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This article is more than 1 year old
Asus eyes e-book biz for Eee extension
Out to undercut Sony?
Asus may have decided to make an e-book reader after all.
Back in April, company staff were asking interested parties - ie. hacks like us - whether offering such a gadget would make for cool addition to the Eee family. We couldn't see a reason why it wouldn't, we advised.
A month or so later, the New York Times said moles had told it that Asus was indeed working on such a device.
And now Asus CEO Jerry Shen has apparently said it'll be out by the end of the year.
It's an obvious move. Readers are cheap to make and can be coded to accept a range of e-books in numerous open formats. Get it in at around £100, Asus, well below many retailers are discounting Sony's Reader, and you'd have a popular item on your hands, particularly if the screen as good and the battery life better.
The only snag: on past form, Asus' e-book reader will quickly be followed with models containing bulky hard drives, 10in screens and Windows XP, all entirely missing the mark set by the small, cheap resilient version launched in the first place. ®
Special Report How to hack a Sony Reader


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Susanne Eman isn't like any other bride. She's the only one who weighs 800 pounds and eats 30,000 calories a day.
Eman is currently on a quest to become the fattest woman ever, beating the 1200 pound mark once held by Rosalie Bradford, who died in 2006. Read the WWN article on her here.
She also has found someone who loves her just the way she is: 35-year-old chef Parker Clack. The couple met online.
Here's the happy couple's engagement photo:
Eman said, "Oh, he's wonderful. He loves to cook. That helps out. His food is soooo good."
Here's the couple trying to pack on pounds before the big day:
For the record, Eman's gown will have to fit around her 107-and-a-half inch waistline — that's nine feet around. She will save a little money on fabric because she plans to go sleeveless — "because it's going to be summer time," she said.
But preparing for the big day meant going to a bridal shop to pick the right dress — one that wouldn't show food stains.
Making the dress will be a monumental task for seamstress Judy Goff, who estimates Eman's gown will be much larger than any bridal gown she's made — or seen.
"Okay, we have about 15 feet here and we need 45 feet, so about three times this amount to complete her dress," Goff told Inside Edition.
Here they are on her special reinforced bridal bench:
For the record, Eman's gown will have to fit around her 107-and-a-half inch waistline — that's nine feet around.
Although it would possible for Eman to go the whole nine yards with her dress — literally and figuratively — she is taking some steps to make it so Goff doesn't run out of fabric entirely.
"I want to go sleeveless because it's going to be summer time," said Eman.

subset: commoncrawl


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Installing MySQL-Frontend Chive (A phpMyAdmin Alternative)
Version 1.0
Author: Falko Timme
Follow me on Twitter
This guide explains how to install the phpMyAdmin alternative Chive. Chive is a free, open source, web-based database management tool with easy administration, super fast UI and state of the art web technologies. It takes advantage of the capabilities of modern browsers. Features include an SQL editor with syntax highlighting and built-in profiling of SQL queries.
I do not issue any guarantee that this will work for you!
1 Installation
To install Chive, your website needs PHP with MySQL support.
Chive installation is super-easy - it can be done with one single command. Just go to your document root (/var/www/example.com/web/ in this example)...
cd /var/www/example.com/web/
... and run:
wget -O - http://www.chive-project.com/Download/Redirect | tar -xzp
That's it! This will create a folder called chive inside your document root. To access Chive, open a browser and go to:
Log in with your MySQL username (e.g. root) and password:
This is how Chive looks:
2 Screenshots
Here are some further screenshots of Chive. You will notice that it looks similar to phpMyAdmin, therefore you will get used to it very fast if you are working with phpMyAdmin a lot, but it also has a lot of nice features to offer (for example, you can reorder columns with drag and drop):


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Skip the comparisons with Mexico
Almost any discussion of how the United States treats uninvited visitors -- whether they be child refugees looking for shelter or adult immigrants looking for jobs -- will eventually get to the point where someone asks: "What about Mexico?"
This was the question put to me recently by Matt Patrick, a conservative radio host in Houston. Judging from the direction of the interview, the idea was to get me to admit that the undocumented are treated better in the United States than they are in Mexico -- or in most other countries.
As Patrick said: "The United States is the only country on the planet that I'm aware of that seems to allow people to cross its borders illegally, that allows them to stay, helps them out, doesn't throw them in jail, gives them a job, a house. Am I wrong? Are there are other countries that have the same policy?"
Yes and no, I responded. The larger narrative is that the United States is -- even with those who break the rules -- more humane and compassionate than are many other countries where, after all, people who steal from others might get their hands chopped off and adulterers are stoned to death. But the rest of the story, I said, is that, as I travel around the world and listen to journalists in other countries who also cover immigration, I see the same tension that Americans feel between trying to take a hard line against illegal immigration and yet being accustomed to relying on illegal immigrant labor.
"Let's just take Mexico, for instance," Patrick interjected. "They're pretty strict about their border in Mexico."
Here we go. It's a fair point. But it's also one that raises questions that don't lend themselves to easy answers.
Part of the problem is Mexico's disingenuousness regarding border security. From everything we know, Mexican officials have long been tough on illegal immigrants attempting to cross their southern border with Central America while simultaneously demanding that their American counterparts be lenient toward those trying to cross from Mexico into the United States.
Then there is the fact that Mexico isn't exactly known for its generosity or humanitarianism. As evidenced by consecutive waves of illegal immigrants migrating north over the last half-century, Mexico does a poor job of creating opportunities for its own people. So we can assume it doesn't do much for those who make it across the border unlawfully and wind up on Mexican soil.
Now that at least 57,000 unaccompanied minors from Central America have crossed into the United States since October 2013, with more on the way, there's another concern that could be fueling this need to compare ourselves with other countries.
Some Americans are feeling uneasy, and maybe even a tad defensive, about the shoddy way that these kids are being treated by U.S. immigration officials -- not given adequate food, sanitation or prescribed medicines, crammed for weeks into holding rooms that are only designed to house inmates temporarily, denied beds, pillows and proper hygiene.
If these kids are really refugees, as the United Nations has designated them, they did nothing wrong. Asylum law says that upon crossing the border, they are not to evade authorities but to surrender and ask for help. They did that, by the book. And yet, their accommodations are so sparse as to seem punitive.
In fact, right-wing radio host Glenn Beck recently came across as a kinder and gentler alternative to the Obama administration by delivering $2 million worth of food, clothing, shoes, teddy bears and soccer balls to churches at ground zero -- Texas' Rio Grande Valley.
Now, let's go back to the radio interview and the question that drove it: What about Mexico?
Being a Mexican-American, as I formulated my response, the "American" half took over.
"Mexico has -- in part because of its resistance to immigration -- never been a model of economic prosperity and fairness," I said. "And, as a Mexican-American born in this country to parents who were born in this country, I've never, ever, aspired to be like Mexico."
Nor should any other American. We need to stop comparing ourselves to Mexico. What's the point? When dealing with immigrants and refugees, the United States is a much better country. We must realize that. Let's start acting like it.
Ruben Navarrette's email address is email@example.com.
© 2014, The Washington Post Writers Group


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By Bill Fisher
The sun rises over Bagram Air Field, Afghanistan and the power plant … -Anthony M. Cordesman
Speaking to the press just before Christmas, President Obama confidently predicted that the US would achieve its goals in the Afghan War effort.
Following the release of the US annual strategy review which noted an increase in attacks by the Taliban and groups with which it is allied, the review said that al-Qaeda's leadership was at its weakest since 2001.
The President has said on numerous occasions that US-NATO strategy is working, despite the view of many senior US diplomats and journalists that Afghanistan's President Hamid Karzai is "increasingly erratic and even paranoid." The Karzai government has done little to stem years of charges of financial corruption and election misconduct.
Among those US senior diplomats is Anthony H. Cordesman, the Arleigh A. Burke Chair in Strategy at the prestigious Center for Strategic and International Studies (CSIS). He has been visiting and lecturing in Asia since the 1960s, and is a Senior Advisor to the US-Asia Institute.
Cordesman has emerged as one of the harshest critics of the Afghan operation. In a report entitled "Going in Transition: US Military and Aid Spending: FY2002-2013," he has estimated that at the end of 2013 – the announced date for the completion of the US and NATO – these Afghan allies will have spent $641.7 billion.
Cordesman says, "This is an incredible amount of money to have spent with so few controls, so few plans, so little auditing, and almost no credible measures of effectiveness."
It is surprisingly difficult to get a meaningful estimate of the total cost of the Afghan conflict, total spending on Afghan forces and total spending on various forms of aid. he adds.
The Cordesman report addresses the cost to the US of the Afghan War from FY2000-FY2013. It provides estimates of total cost, cost to the Department of Defense, and aid costs to State, USAID, and other federal agencies. It also reports on the total cost of international aid when this takes the form of integrated aid to Afghan development and Afghan forces – a fraction of total aid spending.
No reliable estimate exists of total international aid to Afghanistan, since so much of this aid has been direct and has not passed through the Afghan Central government.
The resulting figures show that:
- The vast majority of aid went to the Afghan security forces and not development. President Obama has consistently stressed the importance of economic development in Afghanistan, while denying that "nation-building" was a major US objective.
- Most aid was very erratic in annual levels of effort, making it extremely difficult to plan the most effective use of the money and ensuring that program continuity was not possible. • The bulk of the total spending and aid has been allocated since FY2009, and came after the insurgency had reached high levels. It is a clear case of too much, too late.
- The surge in aid spending creates the irony that the maximum actual cash flow – "disbursements" – is only occurring now that transition is in place and major cuts are coming between 2012 and 2014.
- The data only tell the amount of money made available on a total category basis. They do not tell how much money actually reached Afghanistan, they do not tie spending to any clear objectives, they do not reflect any effective contracting and auditing system, and there are no measures of effectiveness or success.
- Not only did the money come far too late to prevent the rise of a major insurgency, when it did come, it came in areas where there were no effective overall planning, management, and contacting systems. No adequate fiscal controls, and no real measures of effectiveness. The system virtually invited waste, fraud, and abuse.
Cordesman cautions that it is important to note that reforms have taken place in many areas of contracting, and there is now better auditing. The Afghan government has also promised important reforms in its control of spending and efforts to reduce corruption.
A total of $641.7 billion, of which $198.2 billion – or over 30% – will be spent in FY2012 and FY2013. Cordesnman says, "This is an incredible amount of money to have spent with so few controls, so few plans, so little auditing, and almost no credible measures of effectiveness."
He also charges that "the end effect has been to sharply raise the threshold of corruption in Afghanistan, to make transition planning far more difficult, and raise the risk that sudden funding cuts will undermine the Afghan government's ability to maintain a viable economy and effective security forces."
Cordesman explains that four sets of funds are involved with a total value of $58.6 billion in appropriations and pledges as of March 2012. The largest is the US Afghanistan Security Forces
Fund (ASFF) that provides the ANSF with equipment, supplies, services, and training, as well as facility and infrastructure repair, renovation, and construction.
Meantime, a separate audit by the State Department's Special Inspector General for Afghanistan Reconstruction (SIGAR), reported little change in the cavalcade of management disasters that has plagued the Afghan operation since its inception.
SIGAR reported that "almost $13 million in equipment designed to upgrade Afghanistan's creaking power grid has been left mothballed in storage for lack of an installation plan."
In addition, the agency discovered that a contractor was paid $5.76 million to help the Afghan national power utility, but most of the work was never carried out.
"Almost $12.8 million in equipment purchased to meet urgent needs in support of the counterinsurgency strategy is sitting unused in storage… without a clear plan for installation," said the report by Inspector General John Sopko.
The equipment was dispatched in March, but has been stored at a US Army Corps of Engineers base in the southern city of Kandahar on wooden palettes as they ponder what to do with it, pending a clear installation plan.
A further concern is that the manufacturer's two-year warranty on the electricity meters could run out before the equipment is installed.
Sopko said in a letter to General John Allen, the top US and NATO commander in Afghanistan, that he had audited US efforts to help the Afghan power utility.
He also highlighted that millions of dollars were paid to contractor Louis Berger Group Inc/Black & Veatch to provide training and technical assistance to the utility.
But 76 percent of the work was never completed, including "a draft and final meter installation plan, procurement and installation of 231 boundary meters, and a transition manual and handover plan."
The two findings "warrant immediate attention prior to issuing a final report in early 2013," Sopko wrote.
Since 2009, the US has spent some $88 million to help improve and modernize the Afghan power grid, and a further $157 million are pledged between 2013-2016.
Afghanistan, which never had a fully developed power grid, is trying to rebuild after more than three decades of war. The SIGAR report recommended that US commanders determine whether the equipment can be used in Kandahar, and draw up a plan.
It said the head of the US Agency for International Development mission in Afghanistan should assess the work done by the contractor LBG/BV and seek any reimbursement of funds due.
Finally, Paul D. Shinkman, a national security reporter at U.S. News & World Report, predicted that the facilities for security in Afghanistan will not last after (the) allied drawdown. Afghanistan won't be ready to maintain the infrastructure for its security forces following the kind of drawdown that both candidates for president prescribed (during the recent campaign,) his report finds.
He writes that "a low hiring rate, few technical skills, an inefficient procurement process and a lack of preparedness are among the reasons the U.S. Special Inspector General for Afghanistan
Reconstruction believes that country won't be able to operate and maintain its own security forces' facilities after the U.S. and coalition troops begin withdrawing in 2014."
Shinkman writes that his report follows up on the $800 million the U.S. Army Corps of Engineers gave a firm named Exelis, a Virginia-based contractor, in 2010, to ensure (that) Afghan security forces in both the northern and southern parts of the country would be able to maintain their facilities.
In a memo included in the report, the corps officials state Exelis was not performing sufficient quality control on the services it was contracted to supply.
The Afghan government has hired far less than 40 percent of its positions for operations and management, or O&M, of security facilities, according to the report. Apparently a discrepancy in salary between these positions and those in the private sector (is) are to blame for the lack of interest.
There are also very few people who have the technical skills necessary to maintain these facilities, such as managing drinking water, wastewater and power generation.
The government's Ministry of Defense has been dragging its feet on providing its army with supplies, the report states, and the Ministry of the Interior did not allocate O&M money for police facilities until March of this year.
Exelis was hiring a project operations manager in support of this project in Afghanistan as of Oct. 16 to oversee 258 separate contract locations in the northern region of Afghanistan, as well as 2,400 employees and subcontractors.
The stability of Afghanistan's security forces is a central tenet of American hopes to withdraw its troops within two years. The current condition of those forces leaves some worried for the future.
"There are police who don't even know the meaning of the word 'police,'" said the National Police Academy's director Mullah Dad Pazoish in a recent interview with the Associated Press. "We have generals who have no training. They are the jihadi commanders."
Many worry that the police force, which is largely illiterate, will fall apart if Western forces leave, Shinkman reports.
All of which brings to mind the probably apocryphal question said to have been raised by a Russian soldier as his forces withdrew from Afghanistan in 1988-89."
"What," he asked, "were we supposed to be doing here anyway?"


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About Us
Doors by Design MS LLC & Doors by Design LLC is a privately held company with show rooms in Ridgeland MS and Daphne AL with Millworks in Mississippi, Alabama, Georgia and iron works in Monterrey, Mexico.
Doors by Design brings over 40 years of experience in the manufacturing of custom doors providing elegant wrought iron and custom hardwood entryways that will compliment any home.
Our mission is to offer you the highest quality craftsmanship, while nurturing the unique traditions of our craft. All of our efforts are made with the objectives of creating beautiful entrances that will give a sense of warmth, elegance and hospitality to any home. Whether it's a mahogany, walnut or wrought iron door, we are committed to providing our customers with the finest quality, prices, and service possible. We are pleased to welcome you to a whole new world of first impressions.
Read an interview with Doors by Design owner Bob Clark.


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Anthony Zinni, 2002 News
retired Marine Corps general, shuttled between the U.S. and the Middle East early in 2002, trying to secure a cease-fire between Israelis and Palestinians and end nearly a year and a half of violence. He made his third trip to the embattled region in March just as Palestinians launched a series of successful suicide attacks. When an explosion at the Park Hotel in Netanya killed 27 people during Passover, Israel launched a massive raid, called operation Defensive Shield. Zinni's efforts to secure a cease-fire were unsuccessful. Also in 2002, Zinni warned that an invasion of Iraq could stretch the U.S. military too thin, strain relationships with allies, and create more enemies for America in the Middle East.
Here are the facts and trivia that people are buzzing about.


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- Intellect alone is a dry and rattling thing. – Ilka Chase, American author, actress, humorist (1905-1978)
- During times of universal deceit, telling the truth becomes a revolutionary act. – George Orwell, writer (1903-1950)
- Whenever 'A' attempts by law to impose his moral standards upon 'B', 'A' is most likely a scoundrel. – H.L. Mencken, writer, editor, and critic (1880-1956)
- History is the record of an encounter between character and circumstances. – Donald Creighton, Canadian historian (1902-1979)
- We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness. – The Declaration of Independence, 4 July 1776
Political Quotations – Set 1
Oct 10, 2008


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Vicente Padilla is recovering after being shot in the right leg, but the identity of the gunman (possibly Padilla himself) is still a mystery.
According to his agent, Adam Katz, Padilla accidently shot himself in the leg during some sort of "hunting accident."
But wait, says the Associated Press:
Police spokesman Vilma Reyes said Wednesday that Padilla's pistol apparently jammed during a target shooting session late Tuesday.
Padilla handed the pistol to a shooting instructor, a former police captain, who didn't realize there was a bullet in the chamber and shot himself in his hand, Padilla's legal advisor Roberto Calderon told The Associated Press. The bullet also grazed Padilla's leg.
Padilla was definitely shot and is definitely recovering. That we can say for sure. But as for the identity of the shooter, we may never know.
In the meantime, we'll patiently wait on whether to make "Plaxico Burress" or "Dick Cheney" references.


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We encourage you to subscribe to our playlists on the World Port Source YouTube channel. If you would like your video featured here please contact the editor.
|Southampton Docks Crane Crash 2008
view - 0:25
Crane No 8 boom arm breaks and falls onto the container ship, look carefully for the driver doing a trapeze act.
|Aurora P&O Ship Leaving Southampton
view - 2:39
P&O cruise ship Aurora leaving home port of Southampton November 2005. This clip was filmed from Mayflower Park which is a very good vantage point for a close up view of ships.
|Queen Mary in Southampton dry dock Pathe News
view - 1:29
this is when queen mary was at southampton dry dock
|Maps of United Kingdom: small large


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Grand Teton Climber's Log
SKI - Jul 20, 2010 8:17 am Date Climbed: Jul 17, 2010Hit and miss
Tried the Lower Exum after pitching some crap rock down in the moraines, buddy of mine fell and had a boulder land on his chest prompting an immediate descent. After shortroping him to the lower saddle, he toppled over from exhaustion prompting oxygen and first aid treatment by the rangers with assistance from Exum Guides. After escorting him back to the tent, I ended up just soloing the (very wet) OS and helped a group of people descend (no helmets, rappel devices... what gives?). Broke camp, trekked out and drove back to Reno all in that same 24 hours. Long ass day.
seano - Jul 12, 2010 6:36 pm Date Climbed: Jul 12, 2010Upper Exum
Soloed in about 9h car-to-car, 5h15 up on a windy day with no views from the summit. The step-around at the end of Wall Street was truly terrifying, especially with the wind, and I'm not sure I'd repeat it. Other than that, fun climb.
Since then, I've climbed the Owen-Spalding and Direct Exum. Trip reports here, here, and here.
montyq2 - Jul 10, 2010 4:01 pm Date Climbed: Jul 8, 2010Upper Exum
Car to car in 11h54m. Started hiking from the parking lot at 2:45AM.Beautiful weather, but a lot of late season snow and ice all over the upper mountain which slowed us down. We saw one other solo climber above the lower saddle the entire time which was astounding.Managed the rappels with one 60m rope.Not a cloud in the sky from the summit. Perfect climb!
jamesmc2 - Jul 5, 2010 12:57 amFinally Made It
First trip resulted in us taking a wrong turn and getting lost. Second trip we tried the Upper Exum in early October and got snowed out only 200' from the summit. Third attempt we climbed the Full Exum ridge to the summit (2003)! I have since returned and summited the Upper Exum again (2006). Anything can happen in the Tetons.
mongoose762 - Jul 4, 2010 7:06 pmOwen Spaulding Route
Like many here, went with Exum guides. Lynne wolf did a great job keeping me on track and showing me the route. Rod Newcomb also did a good job with the prep during the days before. Highly recommended.
jdw10 - Jun 29, 2010 2:08 pm Date Climbed: Jul 5, 2008Grand Teton
Successful Summit with Exum Guides
Vertigo soul - Jun 24, 2010 12:14 pm Date Climbed: Jun 21, 2010Stettner/Chevy/Ford
Full winter conditions, but excellent alpine ice climbing in the couloirs. Climbed with SP member "gcap". Other than strong winds, a great day and awarding climb and summit!
gcap - Jun 23, 2010 2:30 pm Date Climbed: Jun 21, 2010Stettner Couloir
Climbed the Stettner Couloir (Chevy/Ford) variation with SP member Verigo Soul in winter conditions. Descending via the O/S route. Bluebird but very windy.
merrill - May 31, 2010 10:36 pmRe: Two Climbs, One Month
Sounds like the grand traverse was fun. You should write a TR. I would like to read it. When we climbed Owen a few years back ('06 I think) a group was setting up a bivy before ascending the east face.
merrill - May 31, 2010 10:23 pm Date Climbed: Jul 23, 2004Upper Exum
First time climbing in the Tetons. Awesome trip. I think I'll have to go again.
merrill - May 31, 2010 10:20 pm Date Climbed: Aug 29, 2009Owen-Spaulding
Lead three friends up for their first time. Originally planned three weeks prior but a major storm dumped a foot of snow on the lower saddle. I'm sure glad we rescheduled. Third time on top.
reboyles - Feb 21, 2010 5:59 pm Date Climbed: Jul 30, 1973Smith-Otter Body
Having never visited the Tetons, Mike and I thought we were going to do the Exum but got a bit off track and ended up on the Smith. We climbed solo for the first 500 feet or so above the glacier until we got into the dihedral below the giant hanging icicle formed from the meltwater from the Smith. Being Sawtooth climbers, we underestimated the length of this route and ended up spending the night at 13,000' without bags or heavy jackets. We climbed solo down the upper Underhill and Lower Exum all the way back to the saddle.
builttospill - Feb 5, 2010 3:13 am Date Climbed: Aug 8, 2008Two Climbs, One Month
August 8, 2008: Soloed the upper exum ridge from a camp at the Lower Saddle. We wanted to do the NW ice couloir on the Middle and then the Enclosure Ice Couloir the following day, but bad weather in the morning stopped those plans. At 9 am the weather cleared so I set off up the route and found myself on top a few hours later. Met up with some nice folks on top and joined their group for the descent.
August 13-14, 2008: Climbed the north ridge (Italian cracks) with dunsum as part of the Cathedral Traverse. Taking it at a leisurely pace, we bivied just below the summit of Owen and did the grandstand traverse and the North Ridge the next day. A fantastic two days of climbing--the North Ridge is excellent.
biz - Feb 4, 2010 3:17 pm Date Climbed: Sep 23, 2010Upper Exum
Camped at the lower saddle the night before with only a fly and poles. Very windy and hard to sleep with flapping tent. Woke up to a cold morning and made the ascent. Descended the Owen Spalding route.
bryangast - Jan 7, 2010 8:04 pm Date Climbed: Jul 1, 1993Close call
Owen-spalding route. Got stuck (traffic) in an ice chimney, got wet, got really cold.
bird - Oct 31, 2009 7:50 am Date Climbed: Jul 29, 2009Super fun on Upper Exum
Great fun with 3 great partners. Hail on the approach to Moraine camp. Then in and out of clouds on summit day. Fun times!
Yankeeriver - Sep 18, 2009 7:22 pm Date Climbed: Aug 7, 2009Direct Exum
Fantastic time. Rain, hail, and all...
b. - Sep 8, 2009 1:03 am Date Climbed: Sep 6, 2009Black Ice Couloir
Valhalla Traverse was easier than expected. The entry rock was dry and the ice in the couloir was hero sticks the whole way. We simul-climbed the ice in three long pitches, no rock fall all day and great overcast, cool day. Perfect conditions, awesome climb.


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Important Announcement: Community Back to Full Functionality
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Alice Shields is noted for the power of her writing for live and electronically transformed voices and the moving quality of her writing for instruments. One of the pioneers of electronic music, she creates operas, vocal and chamber music and music for dance and video. Her work is influenced by Western and non-Western forms of classical music and theater, including Bharata Natyam dance-drama and Japanese Noh Theater.
Current performances include the world premiere of Larynx (2018) for piccolo, piano and three percussionists by Iktus Percussion on May 11, 2018 at Areté Gallery, Brooklyn, which will be recorded in January, 2019; two electronic scenes from the opera Mass for the Dead performed by the NYC-Electroacoustic Music Festival on July 20 2018, and the world premiere of her opera Zhaojun - The Woman Who Saved the World (2018) on November 20, 2018 in concert at Engelman Recital Hall, Baruch College by the Association for the Promotion of New Music.
- solo instrument(s) +audio or video playback
- instrumental quartet
- solo voice(s)+2 to 6 instruments
- voice(s)+ 1 inst or tape playback non-keyboard
- voice+keyboard
- duo inst or voices
- solo instrumental (non-keyboard)
- choral a cappella
- percussion featured
- choral accompanied
- instrumental quintet
- solo audio or video fixed media
- solo or ensemble + video or image projection
- solo voice(s)+large ensemble or orchestra
- wind ensemble


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Zombie Mode Solo Guide - Guide for Call of Duty: Black Ops
- Cheats |
- Unlockables |
- Hints |
- Easter Eggs |
- Glitches |
- Guides |
- Trophies
Scroll down to read our guide named " Zombie Mode Solo Guide" for Call of Duty: Black Ops on PlayStation 3 (PS3), or click the above links for more cheats.
--------------------------------------------- Call of Duty: Black Ops Zombie mode solo FAQ --------------------------------------------- ------------------------------------- Section 0: Copyright and Contact info ------------------------------------- This Guide was written by DdubEezy and may not be reproduced in any form except for private use. It may not be posted or placed on any public site without expressed permission beforehand. To submit comments or request permission to use this FAQ please e-mail to [email protected] with the header Black Ops FAQ. ----------------- Table of Contents ----------------- 1. Introduction [Int1] 2. General tactics tips and strategies [Gen2] 2.1. Basics [Bas2] 2.2. Advanced tactics [Adv2] 2.3. Weapons tactics [Wep2] 3. Level specific tactics and strategies [Lev3] 3.1. Kino Der Toten [Der3] 3.2. Five [Fiv3] 3.3. Ascension [Asc3] 4. Converting Solo skill into successful team play [Mul4] 5. Outro [Out5] ------------ 1.Introduction [Int1] ------------ Firstly, thank you for reading my FAQ on Call of Duty: Black Ops. This FAQ is my first contribution to Gamefaqs, so prepare to be underwhelmed. So you've decided to go it alone huh? Got something to prove? Are you a isolated loner? Got no friends? Or are you just sick of playing with horrible randoms who get you killed before your first dog round? Either way, have no fear for DdubEezy is here to help you layeth the smackdown on every ugly legdragger that stumbles your way. Firstly, credentials are important to establish. Who would listen to someone who cant even find the power switches. So I am happy to inform you that I have a LOT of zombies experience, both in 2,3 and 4 player teams and solo mode. I have made it up to round 37 in split screen, 32 in 3 player, and 30 in 4 man team play. In solo, I can make it to round 40 on average, and sometimes past that. Now, when you get good enough you will understand, but at a certain point, getting further in zombies becomes less dependent on skill and more on patience. Can I get past round 50+? Sure. Am I willing to sit for the 2-3+ hours it would take playing a single game? Not so much. So how do you obtain such a level of zombie massacring ability? For one, read my FAQ. Here i will provide you with everything you need to survive endless waves of zombies while trapped inside a small Theatre/pentagon/ cosmonaut facility (until you die of starvation of course). Secondly, Practice is key. Even with the proper tactics, it takes a while to get them right and learn the maps well enough to utilize them for all they're worth. Well enough useless talk, lets get you started on your path to being the Brock Samson of zombies. -------------------------------------- 2. General Tactics Tips and Strategies [Gen2] -------------------------------------- 2.1: The basics [Bas2] =============== Alright so what do you need to know? The best and foremost advice I can give is: A. don't get hit, B. Kill the zombies, and C. Get Points. I guess that was kinda obvious though. The important thing is how to do those things, and do them well. -KEEP YOUR DISTANCE This is a big one. If you aren't close to them, the zombies cant hit you and you are free to fill their heads with many bullets. Make sure you keep moving, especially in the later rounds and run forwards. I cant express enough how dangerous it is to backpedal and not know where you are going. That half second that you get caught up can be death, and if you backpedal into an unexpected zombie, well....thats not good. Many people swear by the Bowie/Ballistic knife, and not for nothing. It is a great tool, but comes with many disadvantages as well. One being the close proximity needed to use it. The same goes for shotguns, but more will be discussed on this later in the weapons section. -HEADS WERE MADE TO SHOOT If you hadn't figured it out already, shooting for the head is your friend. Not only do you do more damage (A LOT more with some guns) but you get more points. Sounds like a win/win to me. -UTILIZE YOUR BONUSES Now this one takes some consideration. You want points. They are the lifeblood of zombies mode, and without them you can generally end up pretty screwed. If its and early round, and you get a nuke from the first few zombies, ignore it. This is a tough one, as the promise of killing a ton of zombies along with the shiny, sparkly green light makes you want it all the more, but killing what could be 20+ zombies (2000+ points) is reduced to a mere 400. this can easily screw you up in an early round. Always kill as much as you can before hitting a nuke, and then only if you aren't trying to leave one or there are only few zombies left. Instakill is your friend, coupled with a 2x points it is a godsend. When you get an instakill, you are allowed to go berserk. Go on a knifing spree, its an easy way to save ammo, and safely get a ton of points. That being said, DONT BE STUPID! Instakills do not make you invulnerable. Do not go running into a swarm just to knife one zombie. Create some distance and knife the solo zombies. Don't be afraid to shoot a burst from your gun to thin a big group so you can knife the stragglers. Make sure you always reload before getting a max ammo. 2.2. Advanced Tactics [Adv2] ===================== So you got the basics, Good! But the basics alone will only get you so far. Now we get serious. -CREATE A RUN ROUTE This is the A no.1 thing you need as a solo zombies player. Being only one person it is near impossible to hold down one area. The key to survival is knowing your route and running it, getting the zombies to follow you and killing them at your own pace. The main thing is to make sure you don't ever get stuck. Run facing forward, killing anything in your way and only stop to kill the zombies behind you at a recommended stop point, or in short intervals. I will provide more detail on this later on each map's specific section. -SPRAY DONT PRAY As a tip, if zombies are close/mid range, DONT aim down. Not only does it kill your mobility, but it actually reduces your chance to hit what you want. Zombies can be unexpectedly quick, and move out of your sights before you know it. If you are being swarmed, a little spray is a good thing, as the wider spray can hit more targets. As you become more adept at this, try stopping and standing still for a moment when you hipfire and you will notice a distinct difference in crosshair spread. Please be aware that actually spraying will only waste ammo, so be sure to..... -LAY OFF THE TRIGGER Everyone knows that firing in short bursts yields higher accuracy, so don't hold your trigger down. In most cases firing full auto will only obstruct your vision and cause you to waste gobs of precious ammo. In contrast, if you are obstructed and NEED to kill something to ensure your safety, let 'er rip. What does ammo matter if your dead? -TAKE YOUR TIME This one is a little odd. If you always want to stay moving, and not let the zombies get close, why take your time? Sometimes when running, or facing down a giant bunch of incoming corpses you'll need to break through them in order to avoid getting stuck. This could be as easy as circling around them, or as difficult as leaping through an entire swarm over a legless crawling zombie. In situations like this it is important not to rush your move. Take a moment, assess the situation, identify the best escape route, and then hit it as fast as your digital legs can. A lot of the time rushing a decision will get you stuck, swarmed and screwed. Always avoid the 3 S's. A good example of this would be to stand in a corner of an open room, waiting for the zombies to close in, then breaking along the wall for the opposite corner to get around, past and behind the incoming swarm. -USE ALL THE SPACE YOU HAVE If you are in a big open area with a horde coming at you from the front, don't backpedal straight to the wall. Make sure you use all the space available to you. Serpentine back and forth from left to right to maximize the room and eliminate as many zombies as you can. Backpedaling straight may give you 2 or 3 seconds of firing time before the group closes in where zig-zagging will triple or even quadruple the amount of time you have before being cornered. -LEGLESS IS YOUR FRIEND Always try to leave the last zombie alive. This is so you can get perks, power up your guns, place claymores, hit the box etc. This is done easily by identifying when zombies stop spawning (they stop coming through the doors) and hitting the last swarm with a grenade. Then you can easily pick off the crawlers until you only have one left. For tons of fun especially with friends, you can lie prone and knife duel the crawlers face to face. -IT'S A TRAP! Traps are a great way to thin out a round's zombies but be smart about it. Killing zombies with traps gets you no points, so don't use traps until you are already set with everything you need to survive. If you follow this FAQ, traps, with the exception of the auto-turrets are mostly unnecessary. -JUG! JUG! JUG! JUG! The second most important thing to a solo zombies player, and the most important upgrade to buy. When running or breaking through swarms it is near impossible to avoid taking a hit or two as you run past a zombie. Always, always, ALWAYS have juggernog after the power is on. In other words, don't turn the power on until you are sure you can afford juggernog. -IT'S TIME FOR THE PERK-U-LATOR No, I'm not telling you to dance on a glass table (lol). Be smart about your perks. You always want to have quick revive at all times. Most people wont buy Q.R in the early rounds because they feel it's a waste seeing as you only get to use it 3 times. The thing is that in the later rounds, if you go down, you're likely to see a game over soon anyway even if you have a couple Q.R's left. Also, once you know what you're doing, you shouldn't be going down anyway. Personally, I feel it's better to use a Q.R in an early round before you get everything set up if you have to than to save it and lose without using it. Mistakes happen, especially when trying to squeak out a few extra points in an early round. A lot more than later on, when you have good guns and a good run route. Nothing is more annoying than having to constantly restart. Speed cola is useful, but not as much when on solo. Since you will be running constantly, you will have time to reload. Only get Speed cola when you have extra points to spend. Personally I hardly ever get speed cola until very late. Even if you have a slow reload gun, usually it gets better after you upgrade it, which should be done as soon as possible. Double tap isn't too useful. Fire rate increase also means faster ammo consumption. I recommend only buying double tap if you're using the Hk-21. No other guns that need it are worth using. I personally never use Double Tap. In ascension, you also can get P.H.D Flopper and Stamin Up. I will address both these perks in the ascension section. -REPAIR STUFF WITH YOUR BACK Unlike reviving someone, you can repair a door just by being near it. If you're repairing a door, keep your back to it, and an eye in front. If you know how you can even aim down and shoot while repairing. I always try to double tap the repair button to also reload when i repair. The last 1 or 2 repairs can be done without you there. It takes a while to get the timing but you can finish repairing while taking off to your next destination. 2.3. Weapons Tactics [Wep2] ==================== Sweet, so we have points, we have a run route and you're nigh untouchable now. But you aren't gonna use the M1911 the whole time, are you? Lets go over some weapons now. -OLYMPIA? REALLY? Please...please...please. Don't buy the olympia. You're only hurting yourself. If you're any good at zombies, you should be doing at least the first 3 rounds without buying any gun. If you aren't thats okay, but buy the m14. M14's have good hipfire and can at least get some headshots. Personally I always buy a Quick Revive with my first 500, and wait for the Mpl. -THERE'S GUNS IN THE WALLS Wall guns are a toss up and are another of those odd elements of zombies. Obviously, early on wall guns are necessary, but they are easily outclassed by the mystery box guns early on. But then, something strange happens. Wall guns become useful again later on. See, in the later rounds, the zombies are unbelievably resilient and you chew through ammo in one or two rounds. It is in this that wall guns are useful. You can buy ammo off the wall and never run out, even for their upgraded versions (albeit at higher cost). Sure you can try the mystery box again, but finding time for that if its in a bad position can be tough, and if you get a bad gun...well yea. -IS THAT A PISTOL IN YOUR POCKET Pistols are the first gun class you encounter and they're not bad. The m1911 is terrible, but its upgrade shoots grenades and is pretty useful. However, in solo, there are many better guns, and these can actually hurt you more than help sometimes. So for me, its a pass. The Cz75's come in single and dual wield variants. Both are awesome at early rounds as they headshot kill with one bullet. Never underestimate these if the box gives them to you. The extra speed is also a nice bonus. Both upgrade to full auto with 20 in a clip making them still useful to upgrade, but the dual variant wins out in the long run. The one problem these have is the ammo use after upgrading. Once I used upgraded dual Cz75's all the way to round 32. The python is the last pistol you can get, and it isn't too bad. If this is given to you in the box don't hesitate to take it if it's the the best you can get. It works for a few rounds, but unfortunately the slow reload and rate of fire handicap it quite quickly. The upgraded version isn't worth the money. -SMG-ZUS Contrary to the bullet point, SMG's are the worst class of guns in my opinion. Combine low damage with small clips and ammo capacity, and you have one giant meh. SMG's are primarily used early on and then forgotten about. None are really worth the points to upgrade, because the main problems still persist. The only SMG worth noting past round 10 is the AK-47u and thats only to buy off the wall if you're out of ammo. It gives good mobility and point return, and has "unlimited" ammo because it's a wall gun. Top that with it having the best damage and clip size of the SMG class and we have a winner for best mediocre gun. -ASSAULT AND BATTERY Assault rifles make up the second best class of guns to have. Instead of listing each one Im going list out my opinion on best to worst for each category of AR. Full auto rifles go Galil>Commando>Aug>Famas The Galil has highest damage and ammo capacity. Its awesome. The Commando edges out the Aug for its slightly increased ammo and the dual mags which eliminates the need for speed cola. Plus the shotgun the Aug gains isn't as useful as it seems to be. The Famas is pure garbage. I personally never even pick it up. Burst rifles are a little different as each one has its perks. The G11 gains full auto when upgraded which oddly helps save ammo and has the fastest full auto fire rate of any gun. Cons for it are the low power scope and low ammo. An okay choice. The FN-FAL is okay, but the upgrade is 3 shot burst which wastes more ammo. In my opinion, its a pass. The M16, as a wall gun has "unlimited" ammo and gains a grenade launcher when upgraded. Useful in later rounds when ammo is scarce. The M14 is trash. Don't keep it. -SHOTTIE TO YA BODY Shotguns are the classic zombie fighting weapon, and even though they work fine as a breakthrough gun, they actually aren't too useful. The Olympia is terrible, but its upgrade is pretty fun as it shoots incendiary rounds. Its slow reload and clip is still a problem though. The Stakeout isn't worth buying by the time you can buy it, even though its a wall gun. The Spas-12 is my personal favorite zombies shotgun. The fast fire rate and 12 round clip is nice, but the reload is horridly slow. The upgrade fixes the slow reload, as reloading 1 shell gives you a whopping 24 shots of Full-auto Shotgun goodness. Thats right, full auto. The only problem is ammo, and damage at higher rounds. The HS10 is okay also, but its the upgrade that makes it worth it, as it becomes dual wield. Again ammo is the issue, and the reload is somewhat long. -CHOP CHOP CHOP LMG's are a good class, but I find them to be overrated. Most people swear by one, but even the high ammo capacity doesn't make up for the slow run speed and slow fire rate (Hk-21 only). Both LMG's are about the same, as the Rpk has superior fire rate and the HK-21 has superior ammo capcacity. Even with the high max ammo, you will find yourself running out quite constantly. Slow reloads also cripple you, so make sure you have speed cola, or a reliable secondary gun. Personally i'd take a Galil over either LMG. -ITS RAININ' LIMBS Explosives aren't the most useful weapons but they aren't useless either. Hint, don't use them at close range. The China lake isn't worth using. Don't pick it up. The LAW is also quite terrible, only less so seeing as if you upgrade it it gets 10 a clip and can rapidly fire. The main issue here is that it leaves zombies alive a lot (albeit crawlers) and the giant smoke clouds it leave obscures view. The crossbow wins as best explosive, but only for its upgrade which lures zombies toward the bolt. Sometimes when fired, the zombies stand still and stare into space instead of going after it, which sucks. Also, be aware that the zombies don't go after it immidiately. If you're already surrounded before firing, there's a chance you're goin' down. -LIKE A KID IN A ZOMBIE SHOP This section will cover the "other" weapons you can get. The Raygun is amazing. If it comes up, take it. The key to using this great gun is to aim at the ground and fire into crowds. The ray blasts "explode" when they hit something, so hitting the ground in a group can hurt a whole lot of them at once. A lot of time this will make crawlers though, so hit em again to give the Coup de grace. Upgrade this gun and you're good for a while. The Thundergun is a great utility gun, and paired with a good AR or a Raygun its perfect. The key to using this gun is to group zombies up into big swarms before firing, so you kill 10-20 in one shot. Be aware that if a zombie is at a distance it may be blown away and not die. The Winter's Howl is Exclusive to Five and Freezes zombies in an icy cloud. Honestly not too great for solo, but usable and fun. The Last thing you can get is Monkey bombs/Black holes/Cluster bombs. You can only carry one, and black holes and cluster bombs are only available on Ascension. Cluster bombs explode into smaller exploding fragments and are the worst utility grenade. Monkey bombs and black holes both draw zombies in but the back holes are better because monkeys wont kill everything around it whereas the black holes instakill all that touch it. Both take a good while to throw so throw early. -LAY MORE CLAYMORE Claymores are a great investment, especially at early rounds. Every round or max ammo pickup gives you 2 more, so find a quiet corner and start stocking up. When you get to the later rounds and your ammo count is 0/0 you'll be happy you did. -I HAVE GRENADES? Yes. You have grenades too, and you get 2 back at the end of each round! When running from zombies it is extremely simple to cook a grenade for a second, bounce it off a wall and leave a nasty shrapnel surprise for your shambling foes. -MAY I MELEE The 3 melee options you have are your standard knife, the ballistic knife, and the bowie knife/scythe. Buying the bowie/scythe will only replace your knife when you have the points to spare, buy away. The ballistic knife counts as a gun and speeds up your melee, and slightly increases BOWIE/SCYTHE damage. Many people buy the bowie right away, but to be honest there isn't much point to it. The extra 30 points per kill does add up after a while, but by the time it makes a difference, you'll have all you need and a steady supply of points anyway. I'll take the safety of a bullet over having to get close any day. If you really need points, buy a wall gun and go for body shots. Knifing is a sure fire way to get yourself killed eventually, and especially in solo, the ballistic knife is just a waste of space that could be used for better guns. -SNIPER NO SNIPING Look, im not going to go into it, but don't use snipers. Unless you're just messing around they aren't worth it. -ALL PURPOSE AND BREAKTHROUGH So here's my deal, I always try to carry one all purpose gun, and one "Breakthrough" gun. The difference in that an all purpose is meant for the majority of zombie killing, and a breakthrough gun is for when a zombie or two is blocking you and you need to get past them quickly. Here are my top AP guns and Breakthrough guns in order from best to worst. All Purpose ----------- Raygun Galil Commando Hk-21 Rpk G11 Aug Dual Cz75 Fn-Fal Single Cz75 Breakthrough ------------ Thundergun Spas-12 HS10 Crossbow(upgrade only) Raygun Dual Cz75 Now that isn't to say other guns cant do these jobs, but these are in my opinion the best for it. If you have one gun from each of these lists, you're set to go. If not, i'd get one and upgrade it, then try for another before upgrading my second gun. As you may notice if you have a Raygun, you can choose whatever you want as a secondary as it doubles as both. Be careful though, as not only will you run out of ammo, but when using the raygun to breakthrough the rays will damage you as well if you use it at close range. Don't be the guy who kills himself with his own rays. Dual Cz75's should not be used for breakthrough unless thats all you use it for. The reason it makes the list at all is for its fast fire rate and run speed while holding it. --------------------------------------- 3.Level Specific Tactics and Strategies [Lev3] --------------------------------------- So you're moving smart, and you know exactly what guns you want, but wait... WHERE THE HELL AM I??? What good is having everything you need if you aren't where you need. So now I'm going to go through each map. For each one I'm going to outline my strategy and then give a few key notes. Understand that these are my strategies and you are free to try whatever you want. Just be aware that if you do stick to my strategies, that they are built to utilize all of my previous bullet points, specialized for my gun selections, and meant to be for solo play only. Some can be used with multiple people, but they were designed for the loner in mind. On every map, My strategy will involve buying the same gun, the Mpl. The Mpl is a good start gun with very low hipfire spread, but it pays for it with its small 24 bullet clip. As such, RELOAD! Reload early and often. In you kill 1 zombie and none are around, reload. If you kill a bunch, and another 10 or so are behind them but need time to close in, reload. I don't care if you have 22 or 5 bullets left, if you have the time to, reload. Keep in mind that I also am assuming you have some familiarity with these levels as I wont be going into detail on them. 3.1. Kino der Toten [Der3] =================== Righty o'. The good 'ole theatre of the dead, and im my opinion the easiest of the zombie maps. Great for beginners and veterans alike, and easy to get a grasp of. Here we go... Round 1-3: Starting in the main lobby, go behind the bar and buy your quick revive. Zombies only take 1 knife to kill, so save your ammo and knife. Let the zombies come through the walls. This is for two reasons. First, you can repair the doors for up to 40 points, and second, the zombies only drop pickups when they are inside the play area. This way you have a chance for a Max ammo or a 2x points. At the end of the round, board up the door closest to Quick revive and the upstairs door. This way you can deal with the zombies in "waves". Stay mobile and knife up until round 3. At round 2 its 2 knifes, and round 3 its 3. At round 3 it gets tough, so board all the doors you can and start using your pistol. 1 full clip and a knife usually does the trick if a couple of shots hit the head. Just don't headshot the whole clip or it will kill your undead friend. Use grenades if you get overwhelmed. Round 3-7: As soon as you finish round 3, if you have one left repair all the doors. If not, then at least repair the downstairs door next to the double doors that connect to the theatre. If you don't know which one it is, its the double doors that you cant open. After this you are going to open the downstairs door and go buy the Mpl off of the wall. Facing into the room, its next to the spawn door on the right. Using the Mpl to hipfire headshot, you should run a path from the door next to the Mpl to the door on the opposite side of the room, clearing and zombies off the door. This should only take 1-2 shots per zombie if done right. Remember little taps and stationary hipfire. As you run back and forth, make sure to check down the long hall and clear any incoming zombies before maintaining your door cleaning. Don't let the zombies break down the side doors. This sounds a little complicated, but its easier that it sounds. If they do break through, use grenades and run zig-zag from corner to corner behind the wall partition. Buy ammo for the Mpl whenever you need to, but I usually don't have to. Around round 5-7 you will hit your first dog round. Make sure you have enough ammo, and get ready. Try to shoot the dogs as soon as they appear in the flash of lightning. These are pretty easy, and if you get into trouble, just run. You are faster than the dogs and can always run away. You should be able to hit around 7000 points before long, sometimes even before dogs come. Once you do, leave one zombie (crawler) and open the door to the alleyway. Continue all the way around buying doors until you get to the stage. If you pass the mystery box, ignore it for now. Hit the power, buy juggernog and spend the rest of your points on the mystery box. You want to get at least one decent gun, but even if you get a good gun on your first try, use the rest of your points to try to get another, or a better one. If you get 2 usable guns right away, and have 1000 points left, consider buying claymores as the sooner you do, the better. Round 7-20: From here on, its simple really. If you didn't get a good gun to upgrade from the box, continue to leave one at the end of the round until you do, and then save up to upgrade it. Once you have one upgraded gun, try to get another worth keeping and save to upgrade that one. Once you have Juggernog and two good upgraded guns, you are free to spend your points how you see fit. So basically, a lot of people like to use the other route to get to the stage, because it opens up the route to speed cola as well. So why do I go the other way? Because when you are on the stage, you want to stand in front of the room that leads to the dressing room. When that door is closed it makes for a great start point for your run route. Every round you are going to start back here. On the other hand, if you go through the dressing room to make it to the stage then you have to start on the other side, where its more cramped and easier to stuck, swarmed and screwed. 3 S's = Bad. When you start to get overwhelmed, use the large area of the stage to evade the hordes and head out towards the main lobby where the game started. From there its out to the alley, and back around to the stage, where it all begins anew. Simple. When running your route make sure that you only stop to shoot for a short time. If you spend too much time in one place, the zombies will block you on your way back to the stage when you are on the stairs. This is very bad. While the stairs are a terrible place to be against zombies, against the dogs it makes the perfect place. Get some marshmallows and camp down. Round 20+: Basically its the same strategy, but since the zombies get stronger you need to conserve ammo more. If you have saved claymores, feel free to use em as you need em. If you have extra points, hit the auto-turret on the stage to help you out. Always keep the teleporter active in case you need it, and stick to your run route. Basically you're indestructible until you're own boredom kills you. Recommended Stop Points: So when running there are a few good spots to stop, turn around and vaporize a few zombie domes. There is the top of the stairs leading from the theatre to the main lobby, then the end of the hallway leading to the Mpl room. You can stop and get a few as they turn the corner in the alley, but I find it's better to hi-tail it to the stage as soon as you hit the alley. Then whip around and watch the door you just came through (from the stairs) and get a ton of headshots as everything spills out in a single file line. 3.2. Five [Fiv3] ========== Ahh, Five. Second of the three zombies maps, and in my opinion the hardest one. Five is smaller than the other maps, and you cant get the thundergun, so it takes a lot more time to get down. Lets hope the name isn't the same as the number of rounds you survive. Round 1-3: Starting off the the boardroom, buy your quick revive, and smash all the windows yourself. Its fun, and it saves the time of waiting for the zombies to break them down. Knife only and make short work of round 1. Next repair the two doors closest to quick revive, and if any zombies broke through the wall then repair them too. Try to only use knife on round 2, but 4 pistol shots and a knife will do it if you must. Grenade if you get overwhelmed. Try to repair all doors before round 3 starts, and go with the 8 shot (full clip) and knife strategy. Try to knife off as many as you can before they get through the doors. Rounds 3-6: Now I say 6, but sometimes, its less and sometimes its more. Basically, you want to have around 7000 in points. So after round 3, buy the first door and get yourself, you guessed it, the Mpl. Buy the barricade blocking the elevator and defend in front of it. Clear any zombies of the doors to your left and right and keep an eye on the hallway. If you get overrun, you have 2 options. You can take the elevator down and try to do circles around the catwalks until you have 7000, which is the easier choice to get away, but the catwalks are very hard to stay alive on. You can also try what I do, which is to lure the zombies at the leftmost corner (facing away from elevator) near the elevator, then sprint down the left wall, through the metal detectors and into the board room. This was hard for me at first, but now is as easy as punching a baby. Buy ammo in between rounds if you get low, because getting it mid round is really tough. Once you have 7000, leave one (crawler) and go down the the elevator, buying your way all the way down to the 3rd floor and hit the power. Peek in the lab windows and find the mystery box to try and get 1 good gun. Ideally you want to get a good gun, with enough money left to get Juggernug after but this is not always possible. Use the teleporters to save money if going to get juggernog. After obtaining a good gun, use the teleporters until you get back to the board room, and take up back by the elevator again. Try to hit the defcon switches now while you can. Also, call the elevator back to the second floor. Round 7: I say 7 but this may be 8 depending on what happened earlier. If everything went right you should be on the top floor, in front of the elevator again. This round might end up being the thief round, and if it is make sure you take out your weakest weapon. I will cover fighting the thief later, so read on for a strategy on him. Usually for me, this round is a regular round, so the idea here is to hold out in front of the elevator like before until you get overwhelmed. Once you do, go down the elevator and if you couldn't before, buy juggernog. You should have enough now, if not...well good luck. After buying Juggernog, quickly sprint over to the 3rd floor elevator and either call it, or if you did before, take it down to the labs. Once down in the labs run straight as far as you can. Usually a few zombies turn the corner right away as soon as you get out the elevator so break through them. Basically, the idea now is that the entire third floor is your run route. There are 3 labs down here and the small power room. One lab has the bowie knife, one has the grenades, and the third has claymores and only one entrance. Immediately as soon as possible, open up the bowie, and grenade labs. If you were lucky earlier, one of these you would have already opened to get to the mystery box. The idea here is to use the long hallways, and weave in and out of the different labs to keep moving. Don't go down the dead ends and try not to use the teleporters. If they send you somewhere you don't want to be, prepare to succumb to the 3 S's. Remember to take your time. Lure the zombies in before going through a lab so they don't cut you off on the other side. Round 8+: Using the third floor to keep moving avoid the hordes to the best of your ability. If you need to, use the elevator to escape, or if no other option presents itself use a teleporter. When you save up enough to upgrade, leave one, or sprint up to activate the last defcon switch (you should have it always set up) to upgrade your guns. Then get back to the basement. While this level has the simplest plan, it is very hard to do right. Eventually I got it down, and now only getting a gun stolen by the thief screws me up. Thief Rounds: Okay...So this is pretty tough on solo. Firstly, always make sure you have him steal your weakest gun. Then chase him around the labs and shoot him. If you lose him into a teleporter, you can chase after him, but there is a good chance you'll lose him. Personally, I like to wait in the main intersections and look for the red mist that he leaves behind. The best way to take care of this annoying jerk is to buy claymores as soon as possible and when the thief round starts set up as many as you can so that he either runs into them as he comes at you, or after he steals your gun and is running around. Another good way to do this is to put your claymores on the second floor in front of the elevator. You do this by leaving one zombie and putting them all down when he's crawling around. Since you're always on the 3rd floor nothing will set them off, and at the beginning you can take the elevator up and lure him into a minefield. Recommended Stop Points: So while you're running around in the maze that is the 3rd floor, where should you stop and shoot? Well, I feel the best places are at corners and intersections. The corner behind the grenade lab, with the teleporter right in the corner is a great spot. The halls are wide, and the lead up is long. At any intersection, make sure you check down each way, assess and identify your escape route first, then turn around and take a few shots. Keep moving more than normal here, for many blind corners can get you trapped if you stay in one place. Another interesting note for five, is that I feel speed cola is much more valuable. Since the map is smaller, you have less time to reload than usual. 3.3. Ascension [Asc3] =============== Okay, the first of what I hope will be more Dlc zombies maps for Black Ops. Ascension is easier than five, but still harder than Kino. To open the PaP machine you must use all 3 landers (not the one near the start) and then launch the missile via a button by the power switch. Round 1-3: So you start in the G-Force training room, so head under the revolving arm and buy your quick revive. Make sure if you hear the siren, you aren't inside the circle on the floor, trust me. So as per usual, let your brainless buddies stumble in and knife them in their faces. Easy enough. For round 2 you don't need to repair any doors, but I always repair the one under the stairs. What you wanna do is stand in the area of the downstairs that houses the landing pad, and lure the zombies to you. Use the 2 knife strategy until round 3. Repair all doors before round 3. Go back to the pad, and use the full clip and knife strategy to pass round 3. Use grenades if you need to. Run the corners if you get overwhelmed and break through around the revolving arm. Round 3-6: After round 3, buy the door by the quick revive, and buy...THE MPL! You're gonna stand by the broken wall on the first floor under the stairs, clearing any zombies from it, and defending from any coming through the door first and foremost. If nothing is blocking the door, take care of the ones coming down the stairs as they come at you. Usually they'll come at you in a straight line. If you get overwhelmed, you want to head back through the door into the G-force training room and take up back at the landing pad alcove. From there hug the corner closest to the fence and headshot everything in a straight line. When they get too close run along the walls to the opposite corner and straight out under the revolving arm, and either in a circle there, or back into the mpl room. Stay with this strategy until you have 7000 points, whether its round 6 or 7. Buy ammo as needed. When you get 7000+ points, leave one (crawler) and buy up as far as you can, all the way to the power switch. Hit the power, and backtrack to juggernog. Now, this stage is not the same as the rest. If you buy Juggernog now, you will have to fight the monkey round earlier than usual, but it's negligible whether thats really all that bad. In other words, if you are confident that you wont get hit, don't buy it. Wait until after your first monkey round. After getting Juggernog (or not) go and spin the mystery box. It always starts up by the power switch. There are two scenarios here. Ideally you want to have enough left to open the gate out to the landing pad area (over by where the grenades are), But sometimes the box is not so generous. If you don't end up with enough, spend another round in the Mpl room and save one at the end to open up to the landing pad. Round 7+: So the deal here is the landing pad is going to be your start point now for all rounds except the monkey rounds. Stay back against the left side wall (facing out towards the rest of the map) and watch the opening in front and the door on your left. Ideally you want to be by the little window by where the mystery box spawns so you can see the door on the left without being in there. When they start to overwhelm you, use the space in the landing pad to your advantage to break through past the zombies, down the stairs and to the left of the gate you unlocked to get here. This way, there is an auto-turret and a door back to the G-force room. You guessed it, open the door to the G-force room, and you have your run route. Continuously run up, then out toward the landing pad and back to the G-force room. In the later rounds, after opening the PaP and upgrading your guns you can open the door opposite the gate to the landing pad, and have tons of rooms and paths to weave in and out of to escape pursuers. Try not to buy any perks other than Juggernog or Quick Revive, as you wont be able to defend them during monkey rounds. Monkey Rounds: So for the monkey rounds you need to camp down the juggernog machine, because if they take it, you're in trouble. Try to get the claymores and set them up to help defend juggernog. For some reason the monkeys don't steal Quick revive as fast, so make sure juggernog is safe first. Monkeys can be tough because they are hard to hit, and if they group up on you, once they start doing their ground pounding move its all over. The best guns to use against the monkeys are Shotguns, Rayguns, The thundergun or an explosive launcher. The upgraded M1911 works wonders for these little jerks. Throw black holes if you have em, you'll get em back anyway, but don't use grenades as they will chuck them back at you. Recommended Stop Points: So Ascension doesn't have too many places I would recommend to stop and shoot when running around. After leaving the landing pad, you can shoot a little bit from near the auto-turret, then again from the catwalk in the g-force room. Once jumping down, I suggest heading straight for the landing pad, so you don't get stuck. If you have the gate next to the power open, and the door opposite of the landing pad gate, you can lure them towards the PaP room before heading back to the landing pad. ------------------------------------------------- 4.Converting Solo Skill Into Successful Team Play [Mul4] ------------------------------------------------- So this is a solo guide, but no matter how good you get at solo, if you play the same when working with a team, you're bound to fail. Here I'm going to just outline a few basic bullet points to help great solo players better fit into a 2,3 and 4 man team. -DONT BE A HOARDER The number one mistake a good solo player, and many good zombies players make when in a team is to think that just because they are killing so many zombies that they are doing good. Getting a high kill total is great, except it steals all the points away from your teammates who may need those points. It also uses up all your ammo, which you probably need. Sure I can run around the map by myself the whole time while my teammates keep dying, but then shouldn't I just play solo? A good teammate knows when to help, and when to lay back and save some ammo while his weaker teammates get their point totals up. -BE A NUISANCE Obviously, this doesn't apply to your team, but to the zombies. Are your teammates in trouble? Do they need to reload? Get most of the attention on you and evade them until your team can regain itself. A lot of times, it helps for one teammate to run a route and keep a horde following him while teammates take on a smaller swarm. If you do this, DONT USE TRAPS! By using the traps you are only wasting points that people could use, and then when those zombies respawn, an enormous swarm might all unexpectedly come at your teammates. -KNIVES MAKE ME BALLISTIC This is more of a personal preference than anything, but I hate Ballistic knives. Yea they can instantly revive a downed teammate, but other that that they suck. I would rather have a Raygun and Quick Revive than an upgraded Ballistic knife any day. The Ballistic NEEDS the bowie to be anywhere near useful and for an upgraded ballistic and bowie thats 8950 points. A Raygun and Q.R is 2450. That means you are spending three times as many points for something that isn't even twice as useful. Sure it doesn't need ammo, but you need to be close to use it, its useless in helping your team deal with a swarm, and a raygun can be used when downed. I don't understand why anyone would voluntarily use a spot that they could use for a good gun, on anything as terrible as a ballistic. If you want to knife stuff, just buy a bowie later. When your secondary runs out, you're pretty much useless to your team. Sure you can pick your buddies up, but with no good gun to defend them with they're probably gonna go down again anyway. Sure you can buy a wall gun to have ammo again, but good luck doing enough damage on higher rounds to help anyone. Team play is completely dependent on everyone working together to save all of their collective ammo. ------------ 5.Outro [Out5] ------------ So here we are, the end. By reading this FAQ you now have all the knowledge you need to be a certified zombie massacre machine. Just remember to practice and don't get discouraged. Zombies are heartless...mostly, so they don't realize when they're being frustrating. Copyright 2011 "DdubEezy" Kyle Mignone


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Clemons was hospitalized about a week ago after suffering a stroke at his home in Singer Island, Fla. He died of complications from the stroke, spokeswoman Marilyn Laverty said Saturday.
Known as the Big Man for his imposing 6-foot-5-inch, 270-plus pound frame, Clemons and his ever-present saxophone spent much of his life with The Boss, and his booming saxophone solos became a signature sound for the E Street Band on many key songs, including "Jungleland," a triumphant solo he spent 16 hours perfecting, and "Born To Run."
In recent years, Clemons had been slowed by health woes. He endured major spinal surgery in January 2010 and, at the 2009 Super Bowl, Clemons rose from a wheelchair to perform with Springsteen after double knee replacement surgery.
But his health seemed to be improving. In May, he performed with Lady Gaga on the season finale of "American Idol," and performed on two songs on her "Born This Way" album.
Clemons said in a 2010 interview with The Associated Press then that he was winning his battles -- including severe, chronic pain and post-surgical depression. His sense of humor helped.
"Of all the surgeries I've had, there's not much left to operate on. I am totally bionic," he said.
"God will give you no more than you can handle," he said in the interview. "This is all a test to see if you are really ready for the good things that are going to come in your life. All this pain is going to come back and make me stronger."
An original member -- and the oldest member -- of the E Street Band, Clemons also performed with the Grateful Dead, the Jerry Garcia Band, and Ringo Starr's All Star Band. He recorded with a wide range of artists including Aretha Franklin, Roy Orbison and Jackson Browne. He also had his own band called the Temple of Soul.
The stage "always feels like home. It's where I belong," Clemons, a former youth counselor, said after performing at a Hard Rock Cafe benefit for Home Safe, a children's charity, in 2010.
Born in Norfolk, Va., Clemons was the grandson of a Baptist minister and began playing the saxophone when he was 9.
"Nobody played instruments in my family. My father got that bug and said he wants his son to play saxophone. I wanted an electric train for Christmas, but he got me a saxophone. I flipped out," he said in a 1989 interview with the AP.
He was influenced by R&B artists such as King Curtis and Junior Walker. But his dreams originally focused on football. He played for Maryland State College, and was to try out for the Cleveland Browns when he got in a bad car accident that made him retire from the sport for good.
His energies then focused on music.
In 1971, Clemons was playing with Norman Seldin & the Joyful Noise when he heard about rising singer-songwriter named Springsteen, who was from New Jersey. The two hit it off immediately and Clemons officially joined the E Street Band in 1973 with the release of the debut album "Greetings from Asbury Park."
Clemons emerged as one of the most critical members of the E Street Band for different reasons. His burly frame would have been intimidating if not for his bright smile and endearing personality that charmed fans.
"It's because of my innocence," he said in a 2003 AP interview. "I have no agenda -- just to be loved. Somebody said to me, `Whenever somebody says your name, a smile comes to their face.' That's a great accolade. I strive to keep it that way."
But it was his musical contributions on tenor sax that would come to define the E Street Band sound.
"Since 1973 the Springsteen/Clemons partnership has reaped great rewards and created insightful, high energy rock & roll," declared Don Palmer in Down Beat in 1984. "Their music, functioning like the blues from which it originated, chronicled the fears, aspirations, and limitations of suburban youth. Unlike many musicians today, Springsteen and Clemons were more interested in the heart and substance rather than the glamour of music."
In a 2009 interview, Clemons described his deep bond with Springsteen, saying: "It's the most passion that you have without sex."
"It's love. It's two men -- two strong, very virile men -- finding that space in life where they can let go enough of their masculinity to feel the passion of love and respect and trust," he added.
Clemons continued to perform with the band for the next 12 years, contributing his big, distinctive big sound to the albums, "The Wild, The Innocent and the E-Street Shuffle," "Born to Run," "Darkness on the Edge of Town, "The River" and "Born in the USA." But four years after Springsteen experienced the blockbuster success of "Born in the USA" and toured with his group, he decided to disband the E Street Band.
"There were a few moments of tension," the saxophonist recalled in a 1995 interview. "You've been together 18, 19 years. It's like your wife coming to you: `I want a divorce.' You start wondering why? Why? But you get on with your life."
During the breaks, Clemons continued with solo projects, including a 1985 vocal duet with Browne on the single "You're a Friend of Mine" and saxophone work on Franklin's 1985 hit single "Freeway of Love." He released his own albums, toured, and even sang on some songs.
Clemons also made several television and movie appearances over the years, including Martin Scorsese's 1977 musical, "New York, New York, in which he played a trumpet player.
The break with Springsteen and the E Street Band didn't end his relationship with either Springsteen or the rest of the band members, nor would it turn out to be permanent. By 1999 they were back together for a reunion tour and the release of "The Rising."
But the years took a toll on Clemons' body, and he had to play through the pain of surgeries and other health woes.
"It takes a village to run the Big Man -- a village of doctors," Clemons told The Associated Press in a phone interview in 2010. "I'm starting to feel better; I'm moving around a lot better."
He published a memoir, "Big Man: Real Life and Tall Tales," in 2009 and continued to perform.
He is the second member of the E Street Band to pass away: In 2008, Danny Federici, the keyboardist for the band, died at age 58 of melanoma.


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The U.S. government's report today that the unemployment rate is down and hiring is up showed some good news for tech workers as well.
The tech industry added 7,100 jobs last month, an increase of .17 percent from the previous month, according to U.S. Bureau of Labor Statistics data analyzed by the TechServe Alliance, an industry group that tracks labor data month to month.
[ Get sage advice on IT careers and management from Bob Lewis in InfoWorld's Advice Line blog and newsletter. ]
This brings the overall employment number for the industry to 4.068 million, which represents a year over year gain of 2.1 percent. Tech industry employment is nearing the all-time high of 4.088 million, which was set in June, 2008, according to TechServe. The government counts employees working high technology industries as tech workers. Someone working in IT at a food manufacturing company, for instance, may not be counted as a tech worker.
Mark Roberts, CEO of the alliance, said member firms are reporting, anecdotally, strong demand for IT professionals. "I remain very bullish going into 2012," he said.
The national unemployment rate dropped to 8.6 percent, with U.S. payrolls up by 120,000 workers overall.
Tech wages may be seeing gains as well, though the data supporting this is more anecdotal. One study by Yoh Services, a technology staffing firm that tracks the wages of its workers, said Thursday that wages for highly skilled workers increased by 6.85 percent in September compared to the year ago month.
The Philadelphia-based company called that wage increase "remarkably strong." Yoh reported that the average hourly wage of skilled temporary workers in technology, engineering, life sciences, and healthcare is now at $31.85.
The Federal Reserve Board, in its Beige Book released this week, also reported wage gains for IT workers. The Beige Book is a collection of reports about economic from around the country.
In San Francisco, for instance, high levels of unemployment kept compensation gains minimal in most sectors. "The primary exception was workers in information technology fields, such as software developers, who continue to see high levels of recruiting activity and significant wage increases," the Fed reported. In Boston and Kansas City, the Fed reported wage increases for tech workers.
Patrick Thibodeau covers SaaS and enterprise applications, outsourcing, government IT policies, data centers and IT workforce issues for Computerworld. Follow Patrick on Twitter at @DCgov, or subscribe to Patrick's RSS feed. His e-mail address is firstname.lastname@example.com.
Read more about careers in Computerworld's Careers Topic Center.
This story, "U.S. tech employment nears its all-time high" was originally published by Computerworld.


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Henry Ossawa Tanner
1859 – 1937
Henry Ossawa Tanner was born in Pittsburgh in 1859, the first of five children born to Reverend Benjamin Tucker Tanner, a future bishop in the African Methodist Episcopal Church, and Sarah Tanner, a former slave who had escaped on the Underground Railroad. Their son's unusual middle name was derived from the name of the town Osawatomie, Kansas, where the abolitionist John Brown had initiated his antislavery campaign. The family settled in Philadelphia in 1868, and in 1879 Tanner enrolled in the Pennsylvania Academy of the Fine Arts where he studied under the direction of Thomas Eakins. He began to exhibit at the Academy and at the Philadelphia Society of Artists. In 1889 he established a photography studio in Atlanta, Georgia. Although this venture failed, it was there that the young artist met a bishop in the Methodist Episcopal Church named Joseph Crane Hartzell, who arranged for him to teach drawing at Clark University. In 1890 Hartzell organized an exhibition of Tanner's work in Cincinnati, and when none of the paintings sold he and his wife purchased them, thus providing Tanner with adequate finances for a period of study in Europe.
In 1891 Tanner proceeded to Paris and commenced study under Jean-Joseph Benjamin Constant and Jean-Paul Laurens at the Academie Julian. Paris attracted him not only as a place to study art, but also because it provided a more liberal atmosphere free of the racial prejudice he had suffered in the country of his birth. Tanner soon joined the American Art Students' Club and spent his first summer in France with the colony of artists at Pont-Aven, Brittany. Tanner's choice of subject matter was briefly influenced by a growing consciousness of his racial identity, and during a trip to America in 1893 he delivered a paper entitled "The American Negro in Art" at the World's Congress on Africa in Chicago. His concern during this period for creating dignified and sympathetic portrayals of negroes in art is exemplified by The Banjo Lesson (1893, Hampton University Museum, Virginia).After returning to Paris in 1894 one of Tanner's paintings was accepted for exhibition at that year's Salon. He abandoned the negro genre and, probably as a result of his intensely religious upbringing and the popularity of Oriental subjects during this period, began painting the biblical scenes that made him famous. After Daniel in the Lions' Den (1895, location unknown) won honorable mention in the 1896 Salon, Tanner began to regularly achieve some important form of official recognition, and museums started to acquire his paintings. The following year, thanks to the financial backing of his lifelong friend and supporter Rodman
Wanamaker of the Philadelphia retail firm, Tanner embarked on the first ofseveral long trips to the Near East. These trips were made in order to familiarize himself with the topography and appearance of the people there, thus increasing the visual appeal of his biblical subjects by scrupulous attention to original settings and naturalistic details. It was also in 1897 that Tanner's Resurrection of Lazarus (1896, Musee d'Orsay, Paris) won a third class medal at the Salon and was purchased by the French Government for the Luxembourg Gallery. Although Tanner is best described as an expatriate, he maintained close ties to the country of his birth and remained concerned about the negro's struggle for equality. In 1899 he married Jessie Macauley Olssen, an American of Scandinavian descent. Booker T. Washington visited him in Paris that year, and Tanner painted his portrait. He was a regular contributor to the NAACP after it was founded in 1910. In 1909 he was made an associate member of the National Academy of Design, along with Mary Cassatt, and he was elected to full membership in 1927. Severely depressed during World War I, Tanner curtailed his artistic activity and worked for the American Red Cross. Although he later returned to art, he no longer enjoyed the success and international prominence of the pre-war years and began a period of gradual decline. He achieved one of his greatest distinctions in 1923, however, when the French government named him chevalier of the Legion of Honor. He died in Paris in 1937. [This is an edited version of the artist's biography published, or to be published, in the NGA Systematic Catalogue] Bibliographic ReferencesMathews, Marcia M. Henry Ossawa Tanner, American Artist. Chicago and London, 1969. Mosby, Dewey F., Darrell Sewell, and Rae Alexander-Minter. Henry Ossawa Tanner. Exh. cat. Philadelphia Museum of Art; Detroit Institute of Arts; High Museum of Art, Atlanta; M.H. DeYoung Memorial Museum, San Francisco. Philadelphia, 1991. Bearden, Romare, and Harry Henderson. A History of African-American Artists from 1792 to the Present. New York, 1993: 78-109. Mosby, Dewey F. Across Continents and Cultures: The Art and Life of Henry Ossawa Tanner. Exh. cat. Nelson-Atkins Museum of Fine Art, Kansas City, 1995. Torchia, Robert Wilson, with Deborah Chotner and Ellen G. Miles. American Paintings of the Nineteenth Century, Part II. The Collections of the National Gallery of Art Systematic Catalogue. Washington, D.C., 1998: 195-196.
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How do I listen to FM radio on the TV?
Follow the instructions below to listen to FM radio on your TV.
When you use FM Radio function for the first time:
- Press HOME button on your remote.
- Select Settings → System Settings → Channel Set-Up → FM Radio Set-Up → Auto Tuning.
To listen to radio:
- Press HOME button on your remote.
- Select Applications/All Apps → FM Radio.
- Press PROG +/– on remote to select an FM radio station.
To exit from the radio function, press RETURN.
To change preset radio stations:
- Press OPTIONS button on your remote when the TV is in FM Radio mode.
- Select FM Radio Presets.
- Press ↑/↓ button on the remote then ⊕ button to select the radio station you want to change.
- Press ↑/↓ button on the remote then enter ⊕ button to change the FM frequency then to edit FM Radio station name.
- If your TV does not have good FM radio reception, purchase an FM antenna and connect it to the RF connection input terminal on the TV.
- If the station has a noisy sound, you may be able to improve the sound quality by pressing ↑/↓ button on the remote.
- When an FM stereo programme has static noise, press AUDIO until "Mono" text appears on screen. There will be no stereo effect, but the noise will be reduced.


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The Pastoral Guide, by Pope St Gregory the Great
On preaching and speaking
A spiritual guide should be silent when discretion requires and speak when words are of service. Otherwise he may say what he should not or be silent when he should speak. Indiscreet speech may lead men into error and an imprudent silence may leave in error those who could have been taught. Pastors who lack foresight hesitate to say openly what is right because they fear losing the favor of men. As the voice of truth tells us, such leaders are not zealous pastors who protect their flocks, rather they are like mercenaries who flee by taking refuge in silence when the wolf appears.
The Lord reproaches them through the prophet: They are dumb dogs that cannot bark. On another occasion he complains: You did not advance against the foe or set up a wall in front of the house of Israel, so that you might stand fast in battle on the day of the Lord. To advance against the foe involves a bold resistance to the powers of this world in defense of the flock. To stand fast in battle on the day of the Lord means to oppose the wicked enemy out of love for what is right.
When a pastor has been afraid to assert what is right, has he not turned his back and fled by remaining silent? Whereas if he intervenes on behalf of the flock, he sets up a wall against the enemy in front of the house of Israel. Therefore, the Lord again says to his unfaithful people: Your prophets saw false and foolish visions and did not point out your wickedness, that you might repent of your sins. The name of the prophet is sometimes given in the sacred writings to teachers who both declare the present to be fleeting and reveal what is to come. The word of God accuses them of seeing false visions because they are afraid to reproach men for their faults and thereby lull the evildoer with an empty promise of safety. Because they fear reproach, they keep silent and fail to point out the sinner's wrongdoing.
The word of reproach is a key that unlocks a door, because reproach reveals a fault of which the evildoer is himself often unaware. That is why Paul says of the bishop: He must be able to encourage men in sound doctrine and refute those who oppose it. For the same reason God tells us through Malachi: The lips of the priest are to preserve knowledge, and men shall look to him for the law, for he is the messenger of the Lord of hosts. Finally, that is also the reason why the Lord warns us through Isaiah: Cry out and be not still; raise your voice in a trumpet call.
Anyone ordained a priest undertakes the task of preaching, so that with a loud cry he may go on ahead of the terrible judge who follows. If, then, a priest does not know how to preach, what kind of cry can such a dumb herald utter? It was to bring this home that the Holy Spirit descended in the form of tongues on the first pastors, for he causes those whom he has filled, to speak out spontaneously.
Indeed, see how full the world is of priests, but yet in God's harvest a true labourer is rarely to be found; although we have accepted the priestly office we do not fulfill its demands.
Think over, my beloved brothers, think over his words: Pray the Lord of the harvest to send labourers into his harvest. Pray for us so that we may be able to labour worthily on your behalf, that our tongue may not grow weary of exhortation, that after we have taken up the office of preaching our silence may not bring us condemnation from the just judge.