [SAWPBK] Weapon Skill: N/A Cost: Can only be found at spawn locations. Firing Speed: 5 Strength: Varies (See fists) Advantages: Better than fists for damage and when combined with high muscle can be very effective. Disadvantages: Little range and lacks usefulness when attacked by groups. Also suffers when muscle stat is low. Verdict: Very useful when combined with fists as they increase power and makes the fist attacks a effective tool. Another benifit is that is the muscle stat is low then the knuckles will raise the damage. However if the muscle stat is very low or if you are attacked by a group knuckles are not the best option. Extra Information: N/A ============ Baseball Bat ============ [SAWPBB] Weapon Skill: N/A Cost: Cannot be bought can only be obtained at spawn points. Attack Speed: 4 Strength: 7 Advantages: Does a good bit of damage to targets and you can attack when they are on the floor easily. Disadvantages: As with all melee weapons suffers from short range, swing speed is not great just standard for the weapon. Verdict: The baseball bat is a standard melee weapon that does the job well but not necessarly as effecively as some melee weapons. What gives the weapon a good advantage over the others is that it can be easily found and so will be a common weapon in the arsenal. Extra Information: N/A ====== Katana ====== [SAWPKA] Weapon Skill: N/A Cost: Cannot be bought can only be obtained at spawn points. Attack Speed: 7 Strength: 8 Advantages: Combines good power with good attack speed. Also has good reach so you can attack targets from a longer distance to the other melee weapons also allows decapitations. Disadvantages: Not easy to find and you can overcommit attacks making target changing more difficult. Verdict: The Katana is the best handheld weapon avaliable. It combines a good attack speed with effective reach and also power so targets will die quickly and you can also eliminate groups with ease. There is a risk of overcommiting from some attacks which can be capitlised on and the weapon is fairly hard to find but if you can get hold of one it is a vital part of the arsenal and will be a very useful weapon for all your short range targets the decapitation ability can also end targets' lives in one attack. Extra Information: N/A ===== Knife ===== [SAWPKN] Weapon Skill: N/A Cost: Cannot be bought can only be obtained at spawn points. Attack Speed: 6 Strength:7 Advantages: Shares the good power of the Katana. Also has the ability to obtain stealth kills so you can remove targets with little fuss. Disadvantages: The knife lacks good reach so you will have to get close to make the attacks count. Verdict: The knife is similar to the Katana in that is offers good attack power with good attack speed. However the major difference between the two is the drop in attack range so you will have to get close to targets. In a way making up for this is the ability to perform stealth kills but on a rampage that is not a particulary good skill. Unless you wish to go stealthy then I would opt for the katana over the knife but the knife is still a very good melee weapon. Extra Information: To obtain a stealth kill you have to be behind the target without them knowing of your presense. If you have doen this then simply attack as normal. ========= Golf Club ========= [SAWPGC] Weapon Skill: N/A Cost: Cannot be bought can only be obtained at spawn points. Attack Speed: 7 Strength: 6 Advantages: Good damage and also attack speed. The Golf Club also has a longer range then the majority of other melee weapons. Disadvantages: The golf club is not as powerful as some of the other melee weapons and it lacks the avaliability some of its rivals offer. Verdict: The golf club is a useful weapon in that it offers moderate strength with good attack range. CJ has a good swing on him and so attacks are quick. However if you face a group the weapon lacks the real bite needed to defeat groups but to be fair the weapon is a useful one that can be used to good purpose and do a lot of damage. Extra Information: N/A ======== Chainsaw ======== [SAWPCH] Weapon Skill: N/A Cost: Cannot be bought can only be obtained at spawn points. Attack Speed: 7 Strength: 8 Advantages: Fantastic strength and also good attack speed. When targets are knocked over you have a certain kill. Disadvantages: Not the easiest to find without cheats. Verdict: While I feel the Katana is the bset melee weapon it is more because of its grace and style. The chainsaw on the other hand offers sheer brute force and cuts through targets with ease. If a target is on the floor then you have a certain kill with a driving blow. It is not the easiest to find without cheats but when you have it you will be a killing machine. I chose the Katana over the chainsaw because although it is not necessarly as powerful the beheading ability is more useful and it has the swiftness and grace that the chainsaw could not be furthur from having. Extra Information: N/A =========== Snooker Cue =========== [SAWPSC] Weapon Skill: N/A Cost: Cannot be bought can only be obtained at spawn points. Attack speed: 6 Strength: 5 Advantages: Moderate attack strength and speed is backed up with a good attack range. Disadvantages: Not as poweful as some of the other melee weapons and so against groups is not particularly effective. Verdict: The snooker cue is an alright weapon that does the job effectivly if not particularly standoutish. It has a good range so you can attack targets from a greater distance so that first hit can be done earlier. The cue can also be picked up fairly easily from any pool table in the game. Extra Information: If you head to any pool game you recieve a free cue. ============ Police Baton ============ [SAWPPB] Weapon Skill: N/A Cost: N/A Attack Speed: 5 Strength: 5 Advantages: Offers a good attack speed in comparison to the other melee weapons and also is very common as it is carried by all cops. Disadvantages: Not as powerful as the other baseball bats and to obtain one you will have to kill a cop causing a wanted level increase. Verdict: The police baton is almost like a mirror image of the baseball bat. What the baseball bat has in terms of power the baton has in speed. Both share the ability to be found easily but finding a baton will most likely result from the death of a cop and in my opinion unless you are happy with the wanted level rise the baton is not worth killing a cop for but if you have one in your arsenal they will be useful so do not automaticaly reject it for hand to hand combat. Extra Information: N/A ====== Shovel ====== [SAWPSH] Weapon Skill: N/A Cost: Cannot be bought can only be obtained at spawn points. Attack speed: 5 Strength: 7 Advantages: Deals quite a lot of damage and has a moderate range. Disadvantages: Slow attack speed and also an uncomon weapon to find. Verdict: The shovel is a good weapon for brute force and the clubbing effect does a bit of damage. However the weapons attack speed is poor so you will suffer if you use the weapon against large groups. The shovel is a useful weapon but it does not warrent a search to obtain one of them. Extra Information: N/A ==== Cane ==== [SAWPCA] Weapon Skill: N/A Cost: Cannot be bought can only be obtained at spawn points. Attack Speed: 7 Strength: 5 Advantages: Good attack speed so you will get quite a few attacks in. Reach is better than some other melee weapons. Disadvantages: Lack of strength means it will take a few more hits than the other melee weapons also needs a bit of a search to obtain one. Verdict: The cane is almost a mirror of the shovel. Were the shovel offers power over speed the cane offers speed over power. This causes problems when attacking groups as the amount of hits required to down an opponent is high so you will sustain damage in attacking the target. Extra Information: N/A ================================================================================ Handguns [SAWPHA] ================================================================================ The handgun is a good weapon for close range combat. Suitable for a wide variety of purposes some form of handgun is vital in your weapon selection as it gives you a good allround option which early on in the game none of the other weapons offers. ====== Pistol ====== [SAWPPI] Weapon Skill: Ganster at 10% weapon skill Cost: $200 for 30 rounds Clip Size: 17 Rounds, 34 When holding two Firing Speed: 8 Strength: 4 Advantages: Cheap ammo and also very common to find from enemies. Also its weapon skill can be raised quite easily so you will do much more damage. Disadvantages: Not very powerful at first and also when surrounded by serveral enemies it is not as powerful enough to fight your way out without sustaing a lot of damage. Verdict: The pistol is a very useful weapon early in the game. It has cheap ammo and ammo can be found for free very easily from cops or rival gang members. However as you move through the game they will be become less useful as more powerful weapons are avaliable. Gaining hitman weapon skill will the pistol will reduce the difference and the ability to carry two firing at the same time gives you a lot of firepower but they will not be used to much unless you are concerving ammo or need a lot of quick firepower without having an uzi or assult rifle in your arsenal. Extra Information: When you reach hitman skill you are able to weild two pistols at once. ===================== 9mm Pistol (Silenced) ===================== [SAWP9P] Weapon Skill: Gangster at 20% weapon skill Cost: $600 for 30 rounds Clip Size: 17 rounds Firing Speed: 4 Strength: 7 Advantages: Allows you to kill in silence without drawing attention and is also cheaper on the pocket then the Desert Eagle. Disadvantages: The fire rate is slow and so unless fighting small groups or single people you will take a lot of damage if you choose to fight. Verdict: The silence pistol is a veru useful weapon for the many stealth missions in the game. It also gives you more power than the standard pistol but is not as expensive as the Desert Eagle. However the fire rate is slow and so the power gains are slightly ofset by this. I'd reccomend this weapon if your normal pistol is not at hitman level and you do not want to fork out for the Desert Eagle. If you are planning a rampage or know you will take on a group of people however I would not reccomend this weapon and would advice you to use the normal pistol or a weapon with a greater firing rate. Extra Information: ============ Desert Eagle ============ [SAWPDE] Weapon Skill: Gangster at 20% weapon skill Cost: $1200 for 15 rounds Clip Size: 7 rounds Firing Speed: 5 Strength: 8 Advantages: Nearly always a one shot kill bar at limits of range and good firing speed for the power. Disadvantages: Expensive for the ammo and not as fast as standard handgun. Verdict: The desert eagle is by far the most powerful handgun in the game. Its firing rate allows you to take down a group without to much damage taken and the sheer power makes killing easy. However the cost of the pistol is high in comparision to its cousins and so those on a tighter budget I would recomend turn to them. However if you have the cash to splash and are looking for a high power weapon to do it with then look no further than the desert eagle. Extra Information: When Hitman the gun is always one hit kill. ================================================================================ Shotguns [SAWPSH] ================================================================================ The shotgun is a weapon best used at closer distances. As you move away from your target accuracy and power dwindle but at close range nothing beats the sheer force of the shotgun. Early in the game and to a certain extent later on it is the best option for dealing with cars or groups. All the shotguns share strength at close range which is why they have similar ratings but as you progress through the guns the distance were they retain this increases. ======= Shotgun ======= [SAWPSG] Weapon Skill: Gangster at 20% weapon skill Cost: $600 for 15 rounds Clip Size: All the ammo you hold but only one shot is fired at a time Firing Speed: 5 Strength: 7.5 Advantages: Powerful and you do not have to worry about clip size also is fairly cheap and so you early in the game gives you a powerful weapon for a cheap cost. Disadvantages: Firing speed is of an alright speed but in comparision to other shotguns is slow. Verdict: The shotgun is a useful weapon expecially early in the game. It gives you a powerful weapon for little cost and so allows you to deal with groups or powerful enemies fairly easily. However the firing rate is low in comparision to the other shotguns and so against large groups this gun will suffer. For those near the start of the game the shotgun is a valuable weapon that will be a vital part of your arsenal but as you progress through the game the other shotguns will be better options. Extra Information: If you enter a police car without a shotgun in your shotgun slot you will recieve one with 5 rounds ======== Sawn Off ======== [SAWPSO] Weapon Skill: Gangster at 20% weapon skill Cost: $800 for 12 rounds Clip Size: 2 when carrying 1 and 4 when carrying two Firing Speed: Fast over short period of time but reloding is slow. Strength: 8 Advantages: Good for dealing with cars and when hitman is reached can deliver a fearsome 4 rounds which can remove small groups with ease. Disadvantages: Reloading time can cause problems which are lessend when you have two. Verdict: The sawn off gives you the ability to remove vehicles with ease expecially when you have two. When dealing with small groups the sawn off is useful but with the larger groups the reload time could cause problems. While the gun may be overshadowed by the automatic until it is avaliable the sawn off is a good option for all your vehicle removal needs without the need for explosives. Extra Information: When you reach hitman level you are able to weild two at once. ================================== Automatic Shotgun (Combat Shotgun) ================================== [SAWPAS] Weapon Skill: Gangster at 20% weapon skill Cost: $1000 for 10 rounds. Clip Size: 7 rounds Firing Speed: 7 Strength: 8 Advantages: Gives you the power of the sawn offs with a longer clip so damage can be sustained for longer. More effiecent against groups then the other two. Disadvantages: Lacks the sheer explosiveness of the sawnoffs and ammo is a tad more expensive in comparision to the others. Verdict: The automatic shotgun is the best shotgun and when you can afford the ammo is a certain choice for your arsenal. It offers you the power of the sawn off but with a larger clip and quicker reload time is much better equipped to deal with groups in comparison to the sawn off. However it does lack the sheer explosive power that the sawn off offers when you begin fireing but I feel the slight drop is well worth the ability to sustain it for longer. Extra Information: N/A ================================================================================ Machine Guns [SAWPMG] ================================================================================ The machine gun is very similar to the pistol but as a sacrifice for the lower range it offers a much greater firing rate and so is ideal for groups. The guns also benefits the most from weapon skill as the ability to wield two at once makes you unstopable at close range due to the sheer volume of fire you unleash. Ammo is fairly cheap as well so doing this will not burn the pocket too much. ====== Tec-9 ====== [SAWPTE] Weapon Skill: Gangster at 10% weapon skill Cost: $300 for 60 rounds Clip Size: 50 Rounds normally, 100 rounds when Hitman with double Firing Speed: 8 Strength: 5 Advantages: Very fast rate of fire and so ideal for targeting groups and cars. Disadvantages: Overshadowed by the other machine guns later on in the game. While ammo is cheap once you reach hitman level you will burn through it very fast. Verdict: The tec-9 is the ideal weapon for people early in the game wanting to take down groups. Its fast rate of fire and moderate strength means you will be able to take down groups with ease. When you reach hitman level with the tec-9 it will be even easier. However like the shotgun it will be overshadowed by the more powerful weapons. For those looking for a cheap rapid fire weapon and do not want to spend a lot of money then look no further than the tec-9. Extra Information: Once you reach hitman level you are able to wield two at once. Also best gun for drivbys due to quick reload time. ========= Micro MP5 ========= [SAWPMM] Weapon Skill: Gangster at 10% of weapon skill Cost: $500 for 60 rounds Clip Size: 50 Rounds normally, 100 rounds when Hitman with double Firing Speed: 8 Strength: 6 Advantages: Has a greater rate of fire to the Tec-9 and also is more powerful. Beats the other two guns in the driveby stakes. Disadvantages: Sound is quite annoying and also lacks the ability to be the complete machine gun package like the Mp5. Verdict: The Micro MP5 lives up to its name in being a smaller version of the Mp5. It is able to unlease a lot of damage on small groups and can take out vehicles. Due to the faster fireing rate it is a better option for shooting whilst driving as you will not be blowign as much money as the Mp5. While the MP5 is a better weapon the Micro Mp5 the Micro is a much better option for drivebys so if you are needing to do this for a mission then this is the best gun for that purpose. Extra Information: Once you reach hitman level with Micro MP5 you are able to fire two at once. === MP5 === [SAWPMP] Weapon Skill: Gangster at 30% weapon skill Cost: $2000 for 90 rounds Clip Size: 30 rounds Firing Speed: 9 Strength: 8 Advantages: Offers a lot more accuracy in comparison to the other two machine guns. Also gives you more power then the other two. Disadvantages: Ammo is a lot more expensive then the other machine guns which can price out people on a budget. Lacks the ability to duel whield so you lack the increased very high rate of fire. Verdict: The MP5 is by far the best machine gun avalible for the all rounder. The loss in firespeed is made up for with the increased accuracy and you also benift from an increase in power so dealing with groups is much more effective. I would not reccomend this weapon when you are dealing with vehicles as ammo is fairly expensive so unless you have the money to spend you may fine that drivebys will waste a lot of ammo as you miss the autolock ability. If however you have the money to spend then it is a good option if you are accurate as it offers more power then the Micro version. Extra Information: N/A ================================================================================ Assault Rifles [SAWPAR] ================================================================================ The assult rifles form your power weapons combining the best features of the other weapons. They give you power, firerate and accuracy to give you good individual, group and vehical take out power. ===== AK-47 ===== [SAWPAK] Weapon Skill: Gangster at 30% weapon skill Cost: $3500 for 120 rounds Clip Size: 30 rounds Firing Speed: 9 Strength: 8 Advantages: Good fire rate combined with strong power, good accuracy so dealing with groups is easy. Disadvantages: Headshot range is shorter than the M4 and is also fairly weaker than the M4. Verdict: The Ak47 is an assult rifle that combines a good rate of fire with accuracy and power. While in its own right it is a very good rifle and defiently one to reccomend when first avaliable it does lack the complete packgage the M4 offers with its additonal power, range and speed. If you are looking for a good assult rifle but do not necessarly want to pay the extra $1000 then the Ak is the weapon for you, you simply have to judge wheather the additonal money is worth the benifits. Extra Information: N/A == M4 == [SAWPM4] Weapon Skill: Gangster at 30% weapon skill Cost: $4500 for 150 rounds Clip Size: 50 rounds Firing Speed: 9 Strength: 9 Advantages: Very good rate of fire with effective accuracy, powerful weapon with a good range for both normal shots and headshots. Disadvantages: Unavaliable till late in the game, some may feel the extra cost is not worth the gains in weapon ability. Verdict: While it may lack the sheer power of one of the heavy weapons I feel the M4 is the best gun in the game. It has very good accuracy combined with a good firerate and power. What sets the gun apart from the Ak-47 is the inceased head shot range. With this you can take out a few enemies with the shorter range weapons before they can fire back. I feel this as well as the increased weapon stats is worth the increased price but those on a budget may prefer the Ak. When you have completed the game and have the money to spend I would not go anywhere without this in your arsenal. Extra Information: N/A ================================================================================ Rifles [SAWPRI] ================================================================================ The rifles in this game are best used for the medium to long range targets. They offer scopes to allow you to plant your shot pefectly however they do not have any form of auto aim so they are more skill based when it comes to accuracy. ============= Country Rifle ============= [SAWPCR] Weapon Skill: N/A Cost: $1000 for 20 rounds Clip Size: Amount of ammo you carry but only one shot is fired at a time. Firing Speed: 6 Strength: 8 Advantages: Lighter on the pocket than the sniper rifle, Aiming reticle is not as loud as the sniper rifles. Disadvantages: Without a scope long range shots are more difficult, not as powerful as sniper rifle. Verdict: The country rifle is a very good weapon. The ammo is well priced and is not the same strain on the pocket as the sniper rifle. It does lack the power of the sniper rifle but thsi is easily made up for in the faster fire rate. The weapon is better for dealing with medium to short range targets as the scope is simply the free range scope with better zoom. If dealing with groups the country rifle beats its sniper cousin due to the fire rate and faster aiming. The country rifle is the best option for this weapon slot and the sniper should only be considered for special targets with greater health or long distance shots. Extra Information: Holding down R1 increases the zoom. ============ Sniper Rifle ============ [SAWPSR] Weapon Skill: N/A Cost: $5000 for 10 rounds Clip Size: Amount of ammo you carry but only 1 shot is fired at a time. Firing Speed: 4 Strength: 8 Advantages: Long range and sniper scope mean you can target the head easily, accuracy is determined by skill and so if you are good accuracy is very good. Disadvantages: Firing speed is fairly slow, Not suitable for dealing with groups. Ammo is fairly light and so you will ahve to buy in bulk which is a big burden. Verdict: The sniper rifle is as you have guessed it designed for snipers. As such the firng rate and ammo is low as you will b aiming to need just one shot. The scope is very useful as headshots are easy to perform. However aiming a quick headshot is difficult and as reloading is fairly slow tackling groups is difficult. The sniper rifle is the best bet for longer range targets but I would reccomend the country rifle for all other use. Extra Information: Pressing the [] button zooms the scope in and X zooms the scope out. ================================================================================ Heavy Weapons [SAWPHW] ================================================================================ The heavy weapons are as the name suggests designed for dealing with the larger more armourd targets in the game. As well as this they are also ideal for dealing with groups but you do have to be careful with them as many have a large blast radius and so you can suffer as badly as your target from one! ===================== Rocket Launcher (RPG) ===================== [SAWPRL] Weapon Skill: N/A Cost: Can only be picked up from a spawn point Clip Size: Amount of ammo you carry but only 1 shot is fired at a time. Firing Speed: 6 Strength: 10 Advantages: Increadable power but at the same time offers a good rate of fire and deals with many vehicles with ease. Disadvantages: Large blast radius can cause problems at close range and the cross hairs are not very clear. Verdict: The rocket launcher is one of the classic GTA weapons and offers near unrivaled power with a good fire rate. Although the cross hairs are not the clearest this really does not cause a great problem as the weapons sheer power makes up for any slight aim problems. However this blast can cause problems if you are close to it and you can be dealt a lot of damage. Also the blast causes fire which can burn obviously if you run over it. The rocket launcher is a good choice but the heatseeker is more useful when dealing with planes. Extra Information: When you fire the rocket comes out of the middle of the box which unfortunatley is not shown on the screen. ============= Flame Thrower ============= [SAWPFT] Weapon Skill: N/A Cost: Can only be picked up from a spawn point Clip Size: 50 Seconds of flame Firing Speed: 6 Strength: 9 Advantages: Instantly incapacitates enemies and it is very easy to do this with a spray of flame. Disadvantages: Flame not very strong against cars and you cannot fire on the move. Verdict: The flamethrower is a very useful weapon against groups as the slightest bit of flame will cause the target to run away so large groups will not cause problems. The flame is also very easy to spray so targeting the groups will not be a problem. However it is diffuclt to deal with cars with the flame in comparison to other weapons so if you are looking for good group removing power and are not fussed about cars go for the flamethrower if however you do wish to cause some explosions then opt for one of the other weapons. Extra Information: N/A =========== Heat Seeker =========== [SAWPHS] Weapon Skill: N/A Cost: Can only be picked up from a spawn point Clip Size: Amount of ammo you carry but only 1 shot is fired at a time. Firing Speed: 6 Strength: 10 Advantages: Very similar to the rocket launcher but with the added bonus of being able to lockon to targets making accuracy much easier. Police helicopters stand little chance against the heatseeker and it plucks them out of the air with ease. Disadvantages: The heatseeking function can get confused when trying to aim at a certain car in a group. Verdict: The heatseeker is an almose exact clone of the rocket launcher but with snazzier style and the ability to lockon. The Heatseeker can get confused when a varity of targets are avaliable but it is a good option. Extra Information: Red target means the weapon can lockon, simply hold the box over this and it will turn green which means the weapon is locked on and will now travel to the target. ======= Minigun ======= [SAWPMI] Weapon Skill: N/A Cost: Can only be picked up from a spawn point Clip Size: 500 Firing Speed: 10 Strength: 10 Advantages: Fantastic fire rate and a lot of power. Able to cut groups into swiss cheese with ease. Can obliterate vehicles that pass in seconds and the sheer volume of fire can remove moving vehicles as well. Disadvantages: You go through ammo at quite a rate. Also you lose the ability to run which can cause problems, no lockon means targeting is not as easy as with other weapons. Verdict: The Minigun is the weapon I would most reccomend for this slot. It offers the power of the other weapons without the risk of damaging yourself that the others suffer from. The weapon can remove groups, vehicles and helicopters with complete ease and so is vital for those rampages around the area. The ammo will be gone through quickly so you will haev to make a few trips to the spawn points but it is worth it. You also lose the ability to run but when you are in a tight spot you should be able to simply fire your way out! The lack of a targeter is a slight annoyence but the sheer volume of fire almost makes the feature redundant. Extra Information: N/A ================================================================================ Projectiles [SAWPPR] ================================================================================ Projectiles are very useful weapons in that they offer an effect on a group of people beyond there normal range so you tackle groups without to much of a risk of a fightback. However you have to be careful to avoid damaging yourself or failing to hit the target as a bad throw can hurt you or only partially hurt a group. ======== Grenades ======== [SAWPGR] Weapon Skill: N/A Cost: $300 for 5. Clip Size: Amount of ammo you carry but only 1 shot is fired at a time. Firing Speed: Depends on throwing power: Higher = Slower Strength: 8 Advantages: Power can be vaired so varity of ranges can be accomidated and good for dealing with groups. Disadvantages: If range is pushed then they can explode in midair dealing no damage at all and short range throws are likely to damage yourself. Verdict: Grenades are a useful part of the arsenal in that they offer a varity of ranged explosions which of good power dealing with groups easily. However you have to be careful when dealing with the extremes of your range as you will either do no damage or cause your self damage! Extra Information: By holding down the fire button you are able to throw the weapon over a greater distance. ======= Molotov ======= [SAWPMO] Weapon Skill: N/A Cost: Can only be picked up from a spawn point Clip Size: Amount of ammo you carry but only 1 shot is fired at a time. Firing Speed: Depends on throwing power: Higher = Slower Strength: 8 Advantages: If any target is touched by the flames then they will not fightback and so you are able to nullify group with a lot of firepower. Throw can be adjusted to allow you to target a varity of ranges and deal the same damage to all. Disadvantages: If your throw is badly judged then you can hurt your self wth the flames and deal a considerably amount fo damage to yourself. Also does not deal a lot of immediate damage so you may have to use ammo from another gun to finish them off. Verdict: The molotovs offer a brilliant option to nullify opposing firepower in a large radius. With the grenades if an enemy is only partially hurt they can fire back but with the molotovs a little flame will stop enemys for a good length of time. However the flames do last a little while which can casue you problems if you go to collect things as the flames can dael a considerable amount of damage to yourself. The molotovs are my reccomendation for the slot as they offer the least hassle and deliver a good lasting effect on opponents. Extra Information: By holding down the fire button you are able to throw the weapon over a greater distance. When you are fireproof by reaching a certain level in the firefighter mission, the molotovs are even safer. The molotov is very effective versus tanks due to the fact tanks are not fireproof so if your gonig tank hunting pack a few of these. ======== Tear Gas ======== [SAWPTG] Weapon Skill: N/A Cost: Can only be picked up from a spawn point Clip Size: Amount of ammo you carry but only 1 shot is fired at a time. Firing Speed: Depends on throwing power: Higher = Slower Strength: 3 Advantages: Is much safer than the molotovs for stunning targets. Allows you to stun a much larger area. Disadvantages: Does not do too much damage to target so you will have to attack with another weapon. Not very easy to find. Verdict: The teargas is a useful weapon if you wish to stun a large area and does this much more safely than the molotovs. However the gas does not do a lot of damage to the target and it is also difcult to find and in my opinion it is not worth gonig out of you way to find it when molotovs or grenades are much more common and useful. Extra Information: By holding down the fire button you are able to throw the weapon over a greater distance. ======================== Remote Satchel Explosive ======================== [SAWPRS] Weapon Skill: N/A Cost: $2000 for 1. Clip Size: Amount of ammo you carry but only 1 shot is fired at a time. Firing Speed: 4 Strength: 9 Advantages: Remote control removes this risk of underthrowing the satchel as you can simply get out the way. Also it is possible to plant the satchel and ambush a potential target. Disadvantages: In a firefight it is difficult to operate wihtout taking damage. Ammo is very expensive in comparison to the others. Verdict: The Satchel charge offers a safe way to use projectiles and unless you are stupid you will be safe from its blast. The blast is also very powerful and will rip vehicles and targets apart. However if you are stuck in a firefight you will take damage as you set the weapon up and ammo is also very expensive pricing out those on a budget. If you have the money however the satchels are very effective for ambsuhes or simply causing carnage to people walking along the street. Extra Information: Multiple charges can be set off by one remote if you throw a few and reslect the charge instead of the remote. By chucking the wepon on to people you can create suicide bombers to be detonated at choice causing a lot of damage to groups or targets behind cover. ================================================================================ Utilites [SAWPUT] ================================================================================ This section contains the utility weapons. They offer a weapon but at the same time can be used for another purpose. The only exception is the camera which takes up a slot but does not do any damage at all. ================= Fire Extinguisher ================= [SAWPFE] Weapon Skill: N/A Cost: Cannot be bought can only be obtained at spawn points or via cheats. Clip Size: 200 seconds of spray. Firing Speed: 4 Strength: 3 Advantages: Gives the ability to stun targets and if prolonged kill. Can also be used, as the name suggests, to put out fires! Disadvantages: Does little damage to targets so if you are attacked by a group you are at risk from the other group members. Verdict: The fire extinguisher is really not a weapon I would reccomend for combat. It does offer stun abilities for a getaway but the time it takes to kill is high so you will sustain a lot of damage fighting back. Onkly use the weapon as its name sake to put out those stray fires caused by molotovs, flamethrowers etc. Extra Information: N/A ====== Camera ====== [SAWPCA] The camera is includign in this guide as it is part of the weapon slot however is cannot be used as a weapon. It does no damage at all and so you will find yourself dying pretty quickly if you use it when a rival gang is nearby. The only use of the camera is to complete the snapshots goal or take pictures of glitches or other things that take your fancy - just watch out for gangs! The camera can be used to scout out targets due to its range being higher than the sniper. Extra Information: The zoom on the camera works very similarly to that on the sniper rifle. ========= Spray Can ========= [SAWPSC] Weapon Skill: N/A Cost: Cannot be bought can only be obtained at spawn points or via cheats. Clip Size: 200 Seconds of spray. Firing Speed: 4 Strength: 3 Advantages: As with the fire extinguisher offers a stun effect and can kill a target with a prolonged spray. Disadvantages: Spray takes a while to kill targets so you are at high risk of fire from other targets while you spray another. Verdict: The spray can is, like the fire extinguisher not a weapon I would reccomend for combat. It gives you the ability to stun a target so you can make a getaway but due to the low damage it enflicts you will take damage from other gang members. If you are tackleing an individual target you should be alright. I would choose the fire extingisher over the spray can purely because ammo is easier to find. Extra Information: Can be used to spray over the gangtags in Los Santos. ================================================================================ Gifts [SAWPGI] ================================================================================ Gifts are items that can be used as a weapon but at the asme time can be given to girlfriends in order to raise your relationship stat. ======= Flowers ======= [SAWPFL] Weapon Skill: N/A Cost: Can only be picked up from a spawn point. Clip Size: N/A Firing Speed: 5 Strength: 5 Advantages: Is very similar to the dildo in that its a club sort of weapon. Flowers are very common around San Andreas and so are relatively easy to find. They are a fairly fast melee weapon and share many capeabilities with the other club weapons in that they deal quite a bit of damage. Its best bonus is that it does not take a melee slot so you are able to take a more powerful weapon. Disadvantages: Is not as powerful as some other melee weapons and so will not be used much if obtained. Verdict: Flowers are the best option for this weapon slot. It is almost identical to the dildo and is also more common so it is easier to find. It is a much better option then the dildo and so I would reccomend that flowers are used to fill thsi slot however I would still not use either as a melee weapon unless you are desperate. Extra Information: Flowers can be used to increase your relationship stat with girlfriend. ===== Dildo ===== [SAWPDI] Weapon Skill: N/A Cost: Can only be picked up from a spawn point. Clip Size: N/A Firing Speed: 5 Strength: 5 Advantages: Acts very similar to the other club like melee weapons (Baton) etc and can cause a bit of damage. It also can be used with a girlfreind and boosts your relationship. As it does not take up a melee slot but does act like a melee weapon it allows you to carry another melee weapon. Disadvantages: Not a very easy weapon to obtain and so you will need to aim to find it. Also not as powerful as other meleee weapons and so it will not be used particularly. Verdict: The dildo is really nothing more than a novelty item. Unless you are interested in rasing your girlfreind relationship stat it is not worth going out of your way to find. However if you do find on then it can be used fairly well in combat but you are better off with one of the other melee weapons. Extra Information: Raises Relationship stat with girlfriends and is also needed on the mission "Key to her heart" ======== Vibrator ======== [SAWPVI] Weapon Skill: N/A Cost: Can only be picked up from a spawn point. Clip Size: N/A Firing Speed: 6 Strength: 5 Advantages: The vibrator shares the benifits of the Dildo in that it allows you to take two melee weapons as it acts very similar to it. The Vibrator also has the benifit of a greater firing speed. Disadvantages: Not a very easy weapon to obtain and so you will need to aim to find it. Also not as powerful as other meleee weapons and so it will not be used particularly. The weapon does have a shorter reach than the dildo so you have to get in close to fight so you could take some damage. Verdict: The vibrator is like the dildo, nothing more than a novelty item. It really isn't worth the effot to find unless you want to show off as the weapon is very rare and only one is avalible in the whole game. So unless you are near its location (See weapon map) it isn;t worth finding as it offers little bar the novelty. Extra Information: N/A ================================================================================ Miscellaneous [SAWPMI] ================================================================================ This section contain miscellaneous tools that cannot be used as a weapon but do take up one weapon slot. To deal with this I am just giving information on the use of the tool. =============== Thermal Goggles =============== [SAWPTG] The thermal goggles are a very useful tool. They work very similarly to the night vision goggles in that they allow you to see in the dark. However the thermal googles as the naem suggests registers heat instead of lighting the area. You can easily destinguish between people and walls/cars becasue you can see the bright heat that people radiate. ==================== Night Vision Goggles ==================== [SAWPNV] The night vision goggles are increadible clever and a very valuable tool. They allow you too see clearly in complete darkness. While the goggles are equipped you can still fire weapons so if you are struggerling to pick up targets in the dark these should be definelty equiped. As the name suggests they are best used in the dark as durign the day the light makes the goggles impossible to use. ========= Parachute ========= [SAWPPA] The parachute is the most vital piece of equipment as you fly. If you wish or need to bail from your plane you will struggle to survive unless you at a low height without a parachute. Parachutes are also very useful if you enjoy base jumping in the game. If you are base jumping then the parachute has to be selected beforehand and then fired like another weapon. If you bail from a plane then the parachute is automatically slected for you and you simply have to fire. Be careful as to when you pull your parachute. If you pull to early you will be dropping for a long period of time. However pull too late and youll become part of the pavement! As a rule of thumb pull the parachute when the messgae to pull comes up. This will make sure you stay safe but at the same time hit the ground fairly quickly. ================================================================================ Weapons Cheats [SAWPWC] ================================================================================ Here I have listed all the weapons cheats. There are listed showing how each weapon slot is filled by each cheat. If a different level cheat is entered then the slots will be overrided unless there is nothing in the slot. Weapon Cheat Level 1: R1, R2, L1, R2, Left, Down, Right, Up, Left, Down, Right, Up Slot 1: Brass Knuckles Slot 2: Baseball Bat Slot 3: Pistol Slot 4: Shotgun Slot 5: Tec-9 Slot 6: Ak-47 Slot 7: County Rifle Slot 8: Rocket Launcher Slot 9: Molotov Slot 10: Spray Can Slot 11: N/A Slot 12: N/A Weapon Cheat Level 2: R1, R2, L1, R2, Left, Down, Right, Up, Left, Down, Down, Left Slot 1: N/A Slot 2: Knife Slot 3: Desert Eagle Slot 4: Sawn Off Slot 5: Micro MP5 Slot 6: M4 Slot 7: Sniper Rifle Slot 8: Flamethrower Slot 9: Grenades Slot 10: Fire Extinguisher Slot 11: N/A Slot 12: N/A Weapon Cheat Level 3: R1, R2, L1, R2, Left, Down, Right, Up, Left , Down, Down, Down Slot 1: N/A Slot 2: Chainsaw Slot 3: Silenced Pistol Slot 4: Automatic Shotgun Slot 5: MP5 Slot 6: M4 Slot 7: Sniper Rifle Slot 8: Heat Seeking Rocket Launcher Slot 9: Remote Satchels Slot 10: Fire Extinguisher Slot 11: N/A Slot 12: N/A
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The state of New Jersey moved Monday to take over the school district in the impoverished city of Camden, where Gov. Chris Christie said "the system is broken,'' allowing thousands of students to fail year after year.
With support from the mayor and at least some city and school officials, the Christie administration filed the first legal paperwork necessary to assume control of a district in which 90 percent of the schools are among the bottom 5 percent in performance statewide. The district has 20 days to respond.
Once approved, Camden -- a crime-plagued city of 80,000 across the Delaware River from Philadelphia -- will be the fourth urban district in New Jersey under state control. The others are Paterson, Jersey City and Newark, the state's largest city.
The four-year graduation rate in 2012 was only 49 percent, a figure the governor called unacceptable and "outrageous.'' Of those who do graduate, only one out of four do so by passing the state's high school exam. Only 2 percent of students score 1550 or higher on their SATs, the state also noted, a metric defined as indicating a high likelihood of college success and completion.
"The system is broken, and we need to take responsibility for fixing it,'' the Republican governor said at a news conference held at one of the district's high schools.
The state already had a financial monitor in the school system, but Christie said a report in August convinced him more needed to be done in Camden, which has 16,000 schoolchildren, including 4,000 in charter schools.
A transitional leadership team will immediately begin a 90-day review of all school operations, the administration said.
Once the state's takeover plan has been approved, the governor said he would appoint a new superintendent, as well as three additional members to the school board, which will become advisory.
He said the state would also move to revamp curriculums, begin a search to put full-time teachers into slots now occupied by a rotation of substitutes, and ensure that every child has the necessary books and instructional materials.
In its request to the state Board of Education for full intervention in Camden, the state accused the school board and school administration of failing to effectively run the schools.
The application said the poor outcomes in Camden are not the result of a lack of resources. The city, which receives special state aid because of its poverty, spent $23,709 per student in the 2011-12 year, compared with a statewide average of $18,045.
The state's largest teacher's union expressed reservations about the planned takeover.
"It is always preferable to have public schools managed by local communities, and the citizens of Camden must be assured that they will continue to have a strong and respected voice in reforming a public school system that meets the needs of all Camden students,'' said Barbara Keshishian, president of the New Jersey Education Association.
The track record for state-run districts has been questionable at best, and NJEA will withhold judgment on the Camden takeover model until we see the details,'' she said.


text: I have a small cache in a small town that gets plenty of visitors. One in particular is not welcomed. I'm getting replies saying the travel bugs left in the cache are gone. I check the cache often where I live nearby, but I can't watch it 24/7. I believe it is somebody watching the posts and gets out before somebody else can get to the cache. At this point I may just archive the cache until spring hoping the kidnapper forgets. Any suggestions??:mad:


text:
RIP Irma Sandrey
New York Times
August 31, 2016
Acted in leading roles on Broadway, off-Broadway, regional theater and feature films. Ms. Sandrey made her acting debut in the part of "Liat" in the original Broadway production of "South Pacific". Some of her many stage credits are "Yen" in "The Basic Training of Pavlo Hummel" with Al Pacino, "Winning Hearts and Minds" at the Public Theater, "Electra", "The Loveliest Afternoon of the Year" by John Guare and Chekov's "The Boar". She Co-starred in "Happy Family" at the "Centenary Stage Company". She can be seen in the leading role of the film "The Orchard".
Irma Sandrey had been a member of the Actors Studio since 1969, and has appeared in numerous projects there. Her favorite productions were "Richard III", in which she played "Lady Anne", and "Jesse and the Bandit Queen", in which she played "Belle Starr". Ms Sandrey received her first theatrical training as a scholarship pupil at the School of American Ballet under the direction of George Balanchine. While she was in her early teens "The New York City Ballet" was started, and for the next two years she danced solos in most of Mr. Balanchine's ballets. Ms. Sandrey then joined the legendary "Ballet Russe de Monte Carlo", performing in over a hundred cities per season for the next three years. Ms. Sandrey had been teaching acting at the Lee Strasberg Theater and Film Institute since 1976. She was the Senior Teacher and Advisor.
Irma Sandrey had been starring in film and theater productions as part of IS/MB Productions, which she founded in 2007. These have included "Perfection", in which she played the starting role and co-wrote at the DR2 Theatre in New York City, "The Fourth Wall" by A.R. Gurney, in which she played the part of "Peggy" at the Century Theater, also in New York City; and co-directed "A Taste of Honey", also at the Century Theater. As part of IS/MB Productions, Ms. Sandrey starred in a series of short films, currently entering film festivals around the world: "Closing Notice", "Hearts N' Flower" and "Whatever Happened". These are films which she also co-wrote and produced. Ms. Sandrey was set to appear in two feature films, due to start production in the near future.
Irma Sandrey was a brilliant young ballerina at a unique and exciting period in American dance. She took her first ballet class in 1941 and was a soloist in two of the world's greatest ballet companies in the mid-forties and early fifties. The New York City Ballet when it was called Ballet Society, and The Ballet Russo de Monte Carlo was at the height of its fame. She was a scholarship student at the School of American Ballet which was founded by George Balanchine and Lincoln Kirstein. The teachers there were the great dancers from the Marinsky Ballet now named The Kirov who left Russia to dance with the Diaghilev company. Irma Sandrey entered the School of American Ballet in the fall of 1943. She was dancing solos in the New York City Ballet at sixteen when the company was just starting and named Ballet Society. At eighteen she joined the legendary Ballet Russe do Monte Carlo when they were at the height of their success. She danced with them for three years starting with their famous tenth anniversary season at the Metropolitan Opera House in New York. During this season many of the great dancers who had formerly danced with the company returned as guest artists. The Ballet Russe seasons were eleven months long and toured the United States and Canada. Irma Sandrey left the Ballet Russe de Monte Carlo in September 1951 on a leave of absence to appear on Broadway in the role of LIAT in South Pacific.
She never went back to performing in either the New York City Ballet or The Ballet Russe de Monte Carlo. She unexpectedly turned her career to acting. She did however continue to take daily ballet classes for many years at the School of American Ballet, and was in condition to return even though she never chose to do so. Funeral services will be held at Kensico Cemetery Valhalla, NY on Sunday, September 4, 2016 at 11am. Under the direction of "The Frank E Campbell", 81st and Madison Ave., NYC, NY.
SANDREY, Irma
Born: 193?, U.S.A.
Died: 8/?/2016, New York City, New York, U.S.A.
Irma Sandrey's western – actress:
Have Gun – Will Travel (TV) – 1961 (girl, French woman)


text:
Wednesday, July 22, 2009
18 comments:
- shedandshelter.com said...
Hope everthing is ok.
- July 22, 2009 at 8:57 PM
- John Wells said...
no news is good news
- July 22, 2009 at 9:04 PM
I tune in and look what I get, OFF the AIR. I'm gonna call in to complain Im not getting what I paid for. oh yeah I dont pay for nuttin. lol
have a good night
- July 22, 2009 at 9:32 PM
- denziel56 said...
hey what-up ?
- July 22, 2009 at 9:47 PM
- Bob O said...
Bummer. I hope all is okay.
Nice test pattern.
- July 22, 2009 at 10:18 PM
- linda said...
That's funny! I remember the pattern. Miss you.
- July 23, 2009 at 7:50 AM
- OsageBluffquilter said...
God not Black and White TV again?
(Ha and my word verification was : restfun
- July 23, 2009 at 8:51 AM
- Lynette said...
just for one night right?????
did you get lucky and find a nice hide away or someone to hide away with?
- July 23, 2009 at 9:21 AM
- Winterchill said...
If he has at&t I can understand his pain, right now I hate at&t very very very much.
- July 23, 2009 at 10:08 AM
- shedandshelter.com said...
Unless you are rich or simply don't care or need the money - you need to "Monetize" your Website & Blog. With all the publicity and traffic you receive, now is a good time to take advantage of it and produce for yourself a regular monthly income. You are 50 years old - at least 12 years before you can take advantage of a social security check. The cash you received from a property sell will not last that long unless it was in the millions of dollars. (maybe less than a million) I highly recommend you get for yourself a Google Adsense account and begin working that angle. Google Adsense allows you to place ads on your sites and earn money from them. Very easy to do. You work hard on your Blog and if your started receiving income from it you would feel a lot better. Right now, you're probably making money for everyone else but yourself. Most people using Adsense make between $50 to $100 dollars a month. I bet you could make a lot more than that. It would be worth a try. I recommend Google because they pay good, are a stable company, and have a good inventory of advertizers. It is important to follow their rules, don't try to cheat them. Click here to go to the Google sign up page and create an account for yourself. I would recommend utilizing their "direct deposit" feature to have accumulated funds deposited electronically in your checking account. Have your account number and routing number handy. It is very difficult to make money online for most people. This is possibly a good opportunity for you to generate an income stream from where you live so you do not have to go back to work somewhere you don't like. If i am wrong about this - sorry to waste your time.
- July 23, 2009 at 12:30 PM
- Nessa said...
Off the air? Not for good I hope! I hope you are okay.
- July 23, 2009 at 2:04 PM
- Darin said...
Hope all is well, John! I've never posted here before, but I do check your site several times a week for updates.
I've been to Big Bend twice, and really enjoyed the scenery and nice people I met there.
- July 23, 2009 at 2:35 PM
- Sucellus said...
Off the air? NOOOoooo!!!! I am addicted to your blog and have been awaiting the greenhouse! I truely hope all is well with you and this is just a temporary "vacation" :-(
- July 23, 2009 at 3:06 PM
- Ben in Texas said...
I'm not worried, bet he is working on his master plan and doing his rain dance.
BTW, I stumbled across this weather link which I feel is pretty close to the castle.
- July 23, 2009 at 6:59 PM
- Gavin said...
Hhmmmm... very strange. I hope everything is okay. Perhaps he's been working too hard and doesn't have time today.
- July 23, 2009 at 7:08 PM
- denziel56 said...
At a boy jw.
about time you took some time off from this dialog session in progress. i guess some of your folks don't realize how hot the desert is in the summer.
get some refrigerant and pump some water to the cooler and think about the first cool front in October and RELAX for a day or 2.
what the heck go to the swimming hole up the road, you know what I'm saying all work and no play makes for ??????
cheers !
- July 23, 2009 at 8:36 PM
- Mr_Brown said...
I can only imagine the time work and effort it takes to put together a blog everyday. Not only do you have to come up with a story, but take the photos, edit them and upload them to the blog. It's a job all unto it's self. A day off here or there is probably earned.
- July 24, 2009 at 12:34 AM
- gerry rosser said...
Got a chuckle out of this!
One of my little quips (which I use quite a bit) when "channel surfing" for something I can actually watch is pretty much "Gee, this is awful, I can't even find a decent test pattern to watch."
- July 24, 2009 at 7:03 AM


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Dead Frog Found in Pret A Manger Salad
While eating her lunch-time salad, a Wall Street Journal employee found an unexpected ingredient – a frog.
After opening a Pret A Manger nicoise salad at her desk, and eating about half of it, she discovered an approximately two inch long green and brown dead frog in the lettuce. She summoned nearby coworkers to confirm what she saw.
Ellen Roggemann, vice president of brand marketing for the company in the U.S., said that Pret A Manger's goal of selling "handmade natural food," often made from organic ingredients, could be partially to blame for the frog in the salad.
"We don't use any pesticides with our greens and they go through multiple washing cycles," she said. "An unfortunate piece of organic matter has made its way through," she added.