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Sim Girl Walkthrough :
This walkthrough for Sim Girl [PC] has been posted at 04 Jan 2011 and is called "Walktrough". The Walkthrough has been commented 1 times. If walkthrough is usable don't forgot thumbs up and share this with your freinds. And most important we have 2 other walkthroughs for Sim Girl, read them all!
Walkthrough - Walktrough
# Starting the Game and a Brief Guide to the World of Simgirls. ******At any point in time, if there turns out to be something I missed or something that should change in this walkthrough, I will edit this first post to reflect the best possible guide to Simgirls at that time. I will post the version up top and last edit date of the walkthrough at the bottom of the post every time I edit it.****** If you have problems with buttons not working during the game, make sure that caps lock is off. Also make sure you are NOT using Firefox if playing the 99megastore version of the game. If you are playing the Newgrounds version dont worry about it. Before reading this guide, keep in mind that the walkthrough contained here is not the only way to do things. There are beginning decisions that affect how you play the game and spend some of your energy. This walkthrough guide tries to give as much general help as possible, but only follows a single path completely and thoroughly. Below the first few questions you will be asked and their effects on the game are explained. If you do not choose the options this walkthrough asks for, you will not have the same game play as everyone else. Creating Your Player Character: Part 1 In the very beginning of the game, you are asked several things. On one screen, you will be asked what type of character you would like to play as. You have four options, listed in order from left to right: Criminal: Criminals are good at strength. The differences in game play are: When studying you can only get 5-9 knowledge each time. When having sex for charm you can only get 5-9 charm each time. When training for strength you can get 15-19 strength each time. When working as a drug dealer, you only have a 5% chance of getting caught (instead of a 15% chance for everyone else). When working as a Tutor, your wage is decreased 20% Playful: Playful people are good with charm. The differences in game play are: When studying you can only get 5-9 knowledge each time. When having sex for charm you can get 10-14 charm each time. When training for strength you can get 10-14 strength each time. When working as a Salesman, your wage is increased by 30% When working as a Tutor, your wage is decreased 20% Note: No, Playful does not make you any better at talking to the girls. Only your stat levels do, and although charm does more than others, if you dont up your charm you are as good with the girls as anyone else who starts the game. More on how exactly these stats compare when talking to the girls can be found in the Relationships: Kotomi and Tomoko section. Intelligent: Intelligent people are. well.. ummm. whats the word. uh Idea intelligent! (This is the type you will need to pick to follow the Walkthrough after this introduction) The differences in game play are: When studying you can get 15-19 knowledge each time. When having sex for charm you can only get 5-9 charm each time. When training for strength you can only get 5-9 strength each time. When working as a Tutor, your wage is increased 20% Casual: Casual people are more balanced in all stats. The differences in game play are: When studying you can get 10-14 knowledge each time. When having sex for charm you can only get 5-9 charm each time. When training for strength you can get 10-14 strength each time. When working as a Tutor, your wage is not affected. The rest of the jobs you have the same penalties/ rewards as the types not best suited for that job. On the next screen, you will be asked to give a name, height, and weight. Whatever you decide to put down will not affect game play or whether or not the tutorial will work for you. Beginning the Game After you complete this screen, you will go through a sequence and wind up at the high school. Here you can have things and characters explained to you. It is not necessary to do anything here, and you may either look around for as long as you want, or exit immediately. People you can have explained include Ryuji, Ami, and Kotomi by clicking on them. You can also click on the door to the left to enter the classroom. Here is where you will study during the game. You study by clicking on the books on the desk near you, however right now Tomoko is blocking your view of that desk. In the classroom you can click on Akira or Tomoko to have them explained to you as well. After you exit, you will see the main beginning sequence of the game. You may watch it or press the x on the screen to skip it. Creating Your Player Character: Part 2 Once the movie has ended, or after you click the x to skip, you will be at another screen, where you will be asked to assign 27 points split any way among the 3 basic stats: Strength- Strength affects how much damage you do in battle, and how fast you are in the pool. It also will increase how fast your relationship points increase when interacting with Tomoko or Kotomi. (For the Tutorial, put all stat points on this stat, giving you a total of 28 points of strength). This stat also increases the amount of money you receive when working as a Drug Dealer. Working as a Drug Dealer will pay you 5.0 times your strength points (paid in dollars), but it takes 50% of your daily energy to work, AND drug dealing risks you getting caught and having to pay 15.0 times your strength points for a lawyer! Thats 3 times what you would earn! Knowledge- Knowledge affects how well you do on tests, and whether or not you get a scholarship on tests or not. Remember that the better you do on tests the more relationship points you will gain with all the girls. And if you do poorly you will lose relationship points. Knowledge also will increase how fast your relationship points increase when interacting with Kotomi (and slightly with Tomoko). This stat also increases the amount of money you receive when working as a tutor. Working as a Tutor will pay you 2.5 times your knowledge points, but it takes 35% of your daily energy. Charm- Charm affects how well you talk to the girls. While this effect could have a few unknown effects (only Sim Man knows), it is the main stat that increases the relationship points you gain when interacting with either Tomoko or Kotomi. It will also increase the amount of money you receive when working as a Salesman. Working as a Salesman will pay you 1.5 times your charm points, but it takes 45% of your daily energy to work. After you assign your stat points, you will end up at the birds eye view of the city. If you look in the upper right hand corner, you will see two items, a cell phone, and a PDA. * The cell phone is for calling and receiving phone calls from Tomoko and Kotomi (once you have gained enough relationship exp with the girl to do so). You may also call Ami, although she will never call you. It costs 5En (En=energy) to make phone calls to a girl, however, if they call you, and you answer the phone, you do not lose any En. Keep that in mind. More on the phone is explained later, in the Relationships: Kotomi and Tomoko section as Note 5. * The PDA has many uses. It has a help menu for a brief guide to the game from Sim Man, a to do calendar which keeps track of all the special events over the next 100 days, and a status button to look at your progress in the game (can also press space bar at the birds eye view of the city to see your status). Try to keep track of the days and what events are coming up. Back to the same birds eye view of the city, you will see there are a number of buildings. * Home: The southern-most building, this is where you sleep when you run out of energy each day. On the computer you can check your puzzle pieces you have collected from Tomoko on your dates with her (6 total). These are obtained by having successful dates where you fill her bar completely and kiss her. Also a basement where you will later find Karin and care for her (more on Karin in the Relationships: Karin section). * Fukoma High: Your school. Its right next to your house. Here you can talk to the girls in the hall. You can also take tests, study, or talk to Akira in the classroom. Finally, you can swim in the pool, and get the trophy by coming to the pool on Swimming Contest days and beating Ryugi (which also greatly increases your relationship points with all girls). Excluding the Swimming Contests, it will be mandatory to show up here whenever there is a school event. These events are on your PDA on the To Do calendar in blue. * City Hall: Here you can use your energy to work. You can use your charm as a salesman, intelligence as a tutor, or strength as a drug dealer. You can also use the model manager to add popularity to your girl of choice. Popularity will determine who prom queen will be, and without your interference, Tomoko will win. Your girl will gain popularity based on how good she looks, which you can improve at the pink screen that you start off every day looking at. More on model manager in the Models sections. Here you will also find all the special events you must go to. These events are on your PDA on the To Do calendar in red. During the days of the KOF Cosplay, Rave Party, Auto Show, Game Show, and Fireworks Festival, you must go to City Hall for the events. * Mall: This is where you can buy Flowers, Teddy Bears, Diamond Rings, Coffees, Handkerchiefs, and Medicines. The first three are used as gifts to your girls. The last three are to stabalize the status of your girl on dates, help you in fights and swimming, and to keep Karin healthy in your basement. Everything but Teddy Bears is used as parts for Amis time machine. You can also come here on a Sunday to meet Tomoko once Tomoko is your close friend (starting with the Sunday on day 35) During this event you will get Karins neclace back. * Mystic Shop: Here you can do a number of things. First, you can save / load your game at the Starlight of Hope. Second, you can find out which items you must obtain to increase your relationship with the girl in the shop, Sana. You can also give her those items once you obtain the full set each time. For which items you need and where to get them, check out the Relationships: Sana section. Finally this is the place you will need to go to when Ami dies, to beat the crap out of the animated version of the creator of the game, Sim Man. More info on the fight with Sim Man in the Fighting: Sim Man section. * Pub: Here you can have sex for more charm, train for more strength, or use your strength to fight people! More info on fighting people in the Fighting: Tutorial section. * Amis Home: Come here on Sundays to work with Ami on her time machine! You will need it if you want to get the good ending with Ami (currently the only complete ending in the game). More info on Ami and her time machine in Day 07 of the tutorial. * Kotomis Home: Once she is your girlfriend, you can come here. You can play her mini game, but no, you cant win, and it really does nothing yet. Once you have enough points for lover, you can come ask her to do something H and she will become your lover if you succeed in the subsequent quiz. * Tomokos Home: Once she is your girlfriend, you can come here. You can play her mini game for extra cash, and once you have enough points for lover, you can come ask her to do something H and she will become your lover if you succeed in the subsequent quiz. Now, on to the tutorial A Guide to Sim Girls as an Intelligent Player Character WITHOUT use of lucrative glitches or bugs for version 4.1 Beta By following this guide you will finish the game with everything accomplished, however not all of this needs to be done and this is not necessarily the fastest way to beat the game. Also, use of the save game feature at any point in time is not mentioned, however would not change anything about the guide itself. Therefore use of the save game feature is ok at the players discretion. Depending on how good you are you may accomplish much more or less than the guide says you should. However do not fret, the guide, if done perfectly, leaves many, many days with nothing to do because you have done everything. So if you fall behind the days do not worry. First off, if you play using this as a guide you will need to pick INTELLIGENT as your character type and after the beginning movie you must put all your stat points into the strength stat. If you do not do this, this tutorial will not be best for you but you can still find helpful information here. Raising Stats: Maxing Intelligence Day 01-06: go to school, go to the classroom, and Study (-50En, +15-18 Knowledge). You will have between 180 and 200 knowledge by the end of day 6. 200 is your current maximum for all stats, so you will not need to study again for a while if you reach 200. If you are not an intelligent player character, it will take you a considerably longer time to complete this step. Sundays: Time Travel 101 for Relationship Points with Ami Sundays will be partially spent with Ami, for 5 Sundays. Which Sundays is up to you, it really doesnt matter, however if you want to achieve the only complete good ending so far, you must bring the right supplies to her on each Sunday (all supplies can be bought at the mall). You will need: 20 Coffee cans on the first Sunday visit. 20 Handkerchiefs on the second Sunday visit. 20 Flowers on the third Sunday visit. 10 Medicines on the fourth Sunday visit. 5 Diamonds on the fifth Sunday visit. If you dont have these items when they are needed, you will simply waste 60 En talking to Ami and she will tell you what you need to bring her. Once youve built the time machine, you have done everything you need to for your relationship with Ami, for info on getting the good ending with Ami, go to the Endings: Ami section. Day 07: The first Sunday. Head to the Mall. Buy 17 Coffees (-$170). Go to Amis house and work with her on the time machine (-60En). Go to City Hall and Tutor (-35En). If you want, use the last 5En to call Ami, although you wont get anything for calling her so no point. Raising Stats: Swimming for Strength and Charm Day 08 10: Go to the mall. Buy 10 Coffees. Today is the day you start swimming. You should have 28 strength points since you put all your points into strength at the beginning. Choose the C Grade (for kids). After reading the instructions, once you click on the I am Ready. Lets go! button at the bottom of the instructions, the girl will say, on your mark set. GO! As soon as you see the figure of the girl leave the middle of the screen and the characters appear in the pool, press h on your keyboard (cap locks off). At the bottom of the screen is the button with the words in bold push to swim written above it. Click it as rapidly as you can until your energy is almost expended. As quickly as possible, press h on your keyboard to leave hyper mode, and move your mouse to the picture of the red Coffee can. Click on it once, and you should get about 60-70% full bar of energy. Then press h on your keyboard again (all as fast as you can manage) and start clicking rapidly on the swim button again. Repeat until you win. Do not worry about the fog. If it fills up its ok, and unless you are not in the lead you neednt worry. There will be no need for a Handkerchief if you are a medium or fast clicker. Once you reach the end of the pool in first place, you win (+$100, +5 charm, +5 strength, -50En). You still have 50En left. Now go to the mall. Fill up on Coffee again, for option #1 get up to 15 Coffee cans, and for option #2 get just 10. * #1- if you are an extremely fast clicker or good at this game, then this is the race for you at these strength values: 1-20 str: D Grade 21-40 str: C Grade 41-85 str: B Grade 86-130 str: A Grade 130-300 str: S Grade You should have 34 Strength. Over the next two days, you will enter the B grade when you decide you are ready. This will be trickier. *When you stop for Coffee, try to stop when you have only a sliver amount of energy left. Then drink 2 Coffees at a time if you need to. Go back to hyper mode and repeat. Speed is of the essence so dont try this if you arent very fast. You may also need to use the Handkerchief.* *This applies to every race you compete in* * #2 if you are a medium or not so fast clicker, then this is the race you should go to for the following strengths: 1-35: D Grade 36-70: C Grade 71-105: B Grade 106-150: A Grade 150-300: S Grade You might need to use the Handkerchief more often. If you are in a close race with the computers use your Handkerchief when you get fogged. If you need to, when you stop to refill energy use 2 Coffees to get a full bar of energy so you can maintain or get the lead. Try to lose as few as possible races because you will lose 5 charm every time you lose a race. Now, dont forget to restock on Coffee and also any Handkerchiefs or meds you use over the next few days. Special Event: KOF Cosplay: on day 10 you will need to go to city hall and vote for a girl in the KOF Cosplay. The girl you vote for will increase in relationship points with you by 50. Since Kotomi is twice as easy to get as Tomoko, and Ami is not necessary to vote for, vote for Tomoko. This serves as an icebreaker for you and tomoko and the next time you talk to her you can click ASK to find out her name (more on this later- dont do it yet). Continue swimming before or after the event. Day 11- 13: continue swimming. You should find your own pace, as the speed at which you can click and your hand eye coordination make a big difference in how fast you level up in the swim tournaments. The overall goal is not to lose or lose as very few times as possible. Its better to win something than lose something, so if you arent sure how good you are only move up a level when you feel comfortable with doing so. Day 14: Sunday #2. Go tutor once at City Hall, and then go to the mall. In addition to the Handkerchiefs you need for swimming, buy 20 more Handkerchiefs (-$400). Go to Amis house, and help her build the next part of the time machine. Day 16-18: Continue swimming. At the end of day 18, if you are fast enough, you might have 187 strength. However no hurry, you will have PLENTY of time to train strength, so remember, the main goal is not to lose. Day 19: The day before your first big exam. You need 50 Knowledge for this exam, but you should have near 200, so you wont have any problems. However, Ami asks to study with you. Do it, for the relationship points with Ami and for the extra 20 knowledge you acquire, even if you have already maxed out at 200! Afterwards, go swim. For those of you fastest fingers in the west, you will now have 197 or 200 strength. Nicely done! Day 20: the day of the exam. Go to school, and take the exam. Afterwards you will still have all your energy. Now here is where I will stop coaching you on the stats. Everyone should either be working on strength or done, but should have a handle on it. Keep using days to swim until you are maxed at 200 strength, whenever that is. At that point, which is today for some of you, go to the pub, and have sex 5 times to increase your charm. If you managed to not lose any swimming races, no matter which day you get 200 strength on, you will get 200 charm in one day by having sex. For the sake of simplicity, do not take on any of the new tasks in day 21 and beyond until you have maxed your stats (this excludes Karin, you must take care of her). And once you do max stats then you are done with your stats until you level up in the dates. However, dont worry about that. Just sleep, and dream about girls with white armor and a gun. Day 21: it wasnt a dream. She is back! You acquire Karin during this sequence, and she becomes your pet cat in the basement! Yay for you! Now, go to the mall and buy 20 flowers (-$1000). Then go to Amis house and help build the spaceship again. Now you can either go tutor if you need some money, or have sex 3 times in pub for some charm. You could also go to all to girls three times. However for simplicitys sake the girls are explained for the day after tomorrow, allowing for a final touch up of all your skills to max before moving on to other tasks. CHECKPOINT! ok, so lets recap what you have done so far if youve been following this guide to the letter. Today, you should have: Strength: 150-200 Knowledge: 200-220 (180-200 in first 6 days, 20 more when studying with Ami) Charm: 100-200 Money: a few thousand dollars at least. Relationship points with Tomoko: 150 (0 to start, 50 for voting at the cosplay, 100 for acing test) Relationship points with Kotomi: 120 (20 to start, +100 for acing test) Relationship points with Ami: 3550 (1000 each Sunday day 7, 14 and 21, 350 at beginning, and 200 on day 19 studying) Relationship points with Karin: 0 (just acquired her as your pet) Day 22: For most of you its back to the water, but for some of you its time to move on to the next task. When you wake up, do not skip the pink screen. Notice you can control two girls on the screen now: Ami and Karin. This feature allows you to make a very large amount of money. Since at this point everyone can choose different things to focus upon, please see more about this feature in the Models: Training Your Models. For those of you not going back to the water, if you still need charm have sex for it, and then go to the mall. Buy 3-6 bears. Now depending on how much sex you had you could have anywhere from 0-100En, so if you have 0 sleep, and keep training charm until the day it is maxed. Then move on to the next section below. Day numbers only represent the really quick growing players, who have done close to the best possible in this game so far. If you are a few days behind, dont mind the day numbers just look at the sections in the rest of the walkthrough as you see references made to them, and try and take on as many tasks as you can. Remember to check your to do list on the PDA, and if an event is coming up go to the guide to that event in this walkthrough in the Events section. That section will be the only place you will find descriptions of what to do on certain days, other than a continuation of this tutorial in the Relationships: Kotomi and Tomoko section. Other than that you can just follow this guide at your own pace. Relationships: Karin Karin is now in your basement, and you need to take care of her. Every day she loses a little energy and gets a little dirty. Use Handkerchiefs to clean her and use Coffee to give her more energy. Do not forget about her. If you neglect her for a while she will have crap all over her and will start losing health. You will need medicine to restore her health at this point, and when her health is zero she will die (she will NOT come back, no matter what you do). To improve your relationship with her, you must first get Tomoko to be your close friend. This is described in the next section, Relationships: Kotomi and Tomoko. Once you are her close friend, on some Sunday after that, go to the mall. You will see a sequence where you will reacquire Karins necklace that you lost to Ryugi earlier. Go to Akira, your teacher in the classroom. She wants you to beat the Bloody King. For information on how to do this, see the Fighting: Bloody King section. Once you beat him, see Akira, who will then take the necklace. Come back 10 or more days later, and get the necklace back. Then you will see a sequence with the necklace, Relationships: Kotomi and Tomoko Here is the description of how to generally interact with Kotomi and Tomoko, as well as a specific guide leading you along in your interaction as an example. This is the last section where you will find a day mentioned in order, and the only other section you will find references to certain days is in the Events section. Note 1: Remember to check the pink screen when you wake up every day so you see when a girl becomes maxed out in the stat you are training her in. Once that happens, move her schedule to the next cheapest stat, which next time will be Knowledge. Have the girl go to the library at that point to train knowledge for -$100 a day. I wont mention this plan again simply because it is not necessary to remind you the exact day each girl will max out a stat. There is no time crisis here, and you still might be training strength so relax. For more information on this screen, see the Models: Training Your Models section. Note 2: when talking to either Kotomi or Tomoko, your current stats affect how many points you get just for spending the 20 energy to initiate a conversation with the girl. This is very detailed just for those who are interested. Tomoko: when you talk to her, each stat counts as follows (per point): Charm (main relationship stat)= +0.07 Strength (Tomokos secondary relationship stat)= +0.02 Knowledge (Tomokos unimportant stat)= +0.01 So, when talking to Tomoko with 1 Charm, 1 Strength, and 1 Knowledge, you gain 0.1 in relationship every time you talk -_-. Kotomi: when you talk to her, each stat counts as follows (per point): charm (main relationship stat)= +0.14 Knowledge (Kotomis secondary relationship stat)= +0.04 strength (Kotomis unimportant stat)= +0.02 With Kotomi, everything is doubled, and the secondary stat is switched with the unimportant stat because Kotomi likes Knowledge and Charm not Strength and Charm. Example: So given the following stats: Strength 12 Knowledge 11 Charm 14 you would get +1.33 relationship exp every time you talk to Tomoko. You would get +2.64 relationship exp every time you talk to Kotomi. And every time Ryuji is there, you get the relationship exp bonus for your stats, but with a constant -5.00 relationship decrease because he is there. Once you leave the school itself, any decimals are removed from your relationship score. SO if you talked with a girl and you get 1.99, and leave, you end up with only 1 relationship point. Note 3: Ryuji might be talking to her. Once a girl is your girlfriend, you can fight him if he is already talking to the girl. If you do not (or cannot) fight him, you will lose 5 relationship points with the girl, however you will still gain any relationship points you would have gotten for just talking to her anyways (these are the points you gain from your stats, elaborated in Note 2 above). If you DO fight Ryuji, you can get more relationship points with the girl, the amount of which is based on how many points you get as you beat the crap out of him. Day 23 or the point at which your stats are maxed: From this point on you will now be focusing on how to woo the girls. How much money you have is not certain, but you will not be needing to take any of them on dates quite yet, so money will not be a big issue. Your main focus is to become the close friend of Kotomi and Tomoko, at which point you will enter the Dating[/b] part of the walkthrough. Lets start with Tomoko. Firstly, she should have 150 relationship points with you, so you should be able to talk to her and have her immediately have 170 relationship points with you. When you click the talk button, she should respond with a statement that ends with (Well he is okay I think) Click on ask. You ask her name and level up. Click on talk again, and she might ask you if you remember her last name (Saeki). Answer correctly for some points. If you didnt get asked the question she should respond with a statement that ends with (oh he is cute!) If you did answer the question, talk to her again and she will say the above statement. Then click the ask button again. You ask her phone number (866-656-7354) and she levels up to [color=orange]good friend. Click talk again and she might ask you her number, and if you answer correctly you get 50 relationship points. Click give to give her a bear too, and you should get 90 relationship points for doing so. Now exit the school. Tomoko will meet you after school, and an event will play out. What you say at the decision points makes no difference, so dont worry about it. Afterwards, come back to school or go sleep if you need to and then come back. Talk to Tomoko again, and click give to give her another bear. At this point you definitely should have 350 relationship points. Click talk and she should respond with a statement that ends with (he is pretty attractive) Click ask and she should level up to close friend (as well as give you her birthday, Nov. 21). Click talk again to see if she will ask you what her birthday is for points. Also, if she asks if you like her always respond with B. Yes I do! and you will gain relationship points. As soon as you leave school, Tomoko may call you on your phone. Click on the phone, then click send to talk to the girl. If you miss the call, you lose quite a bit of relationship points. If you get the call you gain some. Read the following notes pertaining to relationships before proceeding: Note 4: Random Phone Calls From this point on, if you stay in the map birds eye view of the city, there is a chance a girl who is a good friend or better will call you. So, if you are taking some time to read this tutorial while playing, always be ready to go back to the screen and click on the phone when you hear it ring. Then click send to talk to the girl. If you miss the call, you lose quite a bit of relationship points. If you get the call you gain some. Note 5: How Do I Look? After either Tomoko or Kotomi becomes your good friend, they may ask the question, How do I look? when you click the talk button. IF they are your good friend, pick answer C. Good as usual IF they are your close friend, answer A. Fantastic! IF they are your girlfriend, answer B. Dam you look sexy Note 6: Always Talk! After becoming a good friend of either Tomoko or Kotomi, whenever you click on a girl to interact with her, always talk with her to see if she has any questions to ask of you, or anything that she will tell you (most of which can be found in the stats I provided down below in the Dating: The Basics section). However, if she is your close friend, talking to the girl is the only way to find out what weekday she is free (from now on there is a chance that she will tell you). And always try to give them a gift, I recommend a bear. Also, once a girl is your close friend you can only level up in dates. When we get to the section where you should go on a date, the dates will be explained thoroughly. Now, if you still have energy, talk to Kotomi this time (if you dont have energy sleep and then do this). Make sure you have some bears with you. Go through the same routine with her as with Tomoko. Since she is your new friend, talk once, and your relationship points should increase quite a bit. Hit the talk button, and she should respond with a statement ending with (he is cute) Click ask to level up and get her number. Click talk to see if she will ask you what her number is (866-731-8410). Give her a bear, and click talk again. If you have more than 350 relationship points she should respond with a statement ending with (he is attractive) Now click ask again to level up and learn her birthday. Click talk to see if she will ask you her birthday (Aug. 29), and then talk again to see if she will tell you what weekday she is free. Leave the school, and an event will happen with Kotomi. Now both girls are your close friend and will date you. Go make sure you have at least 1 of each item that is sold at the mall (flower, bear, ring, Coffee, Handkerchief, medicine). If you still have energy thats great, go to school. If you dont, sleep. If you sleep this time, follow the instructions in the next paragraph. If you go on a date first, follow the dating instructions from Dating: The Basics the page then sleep and follow the instructions in the next paragraph. After you wake up from sleep, on the pink screen you can now organize the schedule for all 4 girls. Since Karin and Ami are already at the temple (or a different place if they are maxed in luck already), put Tomoko and Kotomi in temple as well. Now you must watch for maxed stats each morning for all 4 girls, and change the schedule once the statistic is maxed out. Now, You are ready to date! Dating: Setting up the Date You are now ready to date. If you know the weekday one of the girls is free, click on that girl and click date, and enter the number for the weekday they are free. If you do not know the weekday one of the girls are free, lets start with Tomoko. Talk to her, and click talk (if she asks you a question, answer appropriately and talk again). She may tell you which day she is free. If she does, click date, enter the number for the day she is free. If she does not tell you, click date and guess. If you are wrong, try again. The day she is free only changes after you have a date, so even if you try Monday, Tuesday, and Wednesday, and then you are out of energy and have to sleep, when you wake up, her free day is still either Thursday or Friday. If she is free on the day you entered, you will automatically be taken to a screen where you have 6 date spots possible (4 for Kotomi). The next section explains how to be successful on your dates. Dating: The Basics Dont kiss the girl until youve managed to make her blush. She will only kiss you once she is ready to become your girlfriend. However, you can still have a successful date. To do this, you must first stabilize her condition, then you can give her a gift, answer her questions, and take a photograph to try and make her blush. Even then if you havent gotten her relationship points up to the girlfriend level, you wont achieve a kiss. So for the first few dates, keep in mind that if she doesnt blush, dont kiss her. 1. To stabilize her condition, make sure you have at least one Handkerchief, one Coffee can, and one bottle of medicine. Look at her and check to make sure she is not in need of a Handkerchief for her make-up, a Coffee can to wake her up, or meds to help her cause she is sick. Once her state is normal (or if it already is), the Her Mood status bar will show the middle third of the bar is highlighted. This is the starting point for the real date part of the date. 2. talk to the girl, and answer her questions correctly three times. You can find out what the answers to all the questions are below, where the stats for each girl are listed. 3. Then give her an appropriate gift according to the place you took her to. You can do this before or after you talk to her. You can find out what is the best gift for each location in the Dating: Locations section. 4. take a photograph of her. Again, you can do this before or after you give her a gift or talk to her. 5. If she is blushing, kiss her. If she isnt, leave, you should still have had a successful date with her. 6. if your date is kidnapped by some bad dudes, fight the guys. It shouldnt be too difficult, read the Fighting: Tutorial and Fighting: Snake Man sections. Example: Go to the sleeping forest. Once there, they may be sleepy, crying, or feeling sick, and you can tell by their picture. Dont do anything until you return their state to normal by using a Coffee can, a Handkerchief, or a Medicine bottle on them. Once their state is normal, click on talk to talk with them. They will ask a question, and you need to answer correctly to make her satisfied with the date. Then give her some Flowers. Photograph her, then, if she is blushing, kiss her. Otherwise leave. Here are a couple other tips you should know. * Exception: I know Ive said, Dont kiss her if she is not blushing a lot, but there is a time when you can still kiss her if she is not blushing. If you do extremely well in the later dates, you may impress her so much that the bar of mood will exceed its boundaries. The girl stops blushing, but dont worry, you can still kiss her. * Remember the day of the first kiss, it becomes a question she will tend to ask you. Especially when you try to close the deal and make her your lover. She will ask many questions and chances are at least one of them will be the date of the first kiss. Here are the stats of each girl: Kotomi Takanashi Phone Number: 866-731-8410 Birthday: August 29 Favorite Car: 360 Spider Favorite Colors: Black, Red, Brown, Yellow (order does not matter) Favorite Food: noodle soup Favorite Movie: Titanic Favorite Song: You and Me Zodiac Sign: Virgo Weight: 43kg Waist: 53cm Hips: 83cm Breast: 84cm Height: 155cm Blood Type: O Tomoko Saeki Phone Number:866-656-7354 Birthday: November 21 Favorite Car: Carrera GT Favorite Colors: Red, Blue, Black, Pink (order does not matter) Favorite Movie: Love Generation Favorite Food: Sushi Favorite Song: Blurry Eyes Zodiac Sign: Scorpio Weight: 47kg Waist: 56cm Hips: 89cm Breast: 88cm Height: 163cm Blood Type: AB Dating: Locations each location is unique in some way from the other locations, and varies slightly in what will be the best way to woo the girl. Below these differences are explained, as well as the rewards for a successful date with each girl at each location. * Goldern City (Close Friend): $200 Here you will go see a movie with her. She is likely to get teary-eyed here, but this does not rule out the other effects. The ring is the best gift for this place. Knuckles- Successful Fitness Magazine- Successful Blue Mountain Date (Kotomi) Necklace- Described in Karin section Champions Belt- Beat the Bloody King Success with Kotomi: Gives you the Eyeglasses (Special Item). Success with Tomoko: Piece of Tomokos puzzle * Oceans Restaurant (Close Friend): $150 She is likely to get sick here. The food is not great quality. However, this does not mean she will not get tired or need a Handkerchief. The teddy bear and the ring are good choices for presents here. Success with Kotomi: Kotomi not available at this location. Success with Tomoko: Piece of Tomokos puzzle * Sleeping Forest (Close Friend): $300 Since this is a forest, you should bring flowers as a gift. She is likely to get sleepy here. Success with Kotomi: You get the Fragrance (Special Item) Success with Tomoko: Piece of Tomokos puzzle * Blue Mountain (Girlfriend): $500 She wants some flowers here, as it is a very nature oriented spot. She is likely to get teary here as well. Success with Kotomi: She gives you a Fitness Magazine (Special Item) Success with Tomoko: Piece of Tomokos puzzle, as well as the Fashion Magazine (Special Item) * Hot Beach (Girlfriend): $300 She will want a teddy bear here. Success with Kotomi: She gives you a Time Magazine (Special Item) Success with Tomoko: Piece of Tomokos puzzle, as well as the Knuckles (Special Item) * Space Trip (Girlfriend): $5000 This date costs $5000 dollars, so dont screw it up. You will want to give her a ring here as well, making this quite the expensive date. But it is worth it. A successful date with Tomoko and you will get a Scouter (I laughed my ass off at this DBZ reference). It will give you all the stats on the girls when you use it. While talking to a girl at school, the Scouter appears as an icon on the screen. Click on it to use the Scouter and get all the information on that girl. Fighting Tips Click on the guy in the Pub to initiate fights. Click on the word tutorial to initiate the tutorial. Try that. Now for a few additions. * you can only use the button for hitting a certain body part when aiming at that body part. Use Q and W on the head, A and S on the upper body, and Z and X on the lower body. Use D to block. * Q, A, and Z are your standard hit buttons. you use these to attack. attack a number of times in a row in a single area without taking your cursor off their body, and you start a combo. Get enough of a combo, and the opponent will lose their defensives and look defenseless. Continue the same combo, and you will knock them down. * When you beat on their head, if you combo enough to get them defenseless, try to press W before you knock your opponent down. You will make an extremely powerful hit. This hit is known as the ShoRyuKen (Sho=Rising, Ryu=Dragon, Ken=Fist or Punch), which is referred to in the game as the Dragons Punch, and is the most powerful move you have (love the Street Fighter references Very Happy). Remember to keep your mouse cursor on their head, if it moves off they will gain their defense back and will block if you press W then. Repeated hits with your Dragons Punch will always be the most effective way to win a battle, no matter who you are fighting. It also takes less Energy than your other special moves. * When you want to use a little energy, and arent in imminent one more second and I die danger, use the Hadoken (??? literally, Surge Fist, occasionally mistranslated per-character as Wave Motion Fist) by pressing and holding down S on your opponents upper body. In about a second you will charge and release an energy ball, and knock the opponent down as well as dealing some damage. Feel free to use this time to refill health with Medicines. * If you cant spare a second, press X on the lower body. You will perform a Tatsumaki Senpuukyaku (???????- Tornado Whirlwind Kick), which is referred to in the game as a Hurricane Kick. Its weaker than a Hadoken, but faster. * Of course, press d to turn on defensive mode, to block and refill health and energy. Fighting: Snake Man You can fight this guy in the pub, but you will also have to fight him on the random chance that your girl is kidnapped on your date. Aim for the head, but just keep your mouse on him and do as many knockout combos on him as you can, and you should be good. he doesnt move that fast, and his weakness is his head, so if you can follow that and Dragon Punch him you should be fine. Fighting: Ryugi If you can follow his head, aim for the head, try to keep the cursor on his head, combo headshot him with Q till he looks defenseless, then special headshot him with W. Do this until he dies, and press D to block while you use your Medicines when you need to refill your health. If you cant follow his head, aim for the upper body and beat the crap out of him with A, while following his body with your cursor. If you are running under 50% health, press and hold S to knock him down (or do this anyways to deal damage), and then use the spare time to use Medicine to regain health. Remember you can block with D, and try to practice aiming for the head, if you fight sim man, it will be necessary to become proficient with following a character and getting hit combos. prize for beating Ryugi: You get $1000 Fighting: Bloody King Same recommendations as with Ryugi. Aim for the head, try to keep the cursor on his head, combo shot him till he looks defenseless, then special headshot him with W. Do this until he dies, and press D to block while you use your medicines when you need to refill your health before you die. You will need lots of Medicine if you arent very good. If you just suck at hitting his head, hit his upper body with A, and when you get to half health press D to block while you use your Medicines to regain health. Repeat until he dies. Use your specials if you want to as well (remember special headshot only works when you combo his head enough times to make him defenseless). prize for beating Bloody King: You get $3000 Models: Training Your Models Models: Managing Your Models Driving You will be required to drive during the Ami ending, and have the option to drive for extra relationship points on dates. You can practice on the Bridge anytime. To drive, you press the right arrow to start. You will use the right arrow to continue forward and stay in front of the cops. The goal of the game is to get a certain distance away from the cops. Avoid touching the other cars or you will have an accident and automatically lose. If you feel confident enough you can press space to go extremely fast for as long as you hold down space. However, do not overheat your engine. You can monitor you engine heat by making sure the bar in the middle titled Engine Heat does not fill all the way up. Once you get far enough away from the cop, you win. Events Endings: Ami Amis ending starts on Prom night. Currently, since none of the other endings are done, you will always take her to prom no matter what. If you completed the time machine with Ami, you have a chance at the good ending. If you didnt, you get the bad ending. For the bad ending, just watch the sequence, game over, you fail. For the good ending, after the sequence where Ryugi tries to kill you and Ami ends up coming to save you, you must go find Ami. Go to her house, there you will read her diary. After that, you must drive. For instructions on how to drive, go to the Driving section. If you cant move the car, and you have checked capslock, then you are playing on 99megastore and playing in firefox. You didnt read my instructions at the beginning of this guide that said not to do this, so sorry, but you cant fix it. For those of you who can move, you have infinite tries. Once you make it, you see Amis soul in the forest, and you curse Sim Man. Go to the Mystic Shop, and go in the back room. Sim Man will transform, and you must fight him. For help fighting Sim Man, see the Fighting: Sim Man section. Once you beat him, you get the good ending. Yes, thats all there is for the ending for now, we know its not much and no sex, but there is still the Tomoko movie on newgrounds. Congratulations you won! Endings: Kotomi and Tomoko By going on successful dates with Kotomi and Tomoko, you will achieve the necessary relationship points to get them to be your lovers. When you got one to be your girlfriend, you gain access to their house. If you have gone there, you will know that there is a Lets do something H button. If you have enough points to make them your lover, clicking this button will initiate a sequence that is almost EXACTLY like a date. Before you click this button and make one your lover, know these two things: [list][*]If you intend to make both Kotomi and Tomoko your lovers, you MUST have the other one at girlfriend status before you make one your lover. If the other is lover than girlfriend status when you make one your lover, they will never become your girlfriend since you already have a lover (makes sense, not a glitch). [*]If you intend to get Sana, get all the Tomoko puzzle pieces, or get a particular item from a successful date in the future, do not become their lover yet. You cannot date a girl once she is your lover, so make sure you get whatever items you want from those dates, before they become your lover. When you do decide its time to make them your lover, get a ring, a Handkerchief, and click the aforementioned Lets do something H button. Now, in all likelihood they will be tears because of the sentimentality of the moment. Use the Handkerchief like you would on a date. Then if you talk to her like on a date, she will ask you many more questions than she would on a date, and the most likely one to appear is when you first kissed. Proceed like you would on a date, answer all the questions you are allowed to, give her the ring, take a photograph, and if you did everything right, try and kiss her and she is your lover. Endings: Karin and Sana Aside from the results you achieve by following the guides given in the Relationships: Karin and Relationships: Sana sections, there are currently no complete endings for these girls (you could consider Sana complete, but we arent sure if we are done with her). Karin does not level up in any real sense past the maid stage. You can get the points to level her up, but you will only get the Relationship Level Up!!! text and the sound. Set Ami and Karin to have them go to the temple to increase their luck (costs you $80 per day per girl, so make sure you have enough money to cover all your girls when you go to bed each day).
Another Sim Girl Walkthrough :
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3


text:
In 1900, London was the world's most populous city with 6.5 million people, followed by New York, Paris and Berlin. Tokyo was the only non-Western urban center on the largest cities list. This year, no US or European city will be in the top 10... instead, it is Mumbai (India), Chongqing (China) and Lagos (Nigeria) with 15 million+ each.
Global growth will triple the earth's population by 2050, and most of this is in the developing world. The total GDP of these developing economies will grow to twice the combined GDP's of developed nations by 2025.
Forecasts and predictions are getting harder, because the pace of global change is rapidly increasing.
Thus, big data will become increasingly important to forecasting and prediction. Are you onboard?

subset: commoncrawl


text:
Homage to the 'Doomed' Post Strips
Perhaps in this case, even the prospective absence of several comic strips may make the heart grow fonder.
Today's "Pooch Cafe," for example, seems just that much more amusing as The Post prepares to kiss the print version of Poncho buh-bye. Your inky eyes will be missed, ol' friend -- at least until we pick up the Express.
Then there's good old "Zippy the Pinhead." Many folks don't appreciate Zippy's flights of cultural "Mad Libs" fancy, but honestly: Where else will you ever see the phrase "a soupcon of Sartre"?
And as our vigil for the print "Judge Parker" continues, Eduardo Barreto's art today looks particularly lush -- chock full of beautiful motion.
With D-Day 'round the corner for these strips, everything just seems a little brighter. Even in black and white.
NOTE:The Post's comics feedback hotline -- 202.334.4775 -- was filled to capacity last night with messages, but is now up-and-running again. So make sure to be heard regarding the dropped print comics.
Michael Cavna
| March 24, 2009; 11:30 AM ET
Categories: The E-Mailbag
Save & Share: Previous: Off to 'Watchmen'? Then sally forth!
Next: What Are the Best--and Worst--Comic Films Ever?
Little Lulu #127? Ah, a stanza of Stanley!
Posted by: seismic-2 | March 24, 2009 12:06 PM | Report abuse
Just when Judge Parker was getting better, too.
Posted by: oldgal49er | March 24, 2009 12:09 PM | Report abuse
These three strips are vital, fresh, and always entertaining (if mystifying, and I love Zippy). I simply can't believe the Post is going to dump these treasures and keep tired piffle like Beetle Bailey, Curtis, Classic Peanuts, Dennis the Menace, Family Circus, and Frank & Ernest, to name just a few.
This decision makes no sense.
Posted by: stickler | March 24, 2009 1:10 PM | Report abuse
Am I the only one who thinks Pooch Cafe is consistently funny?! Why would it be dropped? I agree with Stickler... out with the oldies parade.
Posted by: gorilla_monsoon72 | March 24, 2009 1:49 PM | Report abuse
I really wonder if management even reads the strips.
How in the Good Lord's great green Earth can you keep Prickly City in the paper and take out Pooch Cafe?
How about all those strips from the 1950s?
It makes you think there's an agenda rather than a reflection on what makes the product best.
Unfortunately, when companies choose things because of politics or perception rather than making the product the best it can be, the consumers suffer short-term, but the company will suffer long-term.
And as the newspaper industry inches closer to the abyss, they should be concerned with quality, not who shouts the loudest.
Posted by: horacio2 | March 24, 2009 2:24 PM | Report abuse
I'm now reading the strips online, and saving $17.50 in delivery charges each month. Let the people who like Beetle Bailey, Prick City, Blondie and Dead Peanuts pay the freight.
Posted by: sasquatchbigfoot | March 24, 2009 2:51 PM | Report abuse
It will be a sad, sad day, if the Post no longer runs Judge Parker.
Based on comments and the polling, it deserves to stay. But, is anyone listening or caring at the Post?
Posted by: catman2530 | March 24, 2009 5:56 PM | Report abuse
Zippy rules!!
Posted by: Glimpy | March 24, 2009 8:06 PM | Report abuse
The end of Zippy = the end of my 40 year run with the Washington Post.
Posted by: soilman29 | March 24, 2009 9:36 PM | Report abuse
The end of the Judge = the end of my 20+ year run with the Washington Post. The Judge rules!!
Posted by: ellehcim224 | March 25, 2009 12:41 AM | Report abuse
So, you keep the tired "Peanuts", the dull "On the Fastrack", and the repetitve "Blondie", yet you dump "Judge Parker" when it is still a great strip and very relevant with the current storyline?
Or....dump "Sherman's Lagoon" which is a waste of space.
Posted by: rjpg | March 30, 2009 7:35 AM | Report abuse
Pooch Cafe wasn't even on Washingtonpost.com as promised. I had to go to http://poochcafe.com/ to find it. But here's the good news: from the Poochcafe site you can subscribe to an RSS feed for your daily Pooch.
Posted by: akamat | March 30, 2009 5:39 PM | Report abuse
I expressed my displeasure at the removal of Zippy, one of only three strips that I still read. Zippy has survived cuts before, but I fear this is permanent. Most of the comics are inane, but I am sure they have their supporters.
Posted by: milfords | March 30, 2009 9:57 PM | Report abuse
Pooch Cafe is a great comic, and consistently amusing (if not outright funny). Why cut a quality comic with interesting style? Why keep the repetitive "Curtis," "Blondie," or "Beetle Bailey"?
Just keeping cutting content, people. I'm running out of reasons to pay for 7 day service.
I'll close with a soft "ugg" - which could be a punchline (commentary?) for any of the three lame strips mentioned in my comment.
Posted by: AWiggin | March 31, 2009 3:09 PM | Report abuse
The people who are loyal readers of "Zippy the Pinhead" are the ones who most appreciate newspapers. They are the ones who defiantly hold fast to what is authentic and true, like Albert Brooks in the movie Broadcast News, and who rely on good old-fashioned print newspapers to keep tabs on the world and enlighten their minds. Why on earth would the Post alienate the very same people who are most inclined to buy their product, just when their industry is starting to crumble???
Posted by: AClem | March 31, 2009 11:06 PM | Report abuse
The comments to this entry are closed.


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Filed under: Movie reviews | Tags: Alexa Davalos, Chronicles of Riddick, Colm Feore, David Twohy, Judi Dench, Karl Urban, Pitch Black, Thandie Newton, Vin Diesel
You could be forgiven for not knowing that this film is the sequel to the 2000 cult (honestly, I think I'm just euphemising for "little watched") sci-fi flick Pitch Black. The two things that Pitch Black had going for it were a fun Aliens-inspired plot and Vin Diesel at the height of his powers: when Diesel flexes his muscles and mostly refrains from speaking, he's fantastic. When he tries to adopt a personality (see, for example, xXx) he's woeful.
So, the thinking obviously went: revive Riddick, throw a lot more money at this one, get a decent backup cast (Judy Dench, Thandie Newton, Colm Feore) and we'll have a sure fire hit. The main problem with this theory is that the joy of Pitch Black was watching the slow development of Riddick: at the beginning he was the dangerous and mysterious convict before a crash landing forced him and the crew to rely upon each other to defeat the aliens. We were never really sure if he was good or bad (OK, so we had our suspicions, but work with me here) and it was only at the end that the warm and fuzzy Riddick came out to play.
This time around we know from the beginning that Riddick has a heart of gold, and where's the fun in that? Compare the identical scenes in the two films where Riddick is chained up inside a space ship. In Pitch Black it is near the beginning and his brooding face, his muscular body, the dark goggles, the mystery as to who he is, all combine to have us believing that any minute now he's going to break out and do something really nasty to some poor, cowering crew member. Maybe the death will even be slow and painful. This time around we know our man won't harm a fly unless he absolutely, positively has to (having already let some bounty hunters off lightly at the beginning of the film) and so, after a while, Riddick actually tells us that he doesn't think he'll bust out of his chains right now because it's not part of his plan: not exactly edge-of-your-seat stuff.
For the most part, the best characters in this film are the women. Alexa Davalos, upon entering proceedings halfway through as the grown-up version of the little girl who survived Pitch Black, almost steals the limelight away from Vin, with some fairly impressive spinning back-kicking and quality trash-talking: not bad for a former model with a resume briefer than the outfits she dons. Seeing Judi Dench in this film, on the other hand, is a little like seeing your mother in a nightclub. Mum! What the hell are you doing here? She is very wise, however. We know this because she sounds like the Queen of England, and she brought Thandie Newton with her which is a very wise move. Thandie would not look out of place in any nightclub and neither does she look out of place playing Dame Vaako, the resident Sexy Evil Chick, with a healthy streak of Lady Macbeth.
I must say that I enjoyed Twohy's decision to get a little Shakespearean on our resident bad guys, the Necromancers, and develop at least a smidgeon of depth. Yes, the word "Shakespearean" may be a little OTT but at least Twohy – who also wrote the script – does his best to inject some personality into the dark side. Films like Independence Day would certainly have benefited from the same approach. These Necromancers are at first glance a homogenous mass of Gladiator-looking types, obliterating life one planet after another and giving those who surrender the option to have their brains re-worked so that they'll follow the Necro faith, or to have their souls ripped out of their bodies. Very Ghost. Before long the Necros are succumbing to the plotting of Dame Vaako, who is constantly telling her man, Vaako (Carl Urban), that the boss is overlooking him for promotion. Meanwhile the mental makeovers they give their underlings don't seem to be ensuring that everyone toes the company line and at least one of the leaders does some "thinking outside the box" as they say.
Perhaps the biggest disappointment of this film is the lack of hand-to-hand combat action. Diesel has been around long enough not to have to resort to cut-and-move tactics from the cameras, and yet this is what we get: very few properly choreographed fighting scenes. Instead we have the tell-tale close ups of fists connecting with faces and lots of rapidly-moving cameras obscuring what's actually happening. For a $100 million action flick starring the genre's then pre-eminent man (I know, slim pickings back then) this is simply unacceptable.
All-in-all, this is a middling action sci-fi work-out but it certainly didn't bore me. Rather the cinema seat engulfed me lovingly and we were given what we demand as an absolute minimum: enough colour and oomph to keep us contented, if not quite ecstatic.
Highlight: Riddick's narrow escape from a crash-landing space craft. That's where all the money went.
Lowlight: Twohy's attempt to flip the premise of Pitch Black on its head in a scene where it's deadly to be out during the day, instead of the night. The sun is so hot that you'll spontaneously combust if it touches you, but you're safe in the shade of a rock? Please. This is not Buffy.
Stereotype Watch: The guards running the prison we visit at one point in the film are all Russian, so you can pretty much guess the rest: they are bad, they are corrupt, they are very dirty and they drink a lot of wodka. By contrast, the female characters are strong, but they mostly know to stay back and watch when the boys have to settle the score.
Verdict: 52/100
Filed under: Comment | Tags: Avatar, Colonel Quaritch, Dr Grace Augustine, Jake Sully, James Cameron, Neytiri, Parker Selfridge, Sam Worthington, Sigourney Weaver
Really, I'm not obsessed with Avatar and will be moving on to new movies shortly, but I couldn't resist this lame piece of work from Jim Schembri, who has allegedly poked 20 holes in Avatar's script. I'm on record as saying that Avatar's storyline is not great, but it doesn't excuse this piece of trash from Schembri. But then again, maybe I'm biased. Schembri, who writes for the Age newspaper in Melbourne, Australia, is exactly the kind of person who gives movie reviewers a bad name among the action/sci-fi set. He wouldn't recognise an A/SF movie if it delivered a spinning back kick to his head.
I've listed Schembri's 20 "plot holes" in bold, but you can read the full article here: http://blogs.theage.com.au/schembri/archives/2010/01/fingering_avata.html (the shorter print version is here: http://www.theage.com.au/news/entertainment/film/problems-with-pandoras-box/2010/01/28/1264268045785.html)
* Why use avatars if you're not going to keep them secret?
It seems like a fairly reasonable anthropological tactic: the Na'vi are 9 feet tall and move like the wind, you can't breathe the air, and it's incredibly dangerous out there, so you could get killed by any of the many animals you're unfamiliar with. The avatar allows you to keep up with them, breathe and not die if you get into trouble. Seems like a very good idea to me, Jim.
* If the Na'vi know from the get-go that these "Dreamwalkers" are biological shells remotely controlled by humans, why do they trust them?
Well, generally it seems they don't. They've come to trust Dr Augustine (Sigourney Weaver)'s avatar over time, but even after his initiation some of the Na'vi have suspicions about Jake Sully (Sam Worthington).
* What is the deal with the Eywa? Shortly after Sully (Sam Worthington) and Na'vi girl Neytiri (Zoe Saldana) meet, these spirits of the forest float down and determine that Sully, despite being human, is pure of heart. Then he tells his commander (Stephen Lang) about how to destroy the sacred Hometree, thus proving the Eywa are lousy judges of character. Yet the Na'vi, knowing all this, stick to their beliefs. Why don't they take the Eywa back to where they bought them and demand their money back?
Eywa sees Sully's good side before he sees it himself. The true test of any oracle. Sully saves the Na'vi, Eywa is proved right.
Remember, had Sully not gone to the Na'vi in the first place, Quaritch and Selfridge would have blasted them out anyway.
* Why, exactly, is the Unobtainium so valuable? It's never explained.
The way that Cameron handled the state of Earth was one of the things I really liked about the script. Earth is dying, it's lawless (Jake's brother was knifed there for "the paper in his wallet") and it needs unobtainium to survive. We simply don't need to know any more than that. It's a pretty basic tenet of tight storytelling.
* Why send in avatar ambassadors to negotiate and "make friends" with the Na'vi if you're just going to go ahead and bulldoze their forest anyway?
I thought the tension between the do-gooding avatar program and the evil corporate arm was pretty clear. As I said in my review, it's a little like an anthropologist working in the Niger delta with Shell. The anthropologist is the veneer of goodness that will be cast aside if self-interest deems it necessary.
* During the Hometree attack chopper pilot Trudy (Michelle Rodriguez) opts out and flies off. Why doesn't her crew object?
It's possible that her crew have similar feelings (did she have a crew? I can't remember).
Possibly a reasonable point.
* Why doesn't anybody give chase?
People have been deserting in the heat of battle for as long as there has been war. Their colleagues are often quite distracted at that moment.
* And why doesn't the commander, who has just lectured us about how highly he values loyalty, tear her a new one?
Aha! I agree with this because, surely once the dust has settled, someone would have noticed. But then again, it was such a rout that it's also possible that no one would have noticed because – let's face it – the job could have been done by one person, so accountability may not have been high on their agenda.
A good point.
* This makes her appearance in the brig to free Sully & Co implausible.
You're just making the same point in different words.
* And when she steals the helicopter, why doesn't anybody chase her?
They try to shoot at her as she's getting away. Obviously it would take a while for anyone to actually scramble another helicopter (it took her a fair while), by which time she would have been clear of the base.
* Though central command can tell when she turns the helicopter on, they somehow can't track where she goes.
Maybe it's a stealth helicopter, maybe this is a legitimate gripe. Either way, it ain't exactly Watergate.
Possibly a good point.
* Or determine the location of the portable lab she picks up.
The fact that they aren't followed up there is explicitly explained – it's just too dangerous. That'll do for me.
* After Sully is put into his Avatar body he runs out into the compound, where we see a whole lot of other avatars. What happened to them?
I thought they were actual Navi who were being "domesticated" or similar. Colonisers have engaged closely with natives for as long as colonising has been going on – there are always native turncoats. Remember, some of them were kids and there were no kids in the avatar program, so my explanation clearly makes more sense than yours.
* Why does the company maintain no control over the Avatar program, even though they own it?
Coming back to the analogy of the Shell anthropologist in the Niger Delta, of course they'd be given autonomy to do their boring do-gooding work. Quaritch, remember, is not the company. He is merely a foot soldier. Selfridge runs the company. And once Selfridge thinks the Avatar program needs to be controlled, Selfridge lets Quaritch shut it down.
* If Dr Augustine (Sigourney Weaver) is so intent on preserving Na'vi culture, why doesn't she tell her corporate boss (Giovanni Ribisi) about the miraculous, money-printing healing properties of Na'vi medicine?
Jake is told that he can be sent back to earth to have his spine healed so that he can walk again. Sounds like the ability to heal someone is not actually a priority back on earth. Remember that the Na'vi couldn't save Sigourney when she was dying, so the difference between their life-saving abilities and those back on earth don't seem that great. The Na'vi are just cooler at it.
* Where are all the military drone weapons? Though humans can remotely control an organic being, they apparently can't do the same with a simple gunship or walking tank.
The answer, obviously, is "remote-controlled machines mowing down natives is just not very exciting."
A good point.
* Why do the walking tanks carry weapons with two arms, like a regular soldier? As Robocop, Terminator Salvation and Transformers show, they should have dedicated, in-built weaponry.
When your robot is 10 years old, you can retrofit the latest weaponry to him, thereby expanding his life very cheaply.
* In the film's final battle, the big ship is said to be "four clicks" – that is, four kilometres – from target. The time it takes to cover that distance doesn't match the speed we see in the film.
In imperial times, they used the word "ton" for a very large mass (about 2200 pounds). Then when the metric system was introduced they called a similar weight (1000kg)* a "tonne". Then over time the word tonne fell out of use and now 1000kg is often just called a ton because it's a much better word. Do you think it is possible that – by 2154 – the military might have a different use for the word "click"?
* And why do the Na'vi shoot arrows at the ships? Haven't they figured out by now that they might need a bit more firepower than that?
Yeah, why don't they build a factory and start making some real weapons? The fact that they sometimes manage to break windows or to hit soldiers who are hanging out of hatches is obviously beside the point.
* Knowing he's not real, why would Neytiri have sex with Sully? Shouldn't she have saved herself until after he had committed? Or is she the Na'vi version of a slag?
Trying to sound young, Jim?
Which makes 16 fails.
* Original post mistakenly stated "100kg" instead of "1000kg".
Filed under: Comment | Tags: Action Sci Fi, Avatar, James Cameron
The New Yorker took the slow boat to Australia, and I just got the chance to read its profile on James Cameron from the October issue in hard copy. Here's the online version: http://www.newyorker.com/reporting/2009/10/26/091026fa_fact_goodyear
As everyone knows, it is more than a decade since Cameron's last movie and if you don't believe me you can compare photos from his past two films:
The man is getting old, and I reckon he's getting mellower too. Once upon a time, to be in a Cameron film was to spend months in a pitch black tank of water or sleeping on your feet in between takes on a tilted replica ship, but now you just don a black suit fitted with all sorts of gizmos, hook yourself up to a trapeze and get it on in a nice warm studio.
Nevertheless, Cameron is still very combative. As the New Yorker article points out, he seems to revel in having people hate him so that he can shove it up them when he succeeds. Is it too cynical to suggest that that's ultimately why he goes for twee storylines now? The special effects and the sappy endings make vast masses of humanity happy while simultaneously infuriating film critics and those of us who think that Aliens and Terminator are among the finest sci-fi films ever made.
Of course we know that the reality was a little more conventional: Cameron was setting out to do things on celluloid that no one had ever done before. Storyline be damned. The other thing that he wanted to do, as George Lucas points out, was to create his own universe. The greatest ever fictional universe was created by JRR Tolkien (not George Lucas, as Lucas immodestly implies), and so Cameron copied Tolkien's playbook and created (or had created for him) a whole language for the Na'vi. He also created beings seemingly very different from us: they were in tune with nature, had tails and could control animals with their minds. And yet there is something derivative about these massive blue people. Almost all of the main Na'vi characters were portrayed by black or Native American actors. Seeing as these humanoid characters were inevitably going to have similarities with humans (they are, of course, played by humans), it is interesting that Cameron did conceive of an "uncivilised" race as one with a more white sensibility. Now that would have shown some originality. Instead he just made them all left handed. Perhaps, though, Cameron felt that – to make sure that we got his anti-colonialism message loud and clear – he needed to make all the managers and leaders white men and all the natives non-white. Just like the old days.
Filed under: Movie reviews | Tags: Avatar, James Cameron, Sam Worthington, Sigourney Weaver
Spoilers in orange.
When you're handed a $400-million movie budget, the possibilities must seem endless, but you still have to follow the first commandment of Hollywood blockbusters: give 'em good and evil, and lots of action. It's a lesson James Cameron learned the hard way long ago when he made the action-free big-budget flop The Abyss, and one that he applied in Titanic by working a gun-wielding terrorist into a movie about a ship that hits an iceberg. But that's nothing on the trailblazing Avatar, in which Cameron wraps cinema's most extraordinary technological experience around a hackneyed story you've seen countless times before.
The plot revolves around Private Jake Sully, a foot soldier whose life has been ruined by the death of his twin brother and his own war injury, which has left him a paraplegic. Jake's brother had been a scientist in the groundbreaking Avatar program, which makes creatures who look almost identical to the Na'vi, the huge, light blue beings who live on Pandora. Each avatar is matched by DNA to its human pilot, who controls it while lying in suspended animation, feeling, seeing, hearing and tasting whatever the avatar does. The Avatar program works from within the heavily fortified base camp of the huge mining operation set up by humans to extract a rare mineral from the ground. The program is designed to build trust with the Na'vi but the miners are systematically destroying it, kind of like anthropologists working with Shell in the Nigerian oil fields. Since Jake's brother has died back on lawless planet Earth, Jake is the only person capable of driving his new avatar because he has the same DNA. So it is that a paraplegic man gets to walk again, albeit while lying in a trumped-up coffin. Jake's first moments in control of his avatar are quite beautiful as he clumsily breaks out of the lab to sprint through the grounds of the compound, stopping to feel the dirt between his toes and marvel at the sensation of walking again.
There is a clash between those who believe that Avatar is the most amazing cinematic experience of all time and those who think that it is a cliché-ridden farce. In many ways, both are right. The last 20 minutes are depressingly formulaic, but this movie is really about experiencing the stunning world of Pandora, a planet so richly conceived that it takes your breath away. What's most amazing is that Cameron has created an entire jungle on his computers and made it feel real. He has not filmed it in the Amazon or the Congo and he hasn't used a single plant from planet Earth. Instead there are giant parasol-shaped flowers that retract at a touch, and others that light up when stood on; the animals range from flying dinosaurs to six-legged horses. Like the language of the Na'vi, Cameron has created the whole world from scratch in minute detail.
Cameron spent over a quarter of a billion dollars on the production budget and you should do him the courtesy of seeing the film in 3D. The field is like none you've ever seen; the picture extends deep into the screen, allowing you to focus on the foreground or the background, which obviously works best during the all-important action scenes. The film will undoubtedly age well. Just like Star Wars now, we'll watch this film in 30 years' time and marvel at how beautiful it looks, even if by then we'll be able to pick up plenty of technological flaws.
But not even Cameron's techno tricks can stop us from needing to bond with the storyline, so soon enough the landscape recedes. During his first sortie, Jake is separated from his companions and saved by the blue bombshell Neytiri, who reluctantly introduces him to her tribe. This is where Cameron goes mainstream, employing a narrative that could be labeled "Going Native" (or what about "Blue Love"?). Think Tarzan meets Dances with Wolves.
While Sam Worthington channels Russell Crowe (which isn't high praise on this blog), Zoe Saldana puts in one of the stronger performances as a hissing, high-maintenance feline lead. She is one of a host of gutsy women, including the scene-stealing Michelle Rodriguez, who basically reprises her Lost role, and Cameron favourite Signourney Weaver. Weaver has done more than any woman to put strong female characters on the sci-fi map and everyone from Linda Hamilton to Jennifer Garner should bow down before her. She seems to be loving this role as a benevolent mother figure who battles the meatheads trying to wipe out the native population.
The lead meathead is Colonel Miles Quaritch, who Stephen Lang seems to have leaped into after watching Full Metal Jacket one too many times. In James Cameron's 3D universe, Colonel Quaritch struggles to give us two dimensions. Unfortunately he becomes the lead nemesis of the Na'vi, but Cameron would have been better off investing more screen time in Parker Selfridge, the head of the mining operations on Pandora. Selfridge, played by Giovanni Ribisi, is the archetypal weak leader who ends up trying to project strength through violence. Cameron could have infused more nuance into the script by making Selfridge the chief head-kicker, but with Quaritch in that role there could only be one ending.
Nevertheless, what most people will take away from this film is the feeling that they've just watched cinematic history. And a message. As for what that message is, it doesn't seem like a commentary on the Iraq war to me. On imperialism? Sure. On environmentalism? Obviously. But the real value of this film is that it uses an imaginary world to critique the real one. In this age of feuding culture warriors, the preferred method of warfare is to undermine your opponents by picking pedantic holes in their books or movies. That strategy was effectively used five years ago against Al Gore's film, An Inconvenient Truth, to cast doubt over global warming, and has been repeatedly used against those who have criticised the historic oppression of Australia's Indigenous people. In Avatar, Cameron has laid bare the exploitation and destruction of an indigenous population, but no right-wing academic will be able to quibble that the Na'vi couldn't really control horses using their minds, or that they were adequately compensated for their lost lands and treated with humanity. His overarching message that human progress bows before no one may therefore prove more durable than many rigorously researched documentaries about real-life events. If so, that may be as impressive an achievement as the special effects.
Filed under: About Action Sci-Fi | Tags: Action Sci Fi
Loving Big-Budget, Low-Brow Movies
As a grown up who never stopped liking trashy action and sci-fi flicks, I decided I needed somewhere to finally channel the energy, hence this blog. I'll post reviews of action and sci fi films on here when I get the chance. Because kids tend to stop you from pursuing such interests with as much vigour as you'd like, I'll only be posting when I get the chance to see a film. Which means the occasional new release at the cineplex plus whatever bobs up on TV or catches my attention at the video store. As a result, the movies I review may make a pretty odd collection. Bear with me if you're enjoying the ride.
There are just two things to note: spoilers are in orange and scores are out of 100.
Les Argen


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Multiple sources are reporting that the business-oriented social network LinkedIn has experienced a significant security breach.
Reports indicate that as many as 6.4 million passwords have been compromised and posted by hackers on the Internet.
Though the passwords are in encrypted form, reports indicate that they are being cracked at a rapid rate, with somewhere near 300,000 passwords already revealed, putting those LinkedIn members' accounts at risk.
Security Week's Steve Ragan quotes @Securityninja as having tweeted a confirmation that the encrypted passwords can be cracked: "btw after getting the list of @linkedin hashes and hashing my old pwd with no salt there is a match for the hash in the list".
LinkedIn sent out a particularly brief statement on the breach, saying "Our team is currently looking into reports of stolen passwords. Stay tuned for more."
It is highly recommended that all LinkedIn users immediately change their passwords.
Source: http://www.securityweek.com/rumor-linkedin-hacked-password-hashes-dumped-russian-forum


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Last night, thinking that I was going to be starting the Master Cleanse today, I wanted to use up a bunch of veggies in my fridge that were on their way out. I had a big bunch of asparagus and a pack of tarragon, as well as a giant zucchini (seriously, it was like 14 inches long and 2 inches in girth…ew…girth…) So, I googled "asparagus tarragon" (I love you, google) and found this recipe!
That recipe served as the inspiration for my soup. I added the zucchini, and also shallots and garlic (I can't cook without garlic). I loved the idea of browning all the veggies really well to develop that nice flavour before blending it down into a nice smooth soup. Once they're all golden and delicious, add some stock (I used veggie) and bring it to a boil. Then let it cool down, pop it in the blender and blend til smooth. Finally, warm it back up to serve & eat! It really couldn't be easier!!
I thought this soup was delicious, and better yet, so did Benji! :) Tarragon is a new frontier for me; I've never cooked with it, or really experienced its flavour. It really reminded me of licorice while it was raw, but once cooked down, it had a totally different flavour (which was a good thing if you ask me, cuz I'm not a big fan of licorice).
All in all, a successful dinner! Easy, yummy, healthy and resourceful! No veggies went to waste and all bellies were filled! :)


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Xtract Resources PLC (LON:XTR) is seeing output from the Manica mine in Mozambique start to pick up.
Sino Minerals, a contract miner working on the project, produced a total of 1,703 ounces of gold in April, May and June – up 42% from the previous quarter (1,200 oz).
READ: Xtract Resources seeks new contractor for western half of Manica concession
Xtract's subsidiary Explorator receives 25% of all the gold produced, meaning its share this time was around 426oz (Q1:297oz).
But problems processing the gold meant only 283 oz of Explorator's portion of the precious metal was sold, bringing in US$291,000 (Q1: US$333,000).
As Xtract owns a 40% stake in Explorator, its take-home pay was US$116,400 (Q1: US$133,200).
"These results demonstrate an increasing trend in quarterly production," said Xtract's executive chairman Colin Bird.
"The first quarter was adversely affected by the rainy season and difficult processing conditions in the West.
The second quarter was rid of the rains but was affected by difficult processing conditions due to fine gold and erratic occurrence.
"Since alluvial production commenced in 2017, Explorator has been self-funding and we are encouraged by production levels being maintained by one contractor."
Bird believes eventually it can earn around US$300,000 per month from the gold mined by contractors, money it will use to develop a hard rock mining operation at the prospect.
North and South
Sino Minerals has exclusive mining rights to the eastern half of the Manica concession but mining elsewhere has been hampered by issues with the contractors for the alluvial deposits.
Moz Gold stopped work at the end of June and a new contractor will be appointed shortly, Bird said.
Other ways to boost production are also being looked at.
"We are seriously considering dividing the concession into North-South halves [rather than east-west]since the river beds and terraces require different processing plant configuration."
Hard Rock collaboration
Meanwhile, the hard rock collaboration agreement with Omnia Mining has sent channel samples and rock chips for assay sampling.
How much it will cost to upgrade the current plant to feed all types of oxidation from oxides to sulphides is also being investigated.
"We are currently in the process of identifying more hard rock mining positions irrespective of whether the crop is oxide transition or sulphide and concurrently evaluating the cost and time of operating the plant to treat all gold mineralisation types," said Bird.
"The co-ownership of an all-purpose plant will position the Collaboration Agreement very strongly in the Manica area."
Xtract shares eased to 1.22p.


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Use the chapter guide to navigate easily through each chapter or click the 'full report' button to download the complete report.
2014 – The Seventeenth Annual Report
Welcome to the 2014 edition of the UK Renal Registry report. The UK kidney community is fortunate to have such a mature source of information, with statistics that demonstrate the clinical effectiveness of treatment regimes and real-world data for research. For years it has provided an invaluable repository of information which is extracted and used by healthcare professionals to improve patient care, and to show how well their hospital is managing kidney failure in clinical terms.
However, whilst the UK Renal Registry is a resource created to improve patient care it has traditionally done this for patients – now it plans to do it with patients. People and families affected by kidney disease want to know about how well their care is being delivered, whether it is better or worse (for outcomes and experience) in their hospital or the one up the road. The UK Renal Registry reports on areas that are essential to patients, but not many patients know about it. It is a resource for all and 2014 marks the year when its first Patient Council was formed to advise and guide on its work from the perspective of those who receive care. This year the first, more accessible report, aimed at a patient audience was published, with a selection of facts and figures for kidney patients, showing for example the proportion of patients on home dialysis therapies, numbers starting dialysis by age, gender and race, and numbers on the transplant waiting list. Perhaps in time it can bring out differences in outcomes for those on different dialysis therapies, or waiting times for transplant by different units.
The Kidney Health: Delivering Excellence report (2013) (www.britishrenal.org/getattachment/Kidney-Health/Kidney-Health-Delivering-Excellence.pdf.aspx) demonstrated the effectiveness of patients and professionals working together. This is espoused in in new UK Renal Registry projects such as that addressing the huge patient safety issue that is Acute Kidney Injury and another to test how activating and coaching people with Chronic Kidney Disease might lead to improved outcomes, including experience.
The core reporting data about access to, quality of and outcomes from dialysis will become even more important to monitor patient care in the face of significant economic challenges and commissioning changes. Publishing registry data to guide commissioners and to assure patients that they continue to receive the right care and choices is key for the future.
The word data is derived from the Latin word 'datum', meaning 'something given'. The UK Renal Registry can give something to all of us, so sharing it, making it accessible and keeping it timely can guide and protect us and help us work together to assure consistency of care and to answer our questions. Congratulations to registry staff for their hard work in producing the 2014 report in good time.
Fiona Loud
UK Renal Registry Patient Council
British Kidney Patient Association


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(Nov. 1, 2011) Researchers from the Universidad Politécnica de Madrid's Facultad de Informática have designed a new type of TV remote control that is capable of measuring finger pressure and wrist rotation angle. It then transmits this information to the TV to change channel or adjust the volume to the preferred level.
On the outside the fully waterproof and drop-resistant control looks like a rubber finger exercise ball.
The invention is one of the results of Gonzalo Bailador's PhD thesis, supervised by Gracián Triviño of the Facultad de Informática's Department of Photonic Technology. It was granted Patent No. P200501609 by the Spanish Patent and Trademark Office.
The system proposes different mechanisms for recognizing repetitive human body gesture and posture patterns based on soft computing techniques.
Soft computing is a set of informatics techniques capable of modeling and analysing complex systems across disciplines as far apart as biology, business organization, medicine or the humanities. The techniques covered by this discipline include neural networks, Bayesian networks, bio-inspired computation or even chaos theory.
The focus of this research was primarily on two soft computing techniques. The first, known as prediction-error classification, involves generating a signal predictor for each pattern and then detecting the signal class from any errors. The second soft computing technique, known as fuzzy finite automata, modelled each temporal pattern and recognized different signal patterns.
New contributions
The most representative contribution of this research to the prediction-error classification technique was more of a practical than theoretical advance in the field of gesture recognition.
In the field of fuzzy finite automata, the researchers managed to identify individuals by their movement, that is, recognize the distinctive pattern of their movements which was used for identification purposes.
On top of these practical advances, this research has resulted in a major theoretical contribution, reported in an article published in the leading scientific journal International Fuzzy Sets and Systems (Elsevier).
Additionally, this line of research has led to a publication in another first-class sector journal, Pattern Recognition, as well as participation in conferences and congresses, like the International Conference of Artificial Intelligence and Soft Computing (2006), International Conference of Computing Intelligence for Measurement Systems and Applications (2007) or XIV Congreso español sobre tecnología y lógica fuzzy (2008), etc.
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In addition to my written ramblings about Columbia sports in the Spec, last season I had a chance to do play-by-play for some Columbia basketball and baseball games on WKCR 89.9 FM, the university's student-operated radio station. So, verbal ramblings as well. It was an incredible experience, especially as these two teams both turned out to be quite good.
Some of these broadcasts were recorded, and I've edited two of the games into easily-digestible twenty minute versions, featuring all the exciting plays and verbal banter — with my wonderful co-commentator, Miles Johnson — you could want. You can enjoy these clips for yourself by clicking right on the embedded files below!


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hmmm, should we bet on how long it will take me to run out of Devo lyrics for WiP it Wednesdays?
Top Left – Minimalist Cardigan , I'm working the on the last sleeve! I am so close to being done, I just haven't had much knitting time. I have to say I"m not looking forward to the seaming, I've never seamed anything before and I'm worried it wont go well and what would be a nice sweater will look awful because of the seaming.
Top Right – The Chicabean Scarf, its for my sister, she picked out the yarn herself last year and I had a hell of a time deciding on a pattern for it. I finally did. I know you can't see it well in the picture but it's a sort of a surprise, not the scarf or the yarn, but the FO. So you just get a peak.
Middle Left My Picovoli , I haven't done much with this one either. I think it will be my travel knitting this weekend. Yep I'm going out of town, but don't worry Yarn Pr0n Friday will still post and I have a few other things, but I wont be responding to comments until I get back.
Middle Right – I haven't touched the Simple Throw. It's too hot for an acrylic blanket on my lap right now and I keep telling myself there is plenty of time until Christmas!
Bottom Left – The Lace Tank is still on hold because I'm still using to my Size 6 needles for the Mini Cardi. But I'm almost done with that and I'm itching to finish this one so hopefully I'll get it done so I can wear it a few times before it gets too cold for it.
Bottom Right – That's the yarn I thought was going to be the Tangled Yoke Cardigan but I decided I don't want another cardigan right now so it's be reassigned to Salina. I swatched and it will be my next project.


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The Steel Warrior Arm Bracers have a simple, yet very appealing design. They feature a smooth steel finish with small studs along the top and bottom edges. The Steel Warrior Arm Bracers are crafted from 18 gauge steel and are sold as a pair. These bracers attach to the forearm by two leather straps and buckles. These bracers are great for Medieval Fairs, LARP events, and most other re-enactments.
Please be aware that these items are handmade. Slight deviations in pattern, color, and shape may occur.
To properly maintain your steel armour, always keep the metal pieces away from water and lightly oiled to prevent rusting. Occasionally clean the armour with metal polish and re-oil them. Leather care products must be used to maintain the leather fittings as well.
These are measurements of the armour only. These measurements do not include the straps or buckles. This will show you how much of your forearm the bracer will cover.
See the latest product video demos and stay updated on events, DIY- guides, competitions and lots of fun and relevant LARP stuff.
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