text:
Level: The Town of the Doomed
Author(s): MpGrill
total rating: 7.19 Gameplay &
Puzzles Enemies,
Objects &
Secrets Atmosphere,
Sound &
Cameras Lighting &
Bene 9 8 9 9
Czar 7 7 5 6
Dutchy 7 6 5 6
eRIC 7 9 9 8
Gerty 6 6 5 6
Jack& 7 7 7 7
Jay 8 8 9 8
Jerry 7 7 7 8
Jorge22 6 6 7 7
Jose 7 7 6 8
MichaelP 7 8 9 7
Phil 8 8 7 7
Ryan 7 8 7 7
category averages
(13 reviews) 7.15 7.31 7.08 7.23
Reviewer's comments
"This two-parter should keep you occupied for around an hour and half or so (each of the parts being of roughly equal length). There's quite a bit of running around and backtracking to do, and the areas are quite spread out, so it's easy to get disoriented looking for your next goal. I was also a bit ticked off by the fixed camera angles (I can somewhat understand the reasoning for having them in the first level, but by the second level it was just annoying) and the monotone, gloomy dark corners. Having said that, there's quite a lot to accomplish in terms of traps and (somewhat easy) puzzles, and I found the enemy attacks to be well placed and the audio files to be well used in supporting the atmosphere." - Ryan (13-Jul-2018)
"There's plenty to do in this two-part release, each of which took me about an hour to complete, even with the help of Dutchy's well-drafted walkthrough. The game is literally riddled with annoying fixed cameras, most of which can be voided with the look key. That, and the pervasive darkness which obliged me to manufacture unlimited flares so I could figure out where to go, leads me to deduct one point from each of the last two scoring categories. Another negative feature is the hard-to-read compass that indicates West when it should indicate East, and vice versa. Still, there's much to like here, where you explore a spooky and deserted town and some of its buildings and other-worldly occupants, avoiding some devious traps in the process. Recommended." - Phil (10-Apr-2015)
"The town Lara has been taken to seems to be doomed indeed (and gloomy too). Besides some bugs and shooting guards she encounters strange creatures trying to hit her with their sharp blades. But most of those creatures were rather easy to get rid of, because they are so tall they cannot make it into low passages and openings, so they stuck there and Lara could stay in her place safely and shoot the guys quite easily. And what was this submarine-like thing, was it an enemy too? I don't know. In order to be on the safe side I preferred to swim away instead of finding out about it. Gameplay-wise it is mostly running around this town looking out for items, keys and switches to open plenty of doors. You might think that a roof key opens a door to the roof? No way, it makes a trash can appear instead. Strange thing. As said before the level is quite gloomy not to say very dark in parts.
In part 2 there were no enemies except for one Atlantean creature near the end, but still a lot of running to and fro, climbing and jumping, even past swinging blades. The atmosphere was better and more creepy than in part 1 and the lighting still gloomy, but thankfully not that dark. But I did not like all those fixed cams. I have an understanding for using them in part one to prevent the game from crashing. But they were overly used in the 2nd part too and that was rather annoying, as well as camera work in general could have been improved, they often were not of much help." - Jerry (24-Jan-2009)
"This is a rather creepy atmospheric double-level where each part will take about 45 minutes of net gaming time - if you do find your way around in a reaonable fashion that is, as it is at times rather non-linear and you may end up visiting places several times unnecessarily. Still, I liked the city setting with the fog and the sewers just as much as the church interior type setting in the second part, so did not mind running around in this place a little more than I maybe needed to. You encounter some resistance in terms of enemies (wasps, guards and these scary poisonous mutants) and in terms of fixed cameras, which often you can 'look-key' out of but not always and especially on the roofs I thought this was rather annoying. Speaking of cameras, often the camera hints are there but a bit cryptic, ie not particularly helpful. Lighting is actually not bad at all but spoiled by a few unnecessarily dark (or rather pitch black) areas and textures while well chosen and applied in general, at times seem carelessly applied. And then there is of course the huge shortcut in part 2, which allows you to skip about half the level. so if you think that was rather short, then place the first orb on the other receptacle first. Found 5 of the apparently only 4 secrets =)" - MichaelP (23-Jan-2009)
"A creepy place, full of fog, big and poisonous monsters, dark areas and dangerous places. I didn't like the annoying fixed cameras and return to the same places many times, sometimes a very long distance. There are few puzzles, a game based about pulling switches and place objects, but there are good details too. In second level you can take a shortcut to the final room losing a good part of the gameplay (?). There are some cool music themes, but in my game sometimes the background music dissapeared. I found four secrets, but I couldn't hear the secret chime when picked them up. The final boss is very easy to kill. The best for me were lights and textures." - Jose (10-Dec-2008)
"Imo this is the best release from the builder, despite I encoutered a few issues with puzzles. In the first level, the door that normally needed the Doom part opened when I stepped on the square without placing the artefact. And in the second level, I found an extra Evil Crystal in the room with the monster, when normally we have to climb the poles and a rope to get it, well I got both for the same prize :] Not that that took anything of the enjoyment as these issues were not at the detriment of the progression for the player. There are many fixed cameras but I got used to them after a while ; a few textures not well applied but the levels look quite good. In both levels , after a bit of fruitless exploration , things fell into place rather easily and without too much backtracking. There are many things I liked in these levels , for example the mirrored rooms in the 2nd level, the one with the fence to shoot and the one that shows where are the safe tiles in the next. Globally I preferred the first level but both were to my liking. I don't know where MpGrill finds his audio tracks but some are really atmospheric and beautiful ! 2 hours 10 mn / 4 Secrets" - eRIC (06-Dec-2008)
"Ok... not sure what this was all about apart that I found it most confusing. Nasty fixed camera work in the first level, that is explained in the readme but that was no excuse to have them even more in the second level. It made me sick to my stomach so that I only could play in short bursts. The utter lack of a cut scene, just to show you why you just used a lever or a switch is just plain nasty. This level is quite huge so you are running from left to right and back again and then you probably will find out you choose the wrong path. Also the back and fro was just unnessesary prolonging gameplay and for what? It could have been a great level but it wasn't for me. Enemys were nicely placed, luckily you started out with loads of flares although you really don't need them in those numbers. The healthbar colours are a pet peeve of mine as it is very hard to see when the light is blinking and that had me reloading a tad to much for my licking. What is bloody wrong with the old fanshioned healthbar anyway....??? Pushing a statue with a vase on top through a solid wall was plain sloppy as was the swing on the rope through walls and floors as well. There is a shortcut in this level, what is a pity, with a bit more testing that would have come to the builders attention, as you can skip a major part of the second level. Texture wise, some are rather eclectic in a way, some also need attention. There are paperthin walls and the lighting in most parts was well done. I also have question marks at certain places because one time I could slay the enemy with one shot and the other time it took me quite a few shots. Also the fire in the fireplace, one time Lara was on fire and the other time I just could step into the fire and nothing happened, strange." - Gerty (05-Dec-2008)
"Here is a nice spooky level in two parts that could have done with much better beta testing. To start with, I couldn't manage to save the game, so I almost had to bin it, until I found that for some weird reason the game could not be saved in slots 0 and 1. Problem solved then. I could also complain about the exaggeration in third person views but I really didn't care that much because I'd already been warned in the readme and that was easily solvable with just a touch on the look key - and that didn't ever bring me any crashing problems. The only time when it was kind of a nuisance was when Lara was up on the rooftops, but even then I didn't really care. I didn't like so much all tha back and fro that overwhelms the first level, set in some abandoned town with burning cars and monsters on the loose. But I still enjoyed it, even though a few details, such as a ladder totally hidden in the dark could be considered somewhat unfair. But it's easy enough, the atmosphere is ok, and it is therefore rateable as fluent. On the second level, Lara finds herself inside a building where she must find a few spheres and solve a few puzzles that will allow her to get back to the city and escape the town of the doomed. Unfortunately, I must say that I was able to skip most of the level by finding only one sphere and from there make my way back to the surface - that can't have been properly beta tested! Of course, you may ask why don't I simply go back and do things right? Why then? Because the author himself didn't do things right in the very first place? Or maybe because I have some Christmas levels waiting now and I guess they're a nice option after a trip to hell. So, my final word, the levels are nice and playable, just enough spooky but I don't really need more, and do take care not to go down a ramp when you have only one sphere or you'll find yourself missing on most of the second level like I did. That's it." - Jorge22 (02-Dec-2008)
"The preponderance, no matter what the reason, for fixed camera angles in this level I found to be utterly annoying. Indeed, it seemed to me as if they were more a deliberate annoyance, rather than some anti-crash device, such was their excessive use. But then, I am a very anti-fixed camera player anyway. Fixing cameras to this extent induces the sense that the player is not in control here, which takes much of the enjoyment out of things for me, and it's a further annoyance when such fixed angles cause the player to kill Lara by running her off a long drop simply because the camera prevents you from seeing the hazard. I was happy to find that I was able to 'look' out of many of these fixed angles without a single crash, only to have my relief cut short by the snapping in of another at a mere turn in some other direction. The first level I found somewhat bewildering for it's lack of helpful camera hints and anti-intuitive switch/door setup, which typically resulted in plenty of 'back and forth over awkward distance' in order to somehow find the door you'd actually opened by flicking the switch at the other end of the map. Enemies (TR3 mutants) were largely a joke for their running in circles and into walls, but I tend to find enemies an overall annoyance I can do without anyway, so that proved helpful. One guard did actually give me a fright because I didn't see him at all in the dark until Lara was almost right on top of him and he started shooting, so, strangely perhaps, I consider that placement well done by the builder. One simple aspect I did enjoy about the first level was the amount of bins to shatter. Yes, little things and all that, but I'm sure many a custom level player gets some cheap thrill out of merely having objects to shatter. To that end, the first part of this level set is like a Greek party! The background sound of the first level was somewhat contradictory, in that the tension which was supposed to be induced in the player by the presence of the ominous sound of thunder, in keeping with the general idea of the level, was oddly mixed with the very relaxing sea sound of the coastal levels, so any hoped for tension was essentially cancelled out. Being very happy to be done with the first, moving on to the next level proved a better experience. It seemed to me that the whole construction of the second level was much more of an achievement overall. Though there was much more darkness, which can be an annoyance in itself, it was entirely appropriate. The lighting too was greatly improved over the first level. This time the builder gives the player many more camera hints with each switch flicked. So though there is a similar kind of 'back and forth' running around as the first level, at least this time one knows where one is going. Again, as in the first, there was one enemy which gave me a fright, appearing as it did so suddenly, and perhaps it was my killing it so quickly that caused what seemed to be buggy operation of the switches in that room. The pushables toward the end of the level I found to be an annoyance, but must say that I do think the setup is successful because it does fox the player, which I suppose was the intent. Musical incidences were well chosen, I thought, being somewhat 'cool', but not overly pretentious, or out of character for the level. Coming on to the final level, which is a return to the first at nightfall, is, I think, a waste of time. There is little to nothing to do there, other than to kill another two directionless mutants and find the exit door (aside from an apparantly sub-waste-of-time involving a door, a pool with a 'robotic crocodile' and coming back to where you were in the first place with nothing achieved). In short then, level 1 annoying. Level 2 very enjoyable and reasonably well made. Level 3 pointless. Thanks to the level builder for taking the time to try to create another adventure for us to play." - Czar (18-Nov-2008)
"A level that should have been tested better, much use of fixed cameras. I think mainly to hide buiding inperfections at least in level 1 as a whole part of the city consisted of wrongly connected rooms so wallş would flicker and disappear. Many textures could have been placed better so it all would have looked much better. You have to backtrack a lot and at least one key didn't need a keyhole I was looking for but a red texture on the wall instead (took me a while to figure that one out). Enemies (the big blokes) just ran into walls and could therefore easily be disposed of. Level 2 has a major shortcut if you happen to use the first puzzle orb (Evil Crystal) in the wrong slot. I was lucky I used in the correct slot so I could play this way better part of the levels. The puzzles weren't too hard, the pushpuzzle near the end didn't succeed to well as I only had to move one block on a tile and stepping on another tile opened all doors to the exit. The atmospere in this second level was good. The soundtrack playing at the pole puzzle for the last Evil Crystal was annoyingly loud and I turned the sound off there. In that room were some shortcuts too as you could shimmy to and climb up through fences. One time the orb appeared in another place as maybe intended and I had to go look for it. There could have been a nice "end" tune when you walked through the bgate to the end of the level. All in all not bad, but I expected more of a 4th build" - Dutchy (18-Nov-2008)
"I enjoyed the first level 'The Town of the Doomed' but it was the second level, 'Doomed Halls' that hooked me to the point that I could have happily played for hours more. Unfortunately, the game crashed in what I thought was near the end so I don't know if it was carelessly intended as an ending or a bug. The first level is set in and around a small town and there's lots of exploring and hopping around on rooftops - nicely done. The second is set in a church area, above and below. Good gameflow with a near perfect setting. There's a swinging blade room that is spooky because it is dark and the sounds are so weirdly effective. This is the best I have seen from this builder - he gets better and better." - Bene (16-Nov-2008)
"well i just finished this one .......what can i say ....not top one but enjoyable one .... is a city like game like Italian Exploration by Tweety ,just not so beautifuly builded and the enviroments was more simplistic not so eye candy - alot off long coridors - but this one have some hard jumps moustly i like the sloopy fences 4 shaped room with dead floor on middle and safe place only at margins wich needed some skill to get on safe corner without touch the middle deadly floor ..... also some ballancing slicers room not very hard through ... enemyes was some buggs and some alien creatures - wich i dont like on this game was alot off running back and fro moustly at 1 st level (cos is 2 level game ) and the fixed camera views wich was anoying and alot off fixed camera views on this game also i dont like it ... but all in all was 2 hour of fun graphics was mediocre too ...." - Jack& (16-Nov-2008)
"I liked this level quite a lot, apart from the always annoying fixed camera angles. Yes, OK the builder explained in his readme why there were so many of the damn things, but it didn't make them any less irritating. Right, that's the whinge out of the way. Otherwise, I found the game to be well rounded and nicely crafted. It's not a difficult level; the only problems you may face really come with the exploration aspect as there is plenty to do and some things are well hidden. The main enemies are those great big mutants thumping about the place, but if you're lucky sometimes they run into walls so you can pot them easily. Good atmosphere, helped by some interesting (and occasionally spooky) sound files, especially in the second part." - Jay (16-Nov-2008)


A beautiful Mom and Baby Keepsake gift that features personalized name of the baby and the babies unique birthstone representing the month they were born or your own custom personal birthstone(s) and name(s)... Made with lovely white grade A Mother of Pearl Shell beads in 4mm for the baby or child sized bracelet and 6mm sized for the adult style bracelet. We also accent the bracelets using 4mm and 6mm clear crystal nautral quartz gemstones that have a clear glass like appearance. With fire Czech birthstones for the baby or child bracelet and Swarovski Crystals for the adult bracelet.. each accented against smooth satin sterling silver rondelle accent beads. Mother of pearl beads have beautiful white shimmering swirls throughout the semi-iridescent white mother of pearl natural shell beads. Mother of pearl is a natural shell and is the most opulent of all the shell beads. They are derived by the natural pearl found within a pearl oyster shell. The bracelets come complete with two (2) matching 1.0" bracelet extenders one for the adult bracelet and one for the baby/child size these bracelet extenders can be easily removed or added at anytime. The spacer beads in between the mother of pearl beads are bright bali silver sterling silver. The lobster clasps extenders spacers are all .925 sterling silver. The bracelets include personalization of up to 10 name letters for the adult style bracelet and the baby/child style bracelet. We included a solid ring baptismal crosses in sterling silver charm or you can select your own choice of charm. Between each sterling silver name letter we use corrugated bright sterling silver saucers. You may personalize each bracelet with the daughter's name using up to 10 name letters for each bracelet or unique mother and daughter names. You can also customize each unique mother and daughter birthstone or have both birthstones the same representing the baby/child's birthstone. Please view our Czech Fire Glass Crystals Birthstone Color Chart with this link.


Love Rice-a-roni (or whatever brand you usually buy) but hate spending so much money for so few servings? Want to learn how to quickly and easily make it yourself for practically pennies a serving? You've come to the right place!
Since I like the flavor of rosemary with veal or steak chops, and since I like how well pesto compliments meat, I thought why not combine the two?


Located at Carmichael Road in an upmarket area of Mumbai, Carmichael Residences provides a tranquil oasis from the energy of the city and connects with the lush vegetation that surrounds the property. At 21 stories, the tower offers uninterrupted views of the city and ocean beyond, and with 28 units, it offers residents an array of lifestyle amenities, terraces, and parking.
Taking cues from its immediate environment, SOM designed the building as a series of gardens that extend through the tower. Residents arrive to a serene garden lobby with scented flowers, running water, and lush plantings. A health and fitness garden provides interior and exterior spaces for exercise and meditation while the roof features a garden with an infinity pool. There are two units per floor, each with an area of 2,000 square feet. The open flexible layout of each apartment allows for different spatial configurations, and units may be combined into a single, larger space if desired.
Targeting IGBC (Indian Green Building Council) Green Homes certification, the design of Carmichael Residences integrates several features that contribute to the creation of sustainable living environments. By opening the facade to the west, the building maximizes ocean views and breezes for the primary living spaces. The facade consists of high-performance glazing and is complemented by deep projection shades and operable wooden sunscreens that mitigate heat gain from the western orientation. These screens enable ample natural ventilation and render the building's exterior in a visually interesting way that changes with the occupants' individual customization. A palette of local and natural materials such as hardwoods and granite, along with with solar hot water heating, rainwater harvesting, and onsite sewage treatment for greywater, add to the sustainable elements of the building.


Brewing a nice blend of beers for opening months. Our taps rotate frequently so keep checking back or drop by to see what's available.
Siluria Brewing Company, LLC, is the idea of an Army Veteran and his wife, a Dental Hygienist. The brewery is located in Alabaster, Alabama and will provide an atmosphere that reflects the history of Siluria/Alabaster, Alabama. We are avid fans of craft beer that could never find a local establishment that truly reflects the town that we call home. After giving home-brewing a shot, we decided to take a leap of faith to provide Alabaster with its own craft beer. Our vision is to promote the sheer fun of artisan craft brewing with a local flair. Once our customers taste the product, they will know the quality and care that goes into every pint.


Silences, wrapped around us, silences..
That the world hasn't passed by for long..
What do I tell you what has hardened with me..
Kehne do inko zaraa.. haan..
Come, sometime hum it with me..
Let them speak for a bit..
There are a million silences hidden in blossoming moonlight..
In burning hearts, there is for rising silently..
Kehne do inko zara.. haan..
My wife nishuu jaaan love this songg.
Salute to the writer ..
Wot abt atif aslam??? Cant breake him by anybody!!!


text:
Texas National Security Network Fellowships
Texas National Security Network:
Educating Future Leaders in National Security
The Texas National Security Network unites the expertise and resources of the fourteen institutions that comprise the UT System, with the goal of creating the premier university system in the country for national security work. The Network operates research and education programs, including the Archer Center National Security Fellows program. The Archer Center is located in Washington, D.C., and provides talented undergraduate and graduate students from across the UT System with the opportunity to live, learn and intern in the nation's capital.
The network is proud to offer a generous scholarship opportunity to graduate students from any UT System campus who are accepted into the Archer Center's summer 2019 Graduate Program in Public Policy and secure a national security-related internship in the Washington, D.C.-area. Students who receive the fellowship will be part of the National Security and Global Affairs Policy Track in summer 2019.
Our nation's capital stands as the epicenter of the national security ecosystem, and firsthand exposure to national security work can provide students with indispensable perspectives on areas such as foreign policy, defense policy, intelligence, and technological research and development related to national security. In addition to its demonstrable educational benefits, a successful internship can also serve as a tremendous asset for students in eventual permanent employment. Potential internships can include, but are not limited to, the U.S. Department of State, U.S. Department of Defense, U.S. Department of Justice, U.S. Department of Homeland Security, intelligence agencies, relevant Congressional committees and offices, and think-tanks or research institutes undertaking national security-related work.
The Texas National Security Network scholarship will be no less than $3,000 per student.
Applicants will be evaluated based on their academic record, statement of purpose, references, and the alignment of their academic and professional goals with the broader purposes of the National Security Fellowship. In the event that there are more applicants than available slots, preference will be given to students with a demonstrated commitment to pursuing a professional career in a national security-related field.
Applications for the 2019 Graduate Archer Fellowship are no longer being accepted. The application for the summer 2020 Graduate Archer Fellowship Program will open in September 2019. Please contact the Archer Center's executive director, Katie Romano, with any questions.
Texas National Security Network Summer 2018 Fellows
The Texas National Security Network at The University of Texas System has awarded scholarships to seven Archer Fellows participating in the 2018 Graduate Program in Public Policy at the Archer Center in Washington, D.C.
Applicants were competitively selected. They were evaluated based on their academic record, statement of purpose, references, and the alignment of their academic and professional goals with the broader purposes of the National Security Fellowship.
The 2018 Texas National Security Fellows are:
Omar Araiza| UT Austin
U.S. Department of Defense - National Defense University
Omar Araiza is an MGPS student candidate at The University of Texas LBJ School of Public Affairs. Growing up along the U.S.-Mexico border, Omar was exposed from a young age to the various humanitarian issues surrounding forced migration. This personal connection led him to work with refugees, political asylees, survivors of human trafficking, and other displaced populations of people. He speaks English, Spanish, and French, and was selected as a Fulbright-Hays Fellow for the opportunity to advance his Persian language skills abroad. He joined the LBJ School this past fall as part of the Texas National Security Network's inaugural class of Chancellor's Scholars. Araiza was an Archer Fellow in 2011, and is excited to return to Washington, D.C., this time as a Graduate Archer Fellow. This summer, he will be focusing on security issues in the Americas.
Raymond (Ray) Banks | UT San Antonio
Raymond (Ray) Banks hails from The University of Texas at San Antonio where he is pursuing a master's degree in public administration. He is interested in serving his community at the local, state, or federal level.
Casey Boyles| UT Austin
Casey Boyles is pursuing her master's degree in middle eastern studies at The University of Texas at Austin. She holds a bachelor's degree in politics from Princeton University. Currently, she is a Brumley Next Generation Graduate Fellow with the Robert Strauss Center for International Security and Law, co-president of the Middle Eastern Studies Graduate Student Association, and a Teaching Assistant for the Middle Eastern Studies department. Her policy interests include national security and intelligence with a focus on the Middle East and she hopes to pursue a career in national security working for the federal government.
Kingsley Burns | UT Austin
Kingsley Burns is a master's student in Global Policy Studies at The University of Texas at Austin LBJ School of Public Affairs. He previously studied international business and management of information systems as an undergraduate at the University of Oklahoma before turning towards public affairs.
Ryan Duffy | UT Austin
Scoop News Group
Ryan Duffy is a young writer hoping to work at the intersection of journalism and international security. He is pursuing a master's of arts. in global policy studies at The University of Texas at Austin LBJ School of Public Affairs and graduated magna cum laude from Boston College in 2017. His interests include U.S. foreign policy, intelligence, special operations, cybersecurity, climate change, and technology. A Dallas native, Duffy spent the last four years in Massachusetts, a summer in D.C., a six month stint studying abroad in Parma, Italy, and two months studying on a scholarship in Dubai.
Kelsey Ritchie | UT Austin
Kelsey Ritchie is a graduate student at The University of Texas at Austin LBJ School of Public Affairs, where she is pursuing her master's degree in global policy studies. Ritchie is interested in the intersection of national security and religious studies. She currently works as the graduate assistant at the Clements Center for National Security and serves as the head global writer for the Baines Report policy journal. She plans to enter a career in national security or foreign policy after graduating from the LBJ School and eventually get her Ph.D. and teach at a university.
Harris Weisz | UT Medical Branch
Harris Weisz is currently a doctoral candidate in the Human Pathophysiology and Translational Medicine program at The University of Texas Medical Branch in Galveston, Texas. His research focuses on understanding long term genomic changes after traumatic brain injury, which could potentially serve as targets for therapeutic or biomarker development. Utilizing his extensive scientific training, Weisz is keenly interested in researching and crafting informed, evidence-based science policy that addresses the present and future needs of the United States.
2017 Texas National Security Fellows:
Marlene Campos (United Nations High Commissioner for Refugees) is pursuing a master's degree in international political economy with a concentration in development at UT Dallas. She also earned her Bachelor of Science in international political economy with a minor in Spanish/Hispanic area studies from UT Dallas. Her goal is to develop long-term policies to foster sustainable country development and improve global welfare.
Claire Miller (U.S. Representative Will Hurd) is pursuing a master's degree in the Engineering Management program at the Cockrell School of Engineering at UT Austin. She graduated from the U.S. Coast Guard Academy and is a commissioned reserve officer in the Coast Guard. Her academic and policy interests center on emerging gaps in communication interfaces and outlining cyber security policy responsibilities.
Jolie Schafer [U.S. Department of Health and Human Services, Office of the Assistant Secretary for Preparedness and Response (ASPR)] is pursuing a Ph.D. in immunology at UT MD Anderson Cancer Center. Her research focuses on using immune cells called "natural killer" cells to develop possible treatments for leukemia. In her internship, Schafer is working on research about pandemic threats, bioterrorism and preparedness and response to such threats. She holds a Bachelor of Science degree in both biology and biochemistry molecular biology from Houston Baptist University.
Allison (Allie) Swatek (National Defense University) is pursuing a Master of Public Affairs at the Lyndon B. Johnson School of Public Affairs at UT Austin. Her specific policy interests include transitional economies and the impact of political and economic changes on national security. Swatek graduated from New York University with a Bachelor of Arts in political history.
Joaquin Villegas (New America Foundation, International Security Program) is currently pursuing a Master of Public Health at UTHealth. He was born in Mexico and began his education at the South Texas High School for Health Professions in Mercedes, Texas. He has a bachelor's degree from Texas A&M University in College Station, and an M.D. from McGovern Medical School at UTHealth. In his internship, Villegas's tasks include working with researchers to study the impact of social media on war and politics.

redpajama_set_name: RedPajamaCommonCrawl


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This Klever X RAW is a single speed. It's a real urban bike: clean, powerful, no hassle. Our BIACTRON motor in this RAW e-bike is a brushless high torque 250W motor. All brake cable and the electronic harness is fully routed into the stem and the frame. This makes, together with the integrated battery, the KLEVER X RAW a very clean e-bike.
NB The X Raw on the photo is a customized version. This specific color will not be sold in our range coming season, and the Supernova lights (front and rear) are put on the bike to make it look even cooler. We did put fenders on our commercial X Raw. In our view that makes a lot of practical sense in the Western-European climate..
Where can I buy this bike?
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NB On the photo we show an X Raw version that is customized. The color will not be in our range in 2018, and also the Supernova rear light will not be mounted on the X Raw 2018.
Range (360Wh battery) 50-70 km Tyres Schwalbe Super Moto X 27.5 x 2.4"


text:
in: Pages with reference errors, Pages using ISBN magic links, Timeline
Age Before Creation
Age of Creation
500 B.C.
Book timeline
2.1 Late February
4 March/April
5.1 Early
5.2 Mid-Late
7.1 Late
11 September/October
12 Post-Brood War
12.1 October
12.2 December
13 Misc. Events
13.1 Great War
13.2 Post-Great War
13.3 Brood War
13.4 Post Brood-War
14 Contradicted Dates
January[]
Note: The majority of the January dates are derived from the events of StarCraft: Ghost: Nova. As Nova's birthday is known to occur on January 15, events after and before this date can be gauged per the amount of time that passes in the novel on a 'by day' basis.
January 1: Norad II is downed by the zerg over Antiga Prime.[1] The Sons of Korhal save General Edmund Duke, Mengsk knowing that the general could prove to be a powerful ally. Alpha Squadron thus becomes part of the Sons of Korhal.[2][note 1]
January 10: Information is given on Old Family children destined to be sent to Tyrador IX.[3]
January 13: In response to Duke's defection to the Sons of Korhal, the Confederacy fake a report by Michael Liberty, claiming that Duke and Alpha Squadron have been brought under control of the Sons of Korhal by "mind control drugs", the result of indiscriminate spraying that has left hundreds of civilians dead. The Confederate Army and Colonial Fleet arrive on Antiga Prime and begin a blockade of the system.[4][5]
January 14: Arcturus Mengsk makes a pirate broadcast in which he condemns the Old Families and Constantino Terra in particular. Simultaneously, Sons of Korhal rebels destroy a 428 hoverbike plant belonging to Terra in the Palombo Valley, courtesy of explosives. Their sites of location are so precise that it has to be an inside job.[5][5]
January 15:[6] Nova Terra celebrates her 15th birthday. On the same night, the Confederate report airs, along with Nova being told that she's being sent to Tyrador IX as part of the Old Families' attempt to keep their children safe from rebel and alien attacks. Despite her protests, all the members of her family apart from Edward Peters (her mother's jig) support the move.[5]
January 16: The Confederacy begins its attack to reclaim Antiga Prime. In light of the devastation, Constantino considers the matter of Nova's trip to Tyrador IX as no longer being an issue open to discussion.[5]
January 17: Nova and Morgan Calabas, along with numerous other children of the Old Families, wait to be shipped up to orbit to be taken to Tyrador IX. While waiting to depart, Nova's telepathy picks up conflict at the Terra Skyscraper, namely feelings of pain, rage and fear emanating from her family. Knowing that they're in trouble, she gets off the puddle-jumper and catches a cab back to the skyscraper, the feelings getting worse. She arrives back at the skyscraper to find her family being killed by a group of rebels, Peters among them. Through a combination of fear and emotional trauma, Nova lets loose her psionic powers, killing hundreds.[5]
Other attacks on the Old Families are carried out simultaneously. However, none are as successful as the one on the Terras.[5]
Within hours the Tarsonis Police Force has cordoned off a four block area surrounding the Terra Skyscraper, Wrangler Malcolm Kelerchian among them (due to it being a psionic attack). Realizing that Nova must have been responsible due to the nature of Peters' betrayal and the fact that she's neither here or on the way to Tyrador IX, Kelerchian determines she must be a telepath, and an extremely powerful one at that. For his efforts, he's charged with tracking her down.[5]
January 20: Nova regains consciousness in The Gutter, her memory slowly coming back to her. She's accosted by two hoodlums but manages to psionically stun them, albeit losing consciousness in the process. She's brought to Markus Ralian's apartment.[5]
Kelerchian contacts those en route to Tyrador IX, to see if Nova is on the ship.[5]
As night falls, crime lord Fagin goes about business as usual, namely beratement, execution and promotion. Markus Ralian informs him of the events concerning Nova and how she's at his apartment. Fagin, much to Ralian's frustration (Nova's telepathy has been freaking him out), tells him to bring her in tomorrow. The result is that Ralian has to deal with the freakiness that telepathy brings, not to mention that she's lost the will to live.[5]
January 21: Kelerchian interrogates Clara Terra as to whether she's seen her sister. Her (eventual) answer being in the negative, the same result being with everyone else he's interviewed, Kelerchian realizes that Nova isn't among any of the Old Families and has perhaps run as far away from her life as possible. In essence, that means she's in the Gutter.[5]
Nova is brought to Fagin, once again demonstrating her telepathic abilities and self-destructive nature. Fagin isn't shaken and, after failing to secure her allegiance, lets Nova go, willing to let her experience the hell of the Gutter so that she comes crawling back to him. Regardless, Nova settles by a dumpster and waits to die from starvation.[5]
Kelerchian sees officer Larry Fonseca and tells him about Nova, giving a list of possible signs that could indicate her presence. Larry agrees to keep a lookout.[5]
January 22: Waking up with a rumbling stomach, Nova realizes that dying via starvation isn't as easy as she once thought.[5]
January 23: By this stage, the Sons of Korhal have basically taken Antiga Prime.[5]
A stray cat who rummages through the dumpster for food decides that Nova makes good company.[5]
January 24: Tenilee begins work in O'Callaghan.[5]
January 25: Nova names the cat "Pip" after the Siamese cat she once owned.[5]
The classical music group called 'Warp Drive' gives a performance at Waits Amphitheatre, playing to a full house.[5]
January 26: UNN reports on Antiga Prime. The Confederate government uses it to encourage people to enlist.[5]
Clara Terra delivers a speech in a press conference, thanking people for consoling her in her "terrible moment of grief" concerning the death of the bulk of her family assuring that she and her fiancée Milo Kusinis intend to go along with her wedding as planned. She makes it sound as if Nova died in the attack.[5]
Waking up at night, Nova decides to get some food, not knowing that Fagin is watching her via the traffic sensors. Coming across a news vendor, she sees her sister's televised speech, which makes it seem that she's dead too. Enraged, she lashes out with her telekinesis, destroying the holo. Unfortunately this is in sight of all those present, including the store's owner Martina Dharma. Not wanting any trouble she runs off, coming onto Gladstone Way. Entering a bodega owned by Terence she uses her psionic powers to scare the owner into giving her food and drink, for both herself and Pip.[5]
Fagin contacts 'The Pitcher'-his top hitman.[5]
After waiting for two hours, Kelerchian is able to see his superior Ilsa Killiany, confronting her as to why Clara Terra is declaring that Nova is dead. After pointing out certain facts and reminding Kelerchian where his loyalties lie, Killiany gives her reasons and returns to watching the holo.[5]
January 27: Nova wakes up in the early morning and is confronted by 'The Pitcher.' Ignoring her warnings he advances, forcing Nova to fry his brain with her psionic powers. Realising how deadly she can be and that Fagin won't give up, she sets off to kill him. Seeing that Nova is on her way, Fagin calls all his supporters to his side.[5]
Kelerchian interrogates Dharma as to Nova's actions, managing, after some considerable effort, to get the woman to stop babbling and tell him which way Nova ran. He contacts Sergeant Volmer of the TPF for the traffic feeds but finds that they've been erased as they don't have the space to store them indefinitely.[5]
Nova easily makes it to Fagin, bypassing his supporters, but is brought to her knees by a psi-screen, along with Fagin's threats to murder children if she does not submit. She ends up working for him, her psionic powers useless against the crime lord.[5]
February[]
Note: The February dates are derived from the knowledge that the zerg invaded Tarsonis on the "17th",[5] that Antiga Prime fell ten days beforehand[4] and that these events occurred in February.[7]
Early: Clara Terra marries Milo Kusinis.[5]
February 7: Delta Squadron arrives at Antiga Prime, blockading the SOK position. Sarah Kerrigan and Michael Liberty succeed in planting a psi emitter in the Delta Squadron base camp, luring thousands of zerg to the planet, supplementing the ones that are already there. Confederate forces are either wiped out or are forced to retreat to Halcyon. Protoss ships arrive shortly afterwards and engage the zerg in space combat.[4]
In the last hours of the planet, Raynor leads a mission to save some colonists, aided by Tassadar. They succeed and the Sons of Korhal depart the planet for Tarsonis.[8][9] In the wake of the evacuation, Mengsk sends out a message to all the remaining terran worlds.[5] Not long after this, the protoss sterilize the planet.[4]
02/??/'00:The Sons of Korhal take control of the Terran Confederacy world of Atticus Minor. The planet is then invaded by the zerg, which the Sons of Korhal engage in combat with.[10][11][note 2]
February 10: Ghost Program Director Ilsa Killiany makes it clear to Kelerchian that unless he finds Nova, he's in for trouble.[5]
02/??/'00: Confederate official Tamsen Cauley dispatches the War Pigs, a band of indentured soldiers, to kill Arcturus Mengsk at Atticus Minor. The attempt is a failure.[10]
02/??/'00:Cauley replaces the War Pigs with his new, upgraded Cerberus Program.[10]
02/??/'00: Cauley betrays the War Pigs at Tyrador VIII, but they escape. They vow to separate from each other and hide.[10]
02/??/'00:Kehl sells her phone to Pix so that she can buy hab.[5]
February 13: Kehl finishes her latest job for Getreu.[5]
February 17: Kehl sees Harold about getting some more hab.[5]
Kelerchian is summoned to Killiany to account for his inability to find Nova. Claiming that he'd need an army to do so he's given such a thing, namely the 22nd Confederate Marine Division (aka the "Annihilators") under Major Esmerelda Ndoci. Soon after he's contacted by Officer Larry Fonseca, who tells him that a blonde has been seen working for Fagin. Kelerchian heads off to Fonseca's apartment in order to get more info, hoping that he can come up with a plan that doesn't involve "Major Disaster" wiping out the entire Gutter.[5]
Business as usual occurs at Fagin's place, or at least what has become usual for the last several months—subordinates are executed, Nova freaks out Markus Ralian with her telepathy, along with Kehl, etc. Unable to take it Ralian heads home, taking Kehl with him.[5]
Fonseca tells Kelerchian about Fagin, about how he runs the Gutter.
Ralian contacts Sergeant Morwood about Fagin, realizing that the psi screen he's been wearing for the last few months is eating away at his brain (it shouldn't be worn for more that seven hours at a time), thus explaining the psychosis. He resolves to see Fagin about it.[5]
Kelerchian and the marines board a Valkyrie at Holyktown, flown by Lieutenant Commander Fleet, medic Sergeant Scheeler being her co-pilot. They fly to the Gutter. They arrive in time to find Marcus confronting Fagin. Nova comes out to see and, taking advantage of Fagin's distraction, telekinetically controls Markus to shoot his boss. She reads Kelerchian's mind about the Ghost Program and accepts, wanting to have her memories erased. However, the Annihilators, having been ordered by General Ledbetter to extract Nova by any means necessary. They bring the building down in their rampage, killing Markus and severely injuring Kelerchian.[5]
The Sons of Korhal arrive at Tarsonis. The planet's orbital defenses are breached and teams are sent planetside.[5]
General Edmund Duke plants psi emitters in centers of Confederate power,[12] luring billions of zerg to the planet. They quickly overrun the Confederacy's defenses and proceed to lay waste to its urban and industrial centres.[13]
Confederates evacuate from Osborne Port.[5]
February 18: Word of Tarsonis's fall reaches Tyrador IX. The children of the Old Families are subsequently evacuated to Shi.[3]
The protoss arrive at Tarsonis and proceed to engage the zerg. Fearing that the Confederates will be able to escape, Arcturus Mengsk sends Lieutenant Sarah Kerrigan planet-side to engage them.[14] Raynor and Liberty attempt to go after her, but are slowed down by Duke, gloating at the chance to use this 'mutiny' against them. They manage to get past him though.[4]
Protoss, zerg and SOK forces duke it out above the planet as Raynor and Liberty reach New Gettysburg, after hearing Kerrigan's request for an evac due to zerg forces overrunning their positions. They're able to save some of the soldiers, both SOK and Confederate, but Kerrigan is MIA, presumed dead. In reality, she's captured by the zerg and entombed in a chrysalis.[4]
Raynor breaks away from the Sons of Korhal, his forces taking out the Ion Cannon, thus allowing them to escape.[15] Liberty meanwhile goes freelance, determined to get the real story out.[4]
Late February[]
A new cerebrate is created by the Overmind to watch over the chrysalis. Under the tutelage of fellow cerebrates Daggoth and Zasz, it deals with some Omega Squadron remnants.[16]
Raynor's Raiders "raid" the Dylarian Shipyards, acquiring a number of Terran Dominion vessels along with the Hyperion. The Dominion thus suffers its first major defeat-even before its official formation.[8]
Kelerchian awakens on the Pasteur. He is debriefed by Director Kevin Bick, head of the Terran Dominion's version of the Ghost Program.[5]
March[]
Arcturus Mengsk forms the Terran Dominion, inaugurated as Emperor Arcturus I.[8][note 3]
On Ursa, Kelerchian begins physical therapy to regain the use of his legs while Nova begins training under Sergeant Hartley.[5]
March 18: Michael Liberty writes an article for The Sentinel, detailing the rise of the Dominion and the formation of Raynor's Raiders.[17]
March/April[]
Terran, zerg and protoss forces battle over the Argus stone. It falls into the hands of the Swarm and is transported to Char.[18][note 4]
April[]
Early[]
Early: After six weeks of nightmares due to Kerrigan's psionic prowess, Raynor realizes that she's on Char. He sets off after her, with the Raiders in tow.[8]
Mid-Late[]
Alpha Squadron forces led by Duke arrive at Char and proceeds to engage the zerg. They suffer heavy casualties upon landing and are forced to retreat.[8][19]
Day 1, Char Campaign: Raynor and co. arrive at Char. After a confrontation with Duke, Raynor takes his troops down to the surface, learning from Lieutenant Matt Horner that the protoss have arrived as well. Regardless, they make their way to Kerrigan, but arrive too late to prevent her rebirth into the Swarm. Only Raynor and a few others survive the ordeal.[8][20]
Kerrigan takes a zerg force with her and attacks the science vessel Amerigo, hoping to gain access to the old Ghost Program files and thus undo the psychic dampening installed.[21] Boarding it via a terran shuttle and doing the same to Duke and Raynor's ships, she achieves her goals. The zerg overrun almost all the ships, both those of Raynor and Duke. Duke manages to escape in the Norad III and Matt Horner is able to make an emergency warp jump in the Hyperion, but few ships make it down to the surface. Raynor links up with the survivors.[8]
Day 2, Char Campaign: The Raiders fan out, looking for signs of possible food or water. Raynor goes it alone and sees a protoss ship land, captained by Tassadar. They come to a mutual agreement, that Raynor will watch out for Kerrigan but not engage her. That's Tassadar's job.[8]
Both the terrans and protoss send out their scout parties, occassionly encountering each other but passing by without incident. Tassadar, an entourage of protoss and Raynor head off to find Kerrigan. However, she's learned of the protoss's arrival and confronts Tassadar herself. After a battle of words, Tassadar retreats with his forces, Kerrigan leading her own in pursuit, playing right into Tassadar's hands. Ignored by both parties, Raynor makes his way back to the base camp.[8]
Day 3, Char Campaign: Lieutenants Abernathy and Deke Cavez make their report to Raynor on their situation. Assigning them their respective tasks, Raynor heads out to find the protoss.[8]
Day 5, Char Campaign: After two days of travel, Raynor finds the protoss base camp. Raynor watches on.[8]
Day 6, Char Campaign: The protoss move out and engage a force of Kerrigan's zerg. The protoss inflict disproportionate casualties but soon retreat from the battlefield, Kerrigan leading her forces in pursuit. Soon after, Raynor sees another ship land, a group of Dark Templar led by Zeratul emerging.[8] Zeratul assassinates Zasz, sending the Garm Brood into a frenzy.[22]
Day 7, Char Campaign: Raynor briefs Cavez and Abernathy on what he's seen. He prepares to set out again.[8]
Day 8, Char Campaign: Raynor sets out and comes across Kerrigan and a force of zerg. Daggoth contacts Kerrigan, telling her about Zasz's death, and due to the energy wielded by the Dark Templar, the Overmind is unable to resurrect him. As a result, the Garm Brood has gone on a rampage. Kerrigan continues her hunt for Tassadar while zerg forces eradicate the Garm Brood.[8][22]
Kerrigan soon finds Tassadar, the two forces confronting each other in a valley with Raynor looking on. Tassadar and Kerrigan duel, the Queen of Blades gaining the upper hand, mirroring the situation on the battlefield as a whole. Courtesy of a distraction by Raynor, the protoss are able to escape. Enraged, Kerrigan sets after them, summoning reinforcements to boot.[8]
Kerrigan later encounters Zeratul, her fight with Tassadar being mirrored. Once again however, the protoss are able to escape.[8]
Daggoth contacts Kerrigan, stating that the Garm Brood has been eradicated and the protoss ships have been destroyed. Immediately afterwards, the Overmind contacts the Swarm as a whole,[8] stating that Zeratul's mind connected with his when he assassinated Zasz, allowing the Overmind to learn the location of Aiur.[23] It gleefully declares that the zerg will soon assault Aiur directly. Kerrigan however, opts to stay behind, wishing to 'punish' the protoss who dared set foot upon "their world". The Overmind agrees, but orders Kerrigan to journey to Aiur as soon as her business is complete.[8]
Kerrigan's cerebrate eradicates a significant portion of Dark Templar,[24] even claiming the Khalis crystal. However, both it and the crystal are left behind as the bulk of the Swarm travels to Aiur.[25]
Day 9, Char Campaign: Arriving back at camp in the early morning, having seen and heard all that has transpired, an exhausted Raynor collapses into sleep. After sleeping through most of the day, Raynor briefs Cavez and Abernathy. He orders them to stockpile weapons and equipment so they can be ready to move at a moment's notice. In the meantime, he'll head off to try and secure an alliance with the protoss-either group.[8]
Day 15, Char Campaign: After nearly a week of searching, Raynor and his fellow scouting soldiers find the protoss-both groups of them facing off. As per the tenets of the Khala, Tassadar considers Zeratul and the Dark Templar heretics and duels his counterpart. Their warriors follow suit. The confrontation is broken off by the arrival of the zerg however. Tassadar leads his warriors into battle, despite the suicidal odds. Raynor reveals himself and convinces Zeratul that they have to retreat. Zeratul convinces Tassadar likewise and the protoss, along with Raynor and his companions, break away, Kerrigan's taunts and threats ringing in their ears, especially the claim that Aiur is under attack by the zerg, its location supplied by what she implies to be Zeratul.[8]
Raynor contacts Cavez, ordering him to move out and head for the mountains. However, before they can do so, they come under attack by the zerg. Raynor tells them to dig in while he and the protoss come to aid them. They eventually arrive, finishing off the rest of the zerg. The terrans and protoss set off together for the mountains, despite the misgivings of some of Raynor's men. They set up camp in the mountains.[8]
Day 18, Char Campaign: Raynor confronts the misgivings of his men, telling them to at least consider the protoss as allies, if not friends. It's just as well, considering that a zerg force is closing in on their position. They decide to set up an ambush and thus whittle the Swarm's numbers. The ambush works perfectly and all of the zerg are killed. They move out to another location, knowing that the rest of the Swarm will soon arrive. This sets the scene for the course of events over the next week. All those present start acting on more friendly terms.[8]
Day 27, Char Campaign: The zerg invade Aiur, launching a massive assault across the entire planet that catches the protoss by surprise. Key to the assault is the force lead by the Overmind's new cerebrate, which is sent to recover one of the khaydarin crystals. The zerg reach the crystals and despite a fierce protoss counterattack, it's able to be harvested.[26] The zerg are then sent to the site of a protoss temple, the site where the xel'naga first set foot upon the planet.[27] The zerg are to destroy it, for it is only on this site that the Overmind can make itself manifest. Despite fierce protoss resistance, the temple is destroyed and the khaydarin crystal planted.[28] Using the crystal's power, the Overmind embeds itself in the very crust of the planet.[29]
Day 29, Char Campaign: Two days after the zerg invasion, Executor Artanis is greeted by Judicator Aldaris. He is dispatched to Antioch to strengthen its defences,[30] currently commanded by Praetor Fenix, who's withstood numerous zerg assaults over the last two days.[31]
Day 30, Char Campaign: With Artanis and his reinforcements, the protoss defenders are able to hold the line.[31]
Tassadar, courtesy of Zeratul's powers, contacts Aldaris and Artanis on Aiur, informing them that killing the Cerebrates could be the key to defeat the zerg. Despite Aldaris' misgivings due to Tassadar's affiliation with the Dark Templar, he agrees to the proposal. Artanis will lure the zerg forces out, while Fenix preps his own warriors in order to assassinate the Cerebrate.[32] Zeratul however has his misgivings, unsure if Templar energy will be truly able to harm the cerebrates. Tassadar's curiosity spikes at this and asks to be taught about the history and powers of the dark templar. Zeratul agrees.[8]
May[]
The Old Family children arrive at Shi. However, they find the mining station to be derelict.[3][note 5]
Day 32, Char Campaign: The zerg attack again, but the combined protoss and terran forces are able to fend them off. They relocate to another valley.[8]
Day 33, Char Campaign: Zeratul resumes his history lessons.[8]
Day 45, Char Campaign: Zeratul reveals to Raynor the truth of his nightmares, how it's Kerrigan filtering away elements of her former psyche. As a result, a faint band of psionic 'light' exists between them, allowing the protoss to gauge how far away Kerrigan is.[8]
Day 48, Char Campaign: Tassadar completes the Shadow Walk, officially becoming recognised as a Dark Templar, albeit keeping his original status. The zerg attack immediately afterwards, but are beaten back, thanks in no small part due to Tassadar's new powers. Raynor 'hears' an overlord and knows that they have to move out. Revealing this to those assembled, they resolve to use this ability to their advantage.[8]
Day 50, Char Campaign: At the end of the day, Zeratul, Raynor and Tassadar have devised their plan to attack Kerrigan.[8]
The plan is executed; Raynor lures Kerrigan in by using the dreams to his advantage, luring the zerg into a valley. Their scouting overlord is immediately taken out, allowing Kerrigan to think that they're located there in force. She sends virtually her whole brood against them, but finds the valley empty. It's at this point that Tassadar and Zeratul, who have sneaked into the now virtually empty caves where the Cerebrate is, kill it, sending the zerg into a frenzy. As this happens, the terrans and protoss spring their trap, revealing themselves and mowing down the zerg. Kerrigan however, manages to prevail even when Raynor, Tassadar and Zeratul attack her at once. She escapes with the remains of her Brood. Zeratul and the Dark Templar meanwhile depart.[8]
Aldaris and Artanis arrive at Char, accompanied by an entourage of protoss warriors. Aldaris declares that they're here to arrest Tassadar. Much against his will, Artanis is forced to comply. Tassadar is willing to submit himself before the Conclave, but asks that he be allowed to find Zeratul and the Dark Templar first. Much to Aldaris's disgust, Artanis agrees to support him. At the same time, Raynor receives a transmission from Horner, who's arrived in the Hyperion. Raynor resolves to see things through to the end and agrees to help Tassadar and Artanis.[8]
One hour later, Aldaris contacts Artanis, ordering that he abandon his "mad scheme". Ultimately however, Artanis sides with Tassadar in his search for the Dark Templar.[33]
Zeratul and the Dark Templar are rescued from the zerg. They agree to accompany Tassadar back to Aiur.[34]
Char Campaign Ends
June[]
June 4: Now under the Terran Dominion, Maltair IV is invaded by the zerg.[35]
June 7: Tensions run high in light of Colin Phash's psychic abilities. The zerg renew their assault. In the end, Colin and his father, Corbin are the only survivors.[35]
June 8: Colin and Corbin reunite.[35]
Late[]
Tassadar and his followers make landfall on Aiur, greeted by a rejuvenated Fenix. The Conclave is less welcoming however, and battle begins between those who follow Tassadar and those who follow the Conclave's will.[36][note 6] Eventually, Tassadar gives himself up to the Conclave in order to avoid further bloodshed.[37] In the aftermath, Zeratul and his Dark Templar disappear.[38]
With the aid of Raynor, Tassadar's followers rescue him from the Conclave.[39] In the aftermath, Zeratul reveals himself,[40] telling the protoss of the zerg's motives.[41]
The protoss launch an assault on the zerg hive clusters, Zeratul assassinating a pair of Cerebrates. The way to the Overmind is laid bare.[42]
In one last battle, Tassadar, Raynor, Zeratul and those who follow them throw everything they have at the Overmind and its forces.[43] Through Tassadar's final sacrifice, the Overmind is slain.[44] The Great War ends, the survivors being left to ponder the cost.[45]
On Char, Kerrigan senses the destruction of the Overmind. She begins plans for her ascension.[45]
July[]
The Battle of Bhekar Ro occurs/ends.[46][note 7]
Not long after these events, and indeed the fall of the Overmind, the Brood War begins.[47][46]
The Khalai Refugees begin to depart their ruined homeworld of Aiur for the planet Shakuras. There they form an alliance with the Nerazim there, but the zerg swarms pursue them.[48]
August[]
Having retrieved the Uraj and the Khalis, the protoss unleash the power of the xel'naga temple on Shakuras, destroying all zerg on the planet.[49]
By this stage, Nova has progressed further in the Ghost Program in six months than most others have in a year.[5]
Wrangler Malcolm Kelerchian is assigned to bring in a telepath by Arcturus Mengsk, hoping that he turns up dead in the process. On the eve of his departure, Kelerchian and Nova give their final farewells.[5]
A drop pod seeds Shi with a zerg drone,[3] courtesy of Arcturus Mengsk wishing to eradicate the Old Families.[50] A colony is established on the planet.[3]
September[]
Fenix and Jim Raynor return to Shakuras.[51]
A nuclear device is detonated in the heart of New Antioch by the brother of a Nerazim terrorist Fenix slew in 2497. Fenix and a Khalai Caste worker fight through the underground railway system to find the terrorists, and kill their leader.[52]
The zerg come into contact with the terrans on Shi, resulting in casualties for the latter species.[3]
General Edmund Duke and the remnants of Alpha Squadron are retrieved from Bhekar Ro.[53]
An alliance between the UED Expeditionary Fleet and the Confederate Resistance Forces led by Lieutenant Samir Duran,[54] defeats the Dominion city of Boralis, Braxis.[55] Before the rest of the Dominion becomes aware of the battle, tac-teams decrypt the computer codes, giving the UED and Confederates access to Mengsk's information,[56] such as his schedule. A Confederate team led by Captain Angelina Emillian tries to kill Arcturus Mengsk, who is in a vulnerable position on Umoja at the time.[57][note 8]
Within a few days, the Dominion Armada reacts to the attacks by battling the UED Fleet at Dylar IV. However, they are defeated.[56]
September/October[]
The Brood War ends,[58] Kerrigan having gained complete dominion over the zerg. Despite this, she is unable to shake the feeling that another threat lurks beyond her sight. Regardless, she begins preparing for the trials yet to come.[59]
Arcturus Mengsk returns to Korhal to begin reconstruction of the Dominion.[60]
Jim Raynor, Zeratul and Artanis return to Shakuras. Artanis begins the process of rebuilding protoss civilization.[51]
Post-Brood War[]
Zeratul and Raynor depart Shakuras.[60] Zeratul begins searching for the truth of the xel'naga's apparent return.[61]
October[]
The terrans on Shi counterattack. However, the zerg prove too numerous and only the Old Family children remain. They begin rigging BDE drills as weapons.[3]
December[]
December: The Old Family children take the fight to the zerg, but as before, the aliens are too many. Only a few escape to safe haven, including the Kusinis Twins. They begin broadcasting a distress signal.[3]
Misc. Events[]
The general timing of these events are known, but not exactly.
After the fall of the Confederacy, Theodore Pierce undergoes neural resocialization in order to serve the newly formed Terran Dominion. He enters Dominion service as a ghost later in the year.[62]
The planet Choss comes under attack by the zerg in a month long conflict known to the population as "the troubles." The Terran Dominion repels the zerg with minimal casualties.[63]
Great War[]
An insurrection on Brontes IV occurs. At this point in time, the Confederacy is still active.[64]
Alpha Squadron forces are ordered to deal with notorious pirate Alan Schezar.[65] They discover that the pirate has taken control of zerg through its cerebrate. Praetor Mojo contacts them and urges the terrans not to destroy the cerebrate, as it would drive the zerg insane and allow Schezar to escape in the chaos. The commander disobeys Mengsk's orders and rescues the protoss in return for their aid.[66]
Mojo is rescued along with the Danimoth and Warbringer. They subsequently head for Aiur to where Schezar has established himself in an old protoss fortress.[67]
Schezar's pirates and zerg are destroyed by the combined forces, though Schezar himself is never found. This occurs after the Fall of Tarsonis, but at some point after the original skirmishs with Schezar, with the zerg on Aiur at this point, yet the Conclave still in control.[68]
Post-Great War[]
The Dominion Engineering Corps carries out repairs on numerous space platforms.[69]
Brood War[]
Various battles are fought during the Brood War. Sites of these battles include Urthos III,[70] Graschek,[71] Anselm, Asteria,[72] and an area referred to as the Abattoir.[73]
Post Brood-War[]
The following section contains timeline information which isn't necessarily in chronological order.
Alexei Stukov is revived by the cerebrate Kaloth.[74]
Valerian Mengsk and his mother continue drifting between various Umojan moons and the few space platforms not destroyed in the Brood War.[57]
Colin Phash goes on the run from the Dominion who wants him for his psionic powers while his father Corbin seeks asylum in the Umojan Protectorate.[75]
Colin is eventually conscripted into the Ghost Program while his father and Minister Jorgensen plan to expose the program's true nature.[75]
Corbin Phash continues to be an outspoken opponent of the Terran Dominion. In response, a Dominion ghost is sent to assassinate him (and fails). Meanwhile, Colin Phash is inducted as a ghost trainee, undergoing a memory wipe.[76][77]
Contradicted Dates[]
Some previous calculations placed the latter part of the Brood War into 2501.
Earlier figures are recorded below:
Six months between Nova's enslavement by Fagin/the start of Kelerchian's search for her and the Fall of Tarsonis[5][78] were retconned to be much shorter (approximately one and a half months) by StarCraft: Book 1.
The dates April 23rd and May 5th have been given for the UED's capture of the Overmind and its victory report respectively.[79] However, these are dates from a UED-specific calendar (in which the year 2500 is listed as "872") used by the report.
Arcturus Mengsk carries out an overhaul of the Ghost Program, namely the termination of half its agents.[77] (Previous information had established this date as 2502 or later.)[80]
The Story So Far prologue of Legacy of the Void presents a different timeline of events for the Great War, compressing many of the events of Episodes II and III into a single timeframe.[81]
The following section contains information from a previous version of StarCraft that is ambiguously canonical.
January 3, 2500: Raynor allies with Tassadar on Antiga Prime.[82]
January 12, 2500: Operation Silent Scream is carried out.[82]
The next article in this series is 2501.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Cinematic: The Downing of Norad II. (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Norad II (in English). 1998.
↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Gerrold, David (w), Fernando Heinz Furukawa (p, i). StarCraft: Ghost Academy: Volume 2 (paperback binding). Tokyopop, August 10, 2010. ISBN 978-1427-81613-9.
↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Grubb, Jeff (February 27, 2001). StarCraft: Liberty's Crusade. Simon & Schuster (Pocket Star). ISBN 978-0671-04148-9.
↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 5.20 5.21 5.22 5.23 5.24 5.25 5.26 5.27 5.28 5.29 5.30 5.31 5.32 5.33 5.34 5.35 5.36 5.37 5.38 5.39 5.40 5.41 5.42 5.43 5.44 5.45 DeCandido, Keith R. A. (November 28, 2006). StarCraft: Ghost: Nova. Simon & Schuster (Pocket Star). ISBN 978-0743-47134-3.
↑ Ghost Profile: Nova. Ghost Profile: Nova, accessed on 2016-03-24
↑ Furman, Simon (w), Federico Dallocchio (p, i) et al. "StarCraft" Book 1 (April 7, 2009) DC Comics (Wildstorm), ISBN 978-1401-22627-5.
↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 8.24 8.25 8.26 8.27 8.28 8.29 Rosenberg, Aaron (June 1, 2006). StarCraft: Queen of Blades. Simon & Schuster (Pocket Star). ISBN 0-7434-7133-4.
↑ StarCraft Hidden Missions
↑ 10.0 10.1 10.2 10.3 Giffen, Keith and Simon Furman (w), Federico Dallocchio (p, i), Milen Parvanov (col). "StarCraft: Issue 1" StarCraft 1 (1) (May 27, 2009) DC Comics (Wildstorm).
↑ 2009-06-09,Simon Furman Interview. Blizzplanet, accessed on 2010-09-04
↑ Edmund Duke: "This is Duke. The Emitters are secured and on-line."
Sarah Kerrigan: "Who authorized the use of Psi Emitters?"
Arcturus Mengsk: "I did, Lieutenant."
Kerrigan: "What? The Confederates on Antiga were bad enough, but now you're going to use the Zerg against an entire planet? This is insane."
Jim Raynor: "She's right, man. Think this through."
Mengsk: "I have thought it through, believe me. You all have your orders. Carry them out." StarCraft. Vivendi Games. Level/area: The Big Push (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: The Big Push (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: New Gettysburg (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: The Hammer Falls (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Among the Ruins (in English). 1998.
↑ Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Joeyray's Bar (in English). 2010.
↑ StarCraft: Retribution. WizardWorks Software(in English). 1999.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: The New Dominion (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Agent of the Swarm (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: The Amerigo (in English). 1998.
↑ 22.0 22.1 Blizzard Entertainment. StarCraft. Vivendi Games. Mission: The Culling (in English). 1998.
↑ Overmind: "Yet shall their overweening pride be their downfall. For when the assassin Zeratul murdered Zasz, his mind touched with mine, and all his secrets were made known to me. I have taken from his mind the secret location of Aiur, the Protoss Homeworld." StarCraft. Vivendi Games. Level/area: Eye for an Eye (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Eye for an Eye (in English). 1998.
↑ Chris Metzen, StarCraft Legacy staff. 2009-04-03. SC:L Metzen Interview - Lore Exclusive. StarCraft Legacy. Accessed 2009-05-18.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: The Invasion of Aiur (in English). 1998.
↑ Overmind: "Behold, there is a temple, not far from here, that lies upon ground most hallowed. Though I have born witness to the passing of countless millennia, the temple which you must assault is older by far. For it was constructed by my creators, the Xel'Naga, and it marks the site where the Xel'Naga first set foot upon Aiur." StarCraft. Vivendi Games. Level/area: Full Circle (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Full Circle (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Cinematic: The Invasion of Aiur. (in English). 1998.
↑ Aldaris: "The Conclave has dictated that our first priority is to strengthen our defenses. You must reinforce our outpost in Antioch and make certain that the province does not fall to the Zerg." StarCraft. Vivendi Games. Level/area: First Strike (in English). 1998
↑ 31.0 31.1 Blizzard Entertainment. StarCraft. Vivendi Games. Mission: First Strike (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Into the Flames (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Choosing Sides (in English). 1998.
↑ Zeratul: "Greetings to you mighty Tassadar. I knew that you would not forsake us. For in the time that you have spent with us, you have learned to value our ways and our methods. You have learned to channel our dark power as well as that of your masters; thus, you alone have found completeness beyond the scope of the Khala. But I fear that the Conclave, in its pride, could never bring itself to welcome outcasts such as we."
Tassadar: "Outcasts though you may be, it is your vision and courage that may yet save our Homeworld from the Swarm. I beg of you, Zeratul, return with us to Aiur. Though they are petty, and have, in ignorance cursed your kind for generations... help me save our people."
Zeratul: "Since our banishment long ago, we have never failed in our responsibility to Aiur. Though it shall cause us great pain to see our homeland once more, we shall return with you, Tassadar. We will do what we can." StarCraft. Vivendi Games. Level/area: Into the Darkness (in English). 1998.
↑ 35.0 35.1 35.2 Benjamin, Paul and Dave Shramek (w), Sevilla, Hector (p, i). "Weapon of War." In StarCraft: Frontline: Volume 1 (paperback binding), pp. 94–139. Tokyopop, August 1, 2008. ISBN 978-1427-80721-2.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Homeland (in English). 1998.
↑ Tassadar: "Executor! Aldaris! This madness must stop! The sight of my brethren slaughtering one another is more than I can stand. Though I fear you would doom us all, Aldaris, I surrender myself to the Conclave. En Taro Adun, Executor. Don't give up the fight!"
Aldaris: "Tassadar of the Templar, by your actions you have severed yourself from the mercy of your brethren. You refused to destroy the Terran worlds as was commanded. You have questioned time and time again, the sacred will of the Conclave. And you have abandoned your Homeworld in its darkest hour. Most grievous of all is that you have allied yourself with the blasphemous Dark Ones, and learned to utilize their profane powers in tandem with our own! What say you, oh fallen Templar?"
Tassadar: "Aldaris, I submit myself to the Conclave's judgment. But know this, given the same choices again, I would surely have made them. I have sacrificed all that our world might live. I have sullied my honor, I have discarded my rank and standing, and I have even broken our own most ancient traditions. But never think that I would, for one moment, regret my actions. For I am Templar, and above all else, I have sworn to Protect our Homeworld 'till the end." StarCraft. Vivendi Games. Level/area: Homeland (in English). 1998.
↑ Fenix: "Zeratul and his Dark Templar have vanished, leaving us to fend for ourselves. I wonder if Tassadar was mistaken to have put his trust in them." StarCraft. Vivendi Games. Level/area: The Trial of Tassadar (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: The Trial of Tassadar (in English). 1998.
↑ Zeratul: "Stay thy hand, Judicator. The stewards of Tassadar shall not fall while the Dark Templar live. Call off your guards and stand aside, and you may yet live to see another moonrise."
Aldaris: "I will not be addressed so by one so devoid of the Khala's light. You and your vile brethren shall die with these traitors."
Zeratul: "Are you truly so blinded by your vaunted religion, that you can't see the fall ahead of you? Your Conclave believes that they are winning this war, but all they've succeeded in doing is helping the Overmind to win."
Aldaris: "What could you possibly know about our designs, blasphemer?"
Zeratul: "You speak of knowledge, Judicator? You speak of experience? I have journeyed through the darkness between the most distant stars. I have beheld the births of negative-suns and borne witness to the entropy of entire realities... Unto my experience, Aldaris, all that you've built here on Aiur is but a fleeting dream. A dream from which your precious Conclave shall awaken, finding themselves drowned in a greater nightmare." StarCraft. Vivendi Games. Level/area: The Trial of Tassadar (in English). 1998.
↑ Tassadar: "Zeratul, perhaps the time has come to tell our friends of the foe we face."
Zeratul: "Indeed. When I slew the Cerebrate on Char, I touched briefly with the essence of the Overmind. In that instant, my mind was filled with its thoughts, and I tell you now our worst fears have come true. The Zerg were indeed created by the ancient Xel'Naga, the same beings that empowered us in our infancy. But the Overmind grew beyond their constraints, and has at last come to finish the experiments they began so long ago." StarCraft. Vivendi Games. Level/area: Shadow Hunters (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Shadow Hunters (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Mission: Eye of the Storm (in English). 1998.
↑ Blizzard Entertainment. StarCraft. Vivendi Games. Cinematic: The Death of the Overmind. (in English). 1998.
↑ 45.0 45.1 Blizzard Entertainment. StarCraft. Vivendi Games. Cinematic: Epilogue. (in English). 1998.
↑ 46.0 46.1 Mesta, Gabriel (July 1, 2001). StarCraft: Shadow of the Xel'Naga. Simon & Schuster (Pocket Star). ISBN 0-671-04149-5.
↑ Underwood, Peter, Chris Metzen and Bill Roper. StarCraft: Brood War (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
↑ Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Mission: Dunes of Shakuras (in English). 1998.
↑ Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Mission: Countdown (in English). 1998.
↑ 2011-09-29, Blizzplanet Review: StarCraft: Ghost — Spectres. Blizzplanet, accessed on 2011-10-02
↑ 51.0 51.1 Blizzard Entertainment staff. 2008-04-16. The Story so Far... Part 2: The Brood War. Blizzard Entertainment. Accessed 2008-04-16. Cite error: Invalid <ref> tag; name "SSF2" defined multiple times with different content
↑ Blizzard Entertainment. StarCraft II: Legacy of the Void. (Activision Blizzard). PC. Talandar (in English). 2015.
↑ Golden, Christie (May 22, 2007). StarCraft: The Dark Templar Saga #1: Firstborn. Simon & Schuster (Pocket Star). ISBN 0-7434-7125-3.
↑ Samir Duran: "Captain, I am Lieutenant Samir Duran of the Confederate Resistance Forces. I've been monitoring your attack against the Dominion, and I'd like to offer you my services and skills in return for amnesty."
Alexei Stukov: "Intriguing. Lieutenant, you have absolutely no idea as to who we are or what we have come here to do. Why do you wish to side with us?"
Duran: "Because my men and I have sworn to fight against the Dominion and its Emperor. Seeing as how your forces have been laying into this Dominion base, I figured we were on the same side."
Stukov: "I see. How exactly do you propose to be of service to us, Lieutenant?"
Duran: "Well, I possess intimate knowledge of the surrounding area. I can show you an alternate route that leads to the rear of the main Dominion base."
Stukov: "Very well, Lieutenant. Consider yourself and your men the first colonial conscripts of the United Earth Directorate. Captain, see that the Lieutenant is given our full cooperation. We shall see if he's worth the effort." StarCraft: Brood War. Vivendi Games. Level/area: First Strike (in English). 1998.
↑ Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Mission: First Strike (in English). 1998.
↑ 56.0 56.1 Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Mission: The Dylarian Shipyards (in English). 1998.
↑ 57.0 57.1 McNeill, Graham (December 30, 2008). StarCraft: I, Mengsk. Simon & Schuster (Pocket Star). ISBN 1416-55083-6.
↑ Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Cinematic: Public Enemies. (in English). 2010.
↑ And alone, floating on a dark platform above the burnt-out planet of Char, Sarah Kerrigan, the Queen of Blades, sat and lorded over the ravenous Swarms. Unable to shake the feeling that a great threat loomed just over the horizon, Kerrigan could only stare off into the vastness of space where she beheld a great void. Or perhaps a reflection of a hollow victory and of the trials yet to come... StarCraft: Brood War. Vivendi Games. Level/area: Epilogue (in English). 1998.
↑ 60.0 60.1 Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Cinematic: Epilogue (in English). 1998.
↑ Derived from Blizzard Entertainment. StarCraft II: Legacy of the Void: Whispers of Oblivion. Vivendi Games. Mission: Dark Whispers. (in English). July 15, 2015
↑ Ghost Profile: Pierce. Ghost Profile: Pierce, accessed on 2016-03-24
↑ Bogdanove, Kal-El. "Frenzy." (Feb. 28, 2013). Blizzard Entertainment. StarCraft Lore: Frenzy Accessed 2013-02-28.
↑ StarCraft: Insurrection. Aztech New Media (in English). 1998.
↑ StarCraft. Vivendi Games. Mission: Enslavers bonus campaign, mission 1: "Schezar's Scavengers" (in English). 1998.
↑ StarCraft. Vivendi Games. Mission: Enslavers bonus campaign, mission 2A: "Playing with Fire" (in English). 1998.
↑ StarCraft. Vivendi Games. Mission: Enslavers bonus campaign, mission 2B: "The Rescue" (in English). 1998.
↑ StarCraft. Vivendi Games. Mission: Enslavers bonus campaign, mission 3B: "The Final Blow" (in English). 1998.
↑ 1998-10-09, Catwalk Alley. StarCraft Compendium. Accessed on 2009-07-17
↑ Meat Grinder. StarCraft Compendium Map Archives.
↑ 2000-01-14, Dead End. StarCraft Compendium Map Archives. Accessed on 2007-11-11.
↑ Waugh, James. "A War On." (Feb. 13, 2013). Blizzard Entertainment. StarCraft Lore: A War On Accessed 2013-02-13.
↑ 1999-07-30, Abattoir. StarCraft Compendium Map Archives. Accessed on 2007-11-09
↑ StarCraft 64. Vivendi Games. Mission: Resurrection IV (in English). 2000-06-12.
↑ 75.0 75.1 Benjamin, Paul and Dave Shramek (w), Sevilla, Hector (p, i). "War-Torn." In StarCraft: Frontline: Volume 3 (paperback binding), pp. 6-47. Tokyopop, July 14, 2009. ISBN 978-1427-80832-5.
↑ Benjamin, Paul and Dave Shramek (w), Mel joy San Juan (p). "Orientation." In StarCraft: Frontline: Volume 4 (paperback binding), pp. 114-161. Tokyopop, October 1, 2009. ISBN 978-1427-81698-6.
↑ 77.0 77.1 April 6, 2010. "Timeline". StarCraft II: Heaven's Devils. Simon & Schuster (Pocket Star). pp. 311 - 323. ISBN 978-1416-55084-6.
↑ DeCandido, Keith R. A. (w), Fernando Heinz Furukawa (p, i). StarCraft: Ghost Academy: Volume 1 (paperback binding). Tokyopop, December 29, 2009. ISBN 978-1427-81612-2.
↑ Blizzard Entertainment. StarCraft: Brood War. Vivendi Games. Cinematic: UED Victory Report (in English). 1998.
↑ Golden, Christie (November 27, 2007). StarCraft: The Dark Templar Saga #2: Shadow Hunters. Simon & Schuster (Pocket Star). ISBN 978-0-7434-7126-8.
↑ Blizzard Entertainment. StarCraft II: Legacy of the Void. (Activision Blizzard). Cinematic: StarCraft II: The Story So Far (in English). 2015-10-27.
↑ 82.0 82.1 StarCraft Hidden Missions
↑ While this date is not explicitly given, a working title for the mission in which these events occur is "New Year's Day." This equates to January 1st.
↑ In the interview, Furman said the battle took place during or shortly after the battles on Antiga Prime.
↑ The exact timing of this event has not been given. However, by cross referencing the time periods of StarCraft: I, Mengsk, StarCraft: Shadow of the Xel'Naga and StarCraft: The Dark Templar Saga: Firstborn, the Dominion's founding has to fall into this month rather than February. An article from The Sentinel in Wings of Liberty establishes that this event must occur prior to March 18.
↑ The timing is derived from placing Retribution in the context of StarCraft Episode II; it had to resolved before the emergence of the Queen of Blades.
↑ Ghost Academy 2's prequel portion counts backward from February 2500 to just before the first anniversary of Mengsk's inauguration. The timeline of events on Shi can be ascertained through this.
↑ The time it takes to reach Aiur from Char is not directly specified, but from Queen of Blades, the travel time is established at around 2-3 weeks. As such, the point of return can be approximated.
↑ From the time between the death of the Overmind and the length of events, the battle must at least end in this month.
↑ These events occur six months after the founding of the Dominion. Their timing can thus be derived from its founding.


text:
Grub Street Profile
The Grub Street Essay
If I had a Brain
I could while away the hours, conferrin' with the flowers
Consultin' with the rain.
And my head I'd be scratchin' while
My thoughts were busy hatchin'
If I only had a brain.
I'd unravel every riddle for any individ'le,
In trouble or in pain.
With the thoughts you'll be thinkin'
you could be another Lincoln
If you only had a brain.
Oh, I could tell you why
The ocean's near the shore.
I could think of things I never thunk before.
nd then I'd sit, and think some more.
I would not be just a nothin' my head all full of stuffin'
My heart all full of pain.
I would dance and be merry, life would be a ding-a-derry,
(Song lyric by Yip Harburg, from "The Wizard of Oz," 1939).
What a great song that was. For some reason, it seemed to enjoy a revival in the George W Bush era. My friends, The Dazzlebugs, still play it around these parts.
For the Scarecrow, in the Wizard of Oz, this news may come a little late but guess what; they've made one, at the University of Waterloo! Now, admittedly, this brain is just a virtual brain, a piece of computer software. It scrapes by using only 2.5 million virtual neurons, as opposed to the one billion neurons of the average human. For your average Scarecrow, this represents a vast improvement - unless you take the position that the Scarecrow did in fact have a satisfactory brain, albeit made of flimsy compostable material; he just didn't realize he did until Dorothy showed him.
The virtual brain is SPAUN, by name, which stands for the "Semantic Pointer Architecture Unified Network," as if that means anything. The brain is the brainchild, so to speak, of neuroscientist Dr. Chris Eliasmith. While there are other, more powerful virtual brains out there, this one has folks excited because it performs multiple functions. It replicates the very parts of the brain that process images, control movements and store short-term memories. It's a real glow in the dark brain, too, because the neural pathways, in use at any particular point, light up.
SPAUN can perform a few simple brain pet tricks. It can generate an answer to a number-sequencing question. It can recognize and replicate a symbol from a series of symbols. It can remember most, but not all, of a sequence of numbers.
You must love a virtual brain that is as fallible as a human brain. I suspect, if they can build a mechanical watch accurate to within 5/10,000ths of a second, it won't be too long before they can build a brain with a billion neurons, probably using a computer to so do, which will give the human brain some real competition. After that, of course, the computer will start to simulate the brain better than the brain itself can. That will tend to put the human brain on the verge of obsolescence, if it isn't sitting there already.
The SPAUN virtual brain sets the mind spinning. Medical research, for example, can now be carried out not on long suffering laboratory rats, but through a computer, and come as close to a human trial as is mechanically possible: researchers are already lining up to test various drugs that treat psychiatric conditions.
For every positive spin, I see just as many negative worries. What if I think my brain could stand some improvement. Will I be able to shop around for an upgrade, and someday be able to open up my paper and read an ad like this: "This week only: fully functional virtual brain, estimated IQ 128, strength in mathematics and sciences, weakness in fine arts and creativity. $599 delivered; elsewhere up to $899. It ships in five days and does not include batteries. Some assembly required."
Would a market open up for the great artists of our time to make their brains available for replication? Would that mean a Justin Bieber or Celine Dion hanging around every street corner? If everyone got one, who would come out ahead? More urgently, how can we act quickly to ban the replication of the brains of federal and provincial politicians to prevent neural contamination?
There's progress to report: you can't hold it back, or direct where it flows. I shudder to think what SPAUN will spawn. It all makes one long for the good old days when Scarecrows dreamed of having brains, but were satisfied with the ones they had. Indeed, at the end of the story, wasn't the Scarecrow "the wisest man in all of Oz."?
Some readers seem intent on nullifying the authority of David Simmonds. The critics are so intense; Simmonds is cast as more scoundrel than scamp. He is, in fact, a Canadian writer of much wit and wisdom. Simmonds writes strong prose, not infrequently laced with savage humour. He dissects, in a cheeky way, what some think sacrosanct. His wit refuses to allow the absurdities of life to move along, nicely, without comment. What Simmonds writes frightens some readers. He doesn't court the ineffectual. Those he scares off are the same ones that will not understand his writing. Satire is not for sissies. The wit of David Simmonds skewers societal vanities, the self-important and their follies as well as the madness of tyrants. He never targets the outcasts or the marginalised; when he goes for a jugular, its blood is blue. David Simmonds, by nurture, is a lawyer. By nature, he is a perceptive writer, with a gimlet eye, a superb folk singer, lyricist and composer. He believes quirkiness is universal; this is his focus and the base of his creativity. "If my humour hurts," says Simmonds,"it's after the stiletto comes out." He's an urban satirist on par with Pete Hamill and Mike Barnacle; the late Jimmy Breslin and Mike Rokyo and, increasingly, Dorothy Parker. He writes from and often about the village of Wellington, Ontario. Simmonds also writes for the Wellington "Times," in Wellington, Ontario.
More by David Simmonds:
The JAAG Test
The Mass Oops
The Bagpipe Incident
I Resign
Warming Up to Costco
Diplomatic Song Stylings
Count in a Box
Even more by David Simmonds
Hiding in the Light
Who Gets Sprung?
Keeping Quebec in Canada
A Petard Among Friends
Storefront Photograph
"A" Report Card
A Visit to the Vet
Vivan los Mexicanos
Political TV Ads
Radio Bankruptcy
Fender Benders
NHL Season 2013-2014
Reviews of All Sort
Wolfman Jack on CFRA-AM
The Special Birthday
Larger Numbers
Enemy of the Possible
Not Competent
Doing Our Homework
Del Shannon "Runaway"


Ernest Hemingway said "It's none of their business that you have to learn to write. Let them think you were born that way." Whether you are learning with us this week at the TAA Conference, currently enrolled in a graduate program, or simply continuing to improve your writing craft through self-study and daily experience, write like you were born that way!
Has this happened to you? You have brilliant insights and are raring to go on the new writing project, then life happens. The project slips to the bottom of the pile, then you move it off your desk altogether. One day something happens that triggers your memory: oh yeah, I was writing on that topic…where is that file?
What's stopped you from publishing?
Beth L. Hewett gives advice for making the most of summer to write those scholarly articles, book chapters and books that you promised yourself you'd write.
hen we put our thoughts into writing and publish them, we tell the world something about who we are. We move beyond circles of people who know us — colleagues and friends– to reach readers we will never meet. They learn about us from the choices reflected in our writing. What messages do you want to convey to your readers?
It is somewhat perplexing that a practice both central to our claim to distinctive authority as publishers, and implemented by all of us, does not have clearer, more public standards — or a way of sharing with readers how those standards have been applied. This seems like a first-order problem, especially in a moment in which the value of scholarship itself — and the knowledge it sets forth — are increasingly relativized or simply dismissed.
Most universities in the United States require a final doctoral defense of your precious work, although the procedures and formats may different from those in other countries. In the U.S., the advisory committee you've had a love-hate relationship with throughout your dissertation constitutes your defense committee as well. In other countries, the defense may be conducted with a blind peer review process (Australia) or as a viva (U.K.). For most students, though, it's still a one-to-three-hour torture.
For most journals, in most fields, papers tend to receive fewer citations in their second year of publication compared to their third. Consequently, if a journal grows, its JIF calculation becomes unbalanced with a larger group of underperforming 2-year old papers and a relatively smaller group of 3-year old papers. The overall result is a decline the JIF score. Conversely, a journal that shrinks can expect an artificial boost in its JIF, all other factors remaining the same.
We've just launched a major study into academic writing practice. It's research that we hope will give anyone who needs to write evidence-based guidance on how to develop a writing system that works for them. Here's why we're doing it and what's involved.
Is Distill an academic research journal? In certain respects, yes. Are there conflicts of interest in its authorship, editorship, and ownership elements? It looks like it, which means the answer is yes. Is Google now a media company? Many would assert, myself included, that it has been for a long time and is skating by on a technicality perpetuated by out-of-touch regulators and legislators in the US.


higher priorities seem to go missing.
Thanks. I know there may be a better fix in the future, but having this in nightly LibreELEC build will be useful information.
On 21 July 2017 at 12:56, popcornmix ***@***.***> wrote: Thanks. I know there may be a better fix in the future, but having this in nightly LibreELEC build will be useful information. — You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub <#2126 (comment)>, or mute the thread <https://github.com/notifications/unsubscribe-auth/ADqrHbdU9uEWl4wflIBW9-EoY19jcP5Sks5sQJHegaJpZM4OfKfi> .