From Tourney Master 3 is tournament software with rich set of features that allows you to easily create tournament brackets, schedule game times, seed the teams, print or export tournament brackets and reports to HTML for publishing online. The program supports events that utilize Single Elimination and Double Elimination, Round Robin and Pool Play as well as any mixed formats like Pool to Bracket Play, Consolation and 3 Game guarantees. Version 3.6 may include unspecified updates, enhancements, or bug fixes. Full Specifications What's new in version 3.6 Version 3.2.5 has some bugfixes and some new features. General Publisher Publisher web site Release Date July 18, 2007 Date Added July 18, 2007 Version 3.6 Category Category Subcategory Operating Systems Operating Systems Windows 98/Me/2000/XP/Vista Additional Requirements Windows 98/Me/2000/XP/Vista, Microsoft.Net Framework 2.0 Download Information File Size 6.86MB File Name tourneymaster.zip Popularity Total Downloads 15,047 Downloads Last Week 0 Pricing License Model Free to try Limitations Not available Price $249. Oct 29, 2017 Tourney Master (TourneyMaster.exe). Tourney Master 3 is an All-in-One tournament management software product. It unites ease of use with rich set of. Tourney Master 3 Professional is a program developed by Northbyte. The most used version is 3.6.2, with over 98% of all installations currently using this version. The main program executable is tourneymaster.exe. The software installer includes 5 files and is usually about 635.5 KB (650,752 bytes). A majority of the PCs. The Masters Tournament, also known as The Masters or The US Masters, is one of the four major championships in professional golf. Scheduled for the first full week of. 'The Masters' redirects here. For other sports tournaments that may be referred to as 'The Masters', see. Snow novel, see. For the album by The Stranglers, see. Masters Tournament Tournament information Location, U.S. Mar 29, 2015 Free Download Tourney Master Professional 3.6.2 - Build tournament brackets, keep scores, manage teams' advancing and monitor the activity of variou. Tourney Master is on Facebook. Join Facebook to connect with Tourney Master and others you may know. Facebook gives people the power to share and makes. Established March 22, 1934; 83 years ago ( 1934-03-22) Course(s) Par 72 Length 7,435 yards (6,799 m) Organized by Augusta National Golf Club Tour(s) Format Prize fund 11.0 million Month played April Tournament record score Aggregate 270 () 270 () To par −18 as above Current champion. Location in The Masters Tournament, also known as The Masters or The US Masters, is one of the four in. Scheduled for the first full week of April, the Masters is the first major of the year, and unlike the others, it is held at the same location,, a private course in the, in city of. The Masters was started by noted champion and. After his in, Jones acquired the former and co-designed Augusta National with course architect. First played 83 years ago in, the tournament is an official money event on the, the, and the. The field of players is smaller than those of the other major championships because it is an invitational event, held by the Augusta National Golf Club. The tournament has a number of traditions. Since, a green jacket has been awarded to the champion, who must return it to the clubhouse one year after his victory, although it remains his personal property and is stored with other champions' jackets in a specially designated cloakroom. In most instances, only a first-time and currently reigning champion may remove his jacket from the club grounds. A golfer who wins the event multiple times uses the same green jacket awarded upon his initial win (unless he needs to be re-fitted with a new jacket). The Champions Dinner, inaugurated by in, is held on the Tuesday before each tournament, and is open only to past champions and certain board members of the Augusta National Golf Club. Beginning in, legendary golfers, usually past champions, have hit an honorary tee shot on the morning of the first round to commence play. These have included,,,,,,, and. Since, a at the par-3 course has been played on Wednesday, the day before the first round. Nicklaus has the most Masters wins, with six between 1963 and 1986. Palmer and won four each, and five have won three titles at Augusta:,,,, and. Player, from, was the first non-American player to win the tournament, in; the second was of, the champion in and. The Augusta National course first opened 84 years ago in 1933 and has been modified many times by different architects. Among the changes: greens have been reshaped and, on occasion, entirely re-designed, bunkers have been added, water hazards have been extended, new tee boxes have been built, hundreds of trees have been planted, and several mounds have been installed. Main article: The idea for Augusta National originated with, who wanted to build a golf course after his retirement from the game. He sought advice from Clifford Roberts, who later became the chairman of the club. They came across a piece of land in, of which Jones said: 'Perfect! And to think this ground has been lying here all these years waiting for someone to come along and lay a golf course upon it.' The land had been an plantation in the early nineteenth century and a since 1857. Jones hired to help design the course, and work began in 1931. The course formally opened in 1933, but MacKenzie died before the first Masters Tournament was played. Early tournament years [ ] The first 'Augusta National Invitational' Tournament, as the Masters was originally known, began on March 22, 1934, and was won by, who took the first prize of $1,500. The present name was adopted in 1939. The first tournament was played with current holes 10 through 18 played as the first nine, and 1 through 9 as the second nine then reversed permanently to its present layout for the 1935 tournament. Initially the Augusta National Invitational field was composed of Bobby Jones' close associates. Jones had petitioned the to hold the at Augusta but the USGA denied the petition, noting that the hot Georgia summers would create difficult playing conditions. Hit the 'shot heard 'round the world' in 1935, holing a shot from the on the 5 15th for a (albatross). This tied Sarazen with, and in the ensuing 36-hole playoff Sarazen was the victor by five strokes. The tournament was not played from 1943 to 1945, due to. To assist the war effort, cattle and turkeys were raised on the Augusta National grounds. 1960s–1970s [ ] The Big Three of Arnold Palmer, Gary Player, and Jack Nicklaus dominated the Masters from 1960 through 1978, winning the event 11 times among them during that span. After winning by one stroke in 1958, Palmer won by one stroke again in 1960 in memorable circumstances. Trailing by one shot in the 1960 event, Palmer made birdies on the last two holes to prevail. Palmer would go on to win another two Masters in 1962 and 1964. At the par 3 contest Jack Nicklaus emerged in the early 1960s, and served as a rival to the popular Palmer. Nicklaus won his first green jacket in 1963, defeating by one stroke. Two years later, he shot a then-course record of 271 (17 under par) for his second Masters win, leading Bobby Jones to say that Nicklaus played 'a game with which I am not familiar.' The next year, Nicklaus won his third green jacket in a grueling 18-hole playoff against and. This made Nicklaus the first player to win consecutive Masters. He won again in 1972 by three strokes. In 1975, Nicklaus won by one stroke in a close contest with and in one of the most exciting Masters to date. Gary Player became the first non-American to win the Masters in, beating Palmer, the defending champion. In 1974, he won again by two strokes. After not winning a tournament on the U.S. PGA tour for nearly four years, and at the age of 42, Player won his third and final Masters in 1978 by one stroke over three players. Player currently shares (with ) the record of making 23 consecutive cuts, and has played in a record 52 Masters. A controversial ending to the Masters occurred in 1968. Signed a scorecard (scored by playing partner ) which incorrectly showed him as making a par 4 instead of a birdie 3 on the 17th hole of the final round. By the rules of golf, if a player signs a scorecard (thereby attesting to its veracity) that records a score on a hole higher than what he actually made on the hole, the player receives the higher score for that hole. This extra stroke cost De Vicenzo a chance to be in an 18-hole Monday playoff with, who won the green jacket. De Vicenzo's mistake led to the famous quote, 'What a stupid I am.' In, became the first to play in the Masters, doing so 15 years before Augusta National admitted its first black member, Ron Townsend, as a result of the. 1980s–2000s [ ] Non-Americans collected 11 victories in 20 years in the 1980s and 1990s, by far the strongest run they have had in any of the three majors played in the United States since the early days of the U.S. The first European to win the Masters was in 1980. Nicklaus became the oldest player to win the Masters in 1986 when he won for the sixth time at age 46. During this period, no golfer suffered from the pressure of competing at Augusta more than. In 1987, Norman lost a sudden-death playoff to when Mize holed out a remarkable 45-yard pitch shot to birdie the second playoff hole and win the Masters. In 1996, Norman tied the course record with an opening round 63, and had a six-stroke lead over Nick Faldo entering the final round. Norman shot a 78 while Faldo scored a 67 to win by five shots (for his third Masters championship). Norman also suffered in 1986 when after birdieing four straight holes, and needing only a par to tie Nicklaus for the lead and force a Monday playoff, he badly pushed his 4-iron approach on 18 and missed his par putt for a closing bogey. At age 21 in 1997, Tiger Woods won the Masters by twelve shots and broke the 72-hole record that had stood for 32 years. Woods completed his 'Tiger Slam' by winning his fourth straight major championship at the Masters in 2001. He won again the following year, making him only the third player in history to win the tournament in consecutive years, as well as in 2005 when he defeated in a playoff for his first major championship win in almost three years. The club was targeted by, who organized a failed protest at the 2003 Masters to pressure the club into accepting female members. Burk planned to protest at the front gates of Augusta National during the third day of the tournament, but her application for a permit to do so was denied. A court appeal was dismissed. In 2004, Burk stated that she had no further plans to protest against the club. Augusta National Chairman himself made headlines in April 2010, however, when he commented (at the annual pre-Masters press conference) on Tiger Woods'. 'It's not simply the degree of his conduct that is so egregious here,' Payne said, in his opening speech. 'It is the fact he disappointed all of us and more importantly our kids and grandkids.' The 2003 tournament was won by, who became the first Canadian to win a, and the first left-hander to win the Masters. The following year, another left-hander,, won his first major championship by making a birdie on the final hole to beat by a stroke. Mickelson also won the tournament in 2006 and 2010. In 2011, the tournament was won by South African, who birdied the final four holes to win by two strokes. In 2012, won the tournament on the second playoff hole. Watson's win marked the fifth time that a left-hander won the Masters in the previous ten tournaments. Prior to 2003, no left-hander had ever won the Masters. The 2013 Masters was won by Adam Scott, the first Australian to win the tournament. Watson won the 2014 Masters by three strokes over and. It was his second Masters victory in three years. In 2015, Spieth would become the second-youngest winner in just his second Masters. Traditions [ ] Awards [ ] The total prize money for the was $9,000,000, with $1,620,000 going to the winner. In the inaugural year of 1934, the winner received $1,500 out of a $5,000 purse. After Nicklaus's first win in 1963, he received $20,000, while after his final victory in 1986 he won $144,000. In recent years the purse has grown quickly. Between 2001 and 2014, the winner's share grew by $612,000, and the purse grew by $3,400,000. In addition to a cash prize, the winner of the tournament is presented with a distinctive green jacket, formally awarded since 1949, and informally acquired by the champions for many years before that. The green sport coat is the official attire worn by members of Augusta National while on the club grounds; each Masters winner becomes an honorary member of the club. The recipient of the green jacket has it presented to him inside the Butler Cabin soon after the end of the tournament, and the presentation is then repeated outside near the 18th green in front of the spectators. Winners keep their jacket for the first year after their first victory, then return it to the club to wear whenever they visit. The tradition began in 1949, when Sam Snead won his first of three Masters titles. The green jacket is only allowed to be removed from Augusta National by the reigning champion, after which it must remain at the club. The 9th hole on the par 3 course The Par 3 Contest was first introduced in 1960, and was won that year by Snead. Since then it has traditionally been played on the Wednesday before the tournament starts. The par 3 course was built in 1958. It is a nine-hole course, with a par of 27, and measures 1,060 yards (970 m) in length. There have been 94 holes-in-one in the history of the contest, with a record nine occurring in 2016. Became the first player to card two holes-in-one in the same round during the 2015 Par 3 Contest. No par 3 contest winner has also won the Masters in the same year. There have been several repeat winners, including, Sandy Lyle, and Sam Snead. The former two won in successive years. In this event, golfers may use their children as caddies, which helps to create a family-friendly atmosphere. In 2008, the event was televised for the first time. The winner of the par 3 competition, which is played the day before the tournament begins, wins a crystal bowl. Player invitations [ ] As with the other majors, winning the Masters gives a golfer several privileges which make his career more secure. Masters champions are automatically invited to play in the other three majors (the,, and the ) for the next five years (except for amateur winners, unless they turn pro within the five-year period), and earn a lifetime invitation to the Masters. They also receive membership on the PGA Tour for the following five seasons and invitations to for five years. Because the tournament was established by an amateur champion,, the Masters has a tradition of honoring. It invites winners of the most prestigious amateur tournaments in the world. Also, the current champion always plays in the same group as the defending Masters champion for the first two days of the tournament. Amateurs in the field are welcome to stay in the 'Crow's Nest' atop the Augusta National clubhouse during the tournament. The Crow's Nest is 1,200 square feet (110 m 2) with lodging space for five during the competition. Opening tee shot [ ] Since 1963, the custom in most years has been to start the tournament with an honorary opening tee shot at the first hole, typically by one or more legendary players. The original honorary starters were and; this twosome led off every tournament from 1963 until 1973, when poor health prevented Hutchison from swinging a club. McLeod continued on until his death in 1976. Byron Nelson and Gene Sarazen started in 1981, and were then joined by Sam Snead in 1984. This trio continued until 1999 when Sarazen died, while Nelson stopped in 2001. Snead hit his final opening tee shot in 2002, a little over a month before he died. In 2007, Arnold Palmer took over as the honorary starter. Palmer also had the honor in 2008 and 2009. At the and, joined Palmer as an honorary co-starter for the event. In 2012, joined them. Palmer announced in March 2016 that a lingering shoulder issue would prevent him from partaking in the 2016 tee shot. Palmer was still in attendance for the ceremony. Following Palmer's death in 2016, the ceremony featured tributes; his green jacket was draped over an empty white chair, while everyone in attendance wore 'Arnie's Army' badges. Champions' Dinner [ ] The Champions' Dinner is held each year on the Tuesday evening preceding Thursday's first round. The dinner was first held in 1952, hosted by defending champion Ben Hogan, to honor the past champions of the tournament. At that time 15 tournaments had been played, and the number of past champions was 11. Officially known as the 'Masters Club', it includes only past winners of the Masters, although selected members of the Augusta National Golf Club have been included as honorary members, usually the chairman. The defending champion, as host, selects the menu for the dinner. Frequently, Masters champions have served finely prepared cuisine by the Masters chef from their home regions. Notable examples have included, served by in 1989, and, a South African dish, served at the behest of 2008 champion. Other examples include German Bernhard Langer's 1986 Wiener schnitzel, Britain's Nick Faldo's fish and chips, Canadian Mike Weir's elk and wild boar, and Vijay Singh's seafood tom kah and chicken panang curry. In 1997, 1979 champion created a media storm when he suggested that Tiger Woods refrain from serving collard greens and fried chicken, dishes commonly associated with Afro-American culture, at the dinner. The 2011 dinner of was a Spanish-themed menu in hopes that would attend, but he was too sick to attend and died weeks later. Caddies [ ] Until, all players in the Masters were required to use the services of an Augusta National Club, who by club tradition was always an African American man. Indeed, club co-founder Clifford Roberts is reputed to have said, 'As long as I'm alive, golfers will be white, and caddies will be black.' Since 1983, players have been allowed the option of bringing their own caddie to the tournament. The Masters requires caddies to wear a uniform consisting of a white jumpsuit, a green Masters cap, and white tennis shoes. The surname, and sometimes first initial, of each player is found on the back of his caddie's uniform. The defending champion always receives caddie number '1': other golfers get their caddie numbers from the order in which they register for the tournament. The other majors and some PGA Tour events formerly had a similar policy concerning caddies well into the 1970s; the U.S. Open first allowed players to use their own caddies in. Other traditions [ ] The day after the tournament closes, The Bobby Jones Scholars from The in play a four-ball round on the course – the last people to do so before the greenkeepers start the process of repairing and restoring the course to pre-tournament standard. [ ] Format [ ] The Masters is the first of the year. Since, its final round has been scheduled for the second Sunday of April, with several exceptions. It ended on the first Sunday four times (,,, ) and the and tournaments ended on April 15, the month's third Sunday. The first edition in was held in late March and the next ten were in early April, with only the event scheduled to end on the second Sunday. Similar to the other majors, the tournament consists of four rounds at 18 holes each, Thursday through Sunday (when there are no delays). The Masters has a relatively small field of contenders, when compared with other golf tournaments, so the competitors play in groups of three for the first two rounds (36 holes) and the field is not split to start on the 1st and 10th tees, unless weather shortens the available playing time. The tournament is unique in that it is the only major tournament conducted by a private club rather than a national golf organization like the PGA. After 36 holes of play, a cut-off score is calculated to reduce the size of the field for the weekend rounds. To 'make the cut', players must be either in the top 50 places (ties counting), or within 10 strokes of the leader's score. These criteria have applied since. From 1957 to 1960, the top 40 scores (including ties) and those within 10 strokes of the leader made the cut. From 1961 to 2012, it was the top 44 (and ties) or within 10 strokes of the lead. Before, there was no 36-hole cut and all of the invitees played four rounds, if desired. Following the cut, an additional 36 holes are played over the final two days. Should the fourth round fail to produce a winner, all players tied for the lead enter a playoff. Play begins on the 18th hole, followed by the adjacent 10th, repeating until one player remains. Adopted in 1976, the sudden-death playoff was originally formatted to start on the first hole, but was not needed for the first three years. It was changed for to the inward (final) nine holes, starting at the tenth tee, where the television coverage began. First employed that same year, the Masters' first sudden-death playoff ended on the eleventh green. The current arrangement, beginning at the 18th tee, was amended for 2004 and first used the following year. Through 2017, the eleven sudden-death playoffs have yet to advance past the second extra hole. Earlier playoffs were 18 holes on the following day, except for the first in, which was 36 holes; the last 18-hole playoff was in, and none of the full-round playoffs went to additional holes. Course [ ] The golf course was formerly a and each hole is named after the tree or shrub with which it has become associated. Main article: The first winner of the Masters Tournament was Horton Smith in 1934, and he repeated in 1936. The player with the most Masters victories is, who won six times between 1963 and 1986. And have each won four, and,,,, and have three titles to their name. Player was the tournament's first overseas winner with his first victory in 1961. Two-time champions include,,,,,,, and. See also: United States television [ ] has televised the Masters in the United States every year since 1956, when it used six cameras and covered only the final four holes. Tournament coverage of the first eight holes did not begin until 1993 because of resistance from the tournament organizers, but by 2006, more than 50 cameras were used. Chairman Jack Stephens felt that the back nine was always more 'compelling', increased coverage would increase the need for sponsorship spending, and that broadcasting the front nine of the course on television would cut down on attendance and television viewership for the tournament. Added first- and second-round coverage in 1982. The Masters has been broadcast every year in since 2000, one of the first golf tournaments to ever hold that distinction. [ ] In 2008, replaced USA as broadcaster of early-round coverage. These broadcasts use the CBS Sports production staff and commentators, although then-ESPN personality previously served as a studio host (replacing 's role under USA Network). In 2005, CBS broadcast the tournament with high-definition fixed and handheld wired cameras, as well as standard-definition wireless handheld cameras. In 2006, a webstream called 'Amen Corner Live' began providing coverage of all players passing through holes 11, 12, and 13 through all four rounds. This was the first full tournament multi-hole webcast from a major championship. In 2007, CBS added 'Masters Extra,' an extra hour of full-field bonus coverage daily on the internet, preceding the television broadcasts. In 2008, CBS added full coverage of holes 15 and 16 live on the web. In 2011, 'Masters Extra' was dropped after officials gave ESPN an extra hour each day on Thursday and Friday. In 2016, the Amen Corner feed was broadcast in exclusively on —as one of the first live U.S. Sports telecasts in the format. A second channel of 4K coverage covering holes 15 and 16 was added in 2017. While Augusta National Golf Club has consistently chosen CBS as its U.S. Broadcast partner, it has done so in successive one-year contracts. Former CBS Sports president stated that their relationship had gotten to the point where they 'could do our deal in hours'. Due to the lack of long-term contractual security, as well as the club's limited dependence on broadcast rights fees (owing to its affluent membership), it is widely held that CBS allows Augusta National greater control over the content of the broadcast, or at least performs some form of, in order to maintain future rights. The club, however, has insisted it does not make any demands with respect to the content of the broadcast. Despite this, announcers who have been deemed not to have acted with the decorum expected by the club have been removed, notably and, and there also tends to be a lack of discussion of any controversy involving Augusta National, such as the 2003 Martha Burk protests. Coverage itself carries a more formal style than other golf telecasts; announcers refer to the gallery as patrons rather than as spectators or fans. Gallery itself is also used. The club also disallows promotions for other network programs, or other forms of sponsored features. Significant restrictions have been placed on the tournament's broadcast hours compared to other major championships. Only in the 21st century did the tournament allow CBS to air 18-hole coverage of the leaders, a standard at the other three majors. Since 1982, CBS has used 'Augusta' by as the event telecast's distinctive theme music. Loggins originally came up with the song during his first trip to the Augusta course in 1981. The club mandates minimal commercial interruption, currently limited to four minutes per hour (as opposed to the usual 12 or more); this is subsidized by selling exclusive sponsorship packages to three companies—in 2013, these 'global sponsors' were, and. In 2014, ExxonMobil was replaced as a global sponsor. The club also sells separate sponsorship packages, which do not provide rights to air commercials on the U.S. Telecasts, to two 'international partners'; in 2014, those companies were and (the latter of which replaced Mercedes-Benz upon that company's elevation to 'global sponsor' status). In the immediate aftermath of the Martha Burk controversy, there were no commercials during the 2003 and 2004 U.S. Radio coverage [ ] WestwoodOne (previously and ) has provided live radio play-by-play coverage in the United States since 1956. This coverage can also be heard on the official Masters website. The network provides short two- or three-minute updates throughout the tournament, as well as longer three- and four-hour segments towards the end of the day. International television [ ] The has broadcast the Masters in the UK since 1986, and it also provides live radio commentary on the closing stages on. With the 2007 launch of, UK viewers can now watch the championship in that format. Held the TV and radio rights through to 2010. The BBC's coverage airs without commercials because it is financed by a. From the 2011 Masters, began broadcasting all four days, as well as the par 3 contest in HD and, for the first time ever, in 3D. The BBC will only have highlights of the first two days' play but will go head to head with Sky Sports, with full live coverage on the final two days of play. In Ireland, previously showed all four rounds, and now since 2017 broadcast all four rounds live having previously broadcast the opening two rounds with broadcasting the weekend coverage. In, broadcast rights to the Masters are held by, with coverage divided between (cable), which carries live simulcasts and primetime encores of CBS and ESPN coverage for all four rounds, (broadcast), which simulcasts CBS's coverage of the weekend rounds, and, which carries French-language coverage. Prior to 2013, Canadian broadcast rights were held by a marketing company, Graham Sanborn Media, which in turn bought time on the, TSN, and RDS (except for 2012 when French-language coverage aired on and ) to air the broadcasts, also selling all of the advertising for the Canadian broadcasts. This was an unusual arrangement in Canadian sports broadcasting, as in most cases broadcasters acquire their rights directly from the event organizers or through partnerships with international rightsholders, such as (ESPN owns a minority stake in TSN). In 2013, Global and TSN began selling advertising directly, and jointly produced their own preview and highlights shows for Canadian audiences (while still carrying ESPN/CBS coverage for the tournament itself). On December 15, 2015, TSN parent company Bell Media announced that it had acquired exclusive Canadian rights to The Masters beginning 2016 under a multi-year deal. Broadcast television coverage will move to co-owned broadcast network CTV, while TSN uses its expanded five-channel service to carry supplemental feeds (including the Amen Corner feed and early coverage of each round) that were previously exclusive to digital platforms. In 53 countries, including much of Latin America, broadcast rights for the entire tournament are held by the networks. Ticketing [ ] Although tickets for the Masters are not expensive, they are very difficult to come. Even the practice rounds can be difficult to get into. Applications for practice round tickets have to be made nearly a year in advance and the successful applicants are chosen by random ballot. Tickets to the actual tournament are sold only to members of a patrons list, which is closed. A waiting list for the patrons list was opened in 1972 and closed in 1978. It was reopened in 2000 and subsequently closed once again. In 2008, the Masters also began allowing children (between the ages of 8 and 16) to enter on tournament days free if they are accompanied by the patron who is the owner of his or her badge. The difficulty in acquiring Masters badges has made the tournament one of the largest events on the secondary-ticket market. A majority of the badges for the Masters are delivered to the same group of patrons, fans, and members each year, and these perennial ticket holders sometimes decide to sell their badges through large ticket marketplaces such as StubHub, TicketCity, and VividSeats. 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From the original on April 19, 2008. Retrieved April 13, 2008. Archived from on January 19, 2008. Retrieved January 25, 2008. • Kelley, Brent.. Retrieved January 25, 2008. Archived from on October 24, 2008. Retrieved November 18, 2008. Archived from on May 29, 2008. Retrieved November 20, 2008. Retrieved February 4, 2008. • Gola, Hank (April 8, 2011).. New York Daily News. Retrieved April 8, 2011. • Ferguson, Doug (March 16, 2016).. Albany Times Union. Retrieved March 20, 2016. The Guardian. April 7, 2016. Retrieved April 9, 2017. The Guardian. April 6, 2017. Retrieved April 9, 2017. April 4, 2017. Retrieved April 9, 2017. Archived from on October 14, 2008. Retrieved November 20, 2008. Archived from on January 9, 2008. Retrieved January 25, 2008. Hendersonville, North Carolina. November 12, 1982. • Wade, Harless (April 6, 1983).. Spokane Chronicle. • (April 10, 1983).. Sunday Star-News. Wilmington, North Carolina. • (April 21, 1997).. Sports Illustrated. Retrieved February 9, 2016. • Loomis, Tom (April 6, 1973).. Toledo Blade. Associated Press. Victoria Advocate. Associated Press. August 26, 1974. Reading Eagle. Associated Press. Toledo Blade. Associated Press. November 15, 1975. Rome News-Tribune. Associated Press. January 18, 1976. • ^ Harig, Bob (April 10, 2013).. Retrieved April 16, 2013. Archived from on January 19, 2008. Retrieved January 21, 2008. Sarasota Herald-Tribune. Associated Press. February 6, 1976. Washington, Pennsylvania. Associated Press. April 11, 1979. PGA of America: Major Championships. Archived from on August 27, 2012. Retrieved August 24, 2012. August 7, 2001. Retrieved January 30, 2008. • Spousta, Tom (June 29, 2005).. Retrieved January 30, 2008. April 5, 2006. Retrieved January 21, 2008. • ^ Westin, David (March 28, 2001).. CNNSI.com & The Augusta Chronicle. Archived from on April 25, 2009. Retrieved January 21, 2008. Retrieved January 26, 2008. Archived from on April 8, 2008. Retrieved April 9, 2008. • Johnson, Martin (April 9, 2002).. The Daily Telegraph. Retrieved March 25, 2012. Archived from on October 7, 2009. Retrieved November 17, 2009. Archived from on April 4, 2009. Retrieved April 9, 2009. • Harig, Bob (January 22, 2014).. Retrieved January 25, 2014. Retrieved November 28, 2008. April 7, 2004. Retrieved April 9, 2013. Retrieved February 9, 2016. Retrieved February 9, 2016. • Harig, Bob (November 4, 2012).. Retrieved November 4, 2012. April 12, 2013. Retrieved April 12, 2013. • Roberson, Doug (April 8, 2012).. Atlanta Journal-Constitution. Archived from on April 10, 2012. • ^ Sandomir, Richard (April 7, 1998).. The New York Times. Retrieved April 8, 2017. • Haggar, Jeff (April 9, 2013).. Classic TV Sports. • Freeman, Denne H. (April 10, 1997).. Ocala Star-Banner. Associated Press. Retrieved April 6, 2013. • Chase, Chris (April 10, 2014).. Retrieved April 10, 2014. • ^ Sandomir, Richard (October 11, 2007).. The New York Times. Retrieved April 8, 2017. October 10, 2007. Retrieved March 23, 2008. March 30, 2006. Archived from on October 13, 2012. Retrieved December 23, 2008. Retrieved March 12, 2016. Sports Video Group. Retrieved March 12, 2016. Retrieved April 15, 2017. • ^ ' Hinds, Richard (April 5, 2007)... Retrieved January 21, 2008. • ^ Martzke, Rudy (April 13, 2003)... Retrieved January 21, 2008. • ^ McDonald, Tim.. Retrieved December 23, 2008. April 7, 2012. Retrieved March 9, 2013. • ^ (Press release). Augusta National Golf Club. April 29, 2013. Archived from on March 12, 2014. Retrieved May 18, 2013. Retrieved February 9, 2016. October 12, 2007. Retrieved January 31, 2008. • Corrigan, James (September 22, 2010).. The Independent. Irish Independent. August 12, 2007. Retrieved December 23, 2008. • Houston, William (April 10, 2008)... Archived from on April 14, 2009. Retrieved April 10, 2009. • Maloney, Val (April 10, 2013).. Media in Canada. Retrieved April 10, 2013. • and (April 5, 2013).. Retrieved April 10, 2013. Sports Canada. Retrieved December 23, 2015. Retrieved December 23, 2015. • Hall, Andy (March 31, 2017).. ESPN (Press release). Retrieved May 30, 2017. Archived from on April 10, 2008. Retrieved April 12, 2008. Retrieved January 15, 2016. External links [ ] Wikimedia Commons has media related to. • • on • on • – coverage.
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Costs: A wide range of pricing options are available. Are you one of those who wants to uninstall hotComm Presenter Pro Plus? Did you encounter problems during its uninstall process? For one or other reason, you might need to uninstall hotComm Presenter Pro Plus from your computer. Maybe you had to remove the current installed version and re-install a new version of it. Double left click your new (grey/red/blue colored) 'hotComm CL Quick Connect Client' to launch the program in advance of connecting through their website - or with the room 'Target Site' address & room password. Hotcomm CL Update. For information on the CL PLUS feature upgrade, which includes recording (and more). Admin 195 • • • • • All the time I see people are complaining about program’s removal online, seeking answers desperately. Like “I have tried everything I know to remove hotComm Presenter Pro Plus, and it’s still there like all I’ve done is totally a waste of time. Can someone tell me how to effectively uninstall this program? By any means necessary!” So, what is the reason that you failed to remove hotComm Presenter Pro Plus? I can’t be sure without witnessing the whole process. Perhaps you didn’t shut down hotComm Presenter Pro Plus before going through the removal, or the program itself went wrong. And most of the users forgot to delete the related registry keys after they’ve performed the previous steps. You don’t want to give up so soon, so you are reading this. Uninstalling the programs you don’t need anymore and those you will never use is a good way to maintain the performance, keeping system crises at bay. If you are tired of being a whiner and want to make every second count, let’s now cut to the chase. How to Manually Remove hotComm Presenter Pro Plus on Your Own 1. First of all, log in your system with an account that has administrative rights, so that you will be able to go through all the steps, which are considered to be the actions of making changes in Windows. Otherwise you may need to provide the password when trying to remove hotComm Presenter Pro Plus. But if you are using the same account all the time, don’t bother to understand what I just said, and go to the next. Shut down hotComm Presenter Pro Plus, end all the related processes via Task Manager. Press and hold Ctrl + Alt + Del on your keyboard to open Task Manager > Make sure the program isn’t running by checking the Applications tab, then go to the Processes tab, and end the related ones. They probably have similar names. Remove hotComm Presenter Pro Plus through Control Panel. Windows 7: Click on Start button in the bottom left corner (or simply hit the Windows key on your keyboard), move your mouse pointer to the Control Panel and then click on it. > Select Uninstall a program under the Programs section. ( If you’re a user of Windows XP, click on Add or Remove Programs.) Windows 8: Right-click on Start button in the lower-left corner, and click on Control Panel > Select Uninstall a program under the Programs section. Windows 10: Open the Start menu > Click Settings > Click System on the Settings menu > Select Apps & features from the left pane, then a list of all installed apps appears in the right pane. Select hotComm Presenter Pro Plus > Click the Uninstall button that appears (If it is grayed out, this is a system app you cannot remove) > Click the Uninstall pop-up button to confirm. Its default uninstaller will be activated with a pop-up window, on which please choose the last option Uninstall, and hit the Continue/Yes button when being told “You are about to remove hotComm Presenter Pro Plus.” > Wait for the installation wizard to process your request and quietly perform the removing process. At last it may tell you “The product was successfully uninstalled, blah blah blah”. Just click on Restart computer (or Restart later) button if there is the button. Delete the vestiges from Registry Editor to completely remove hotComm Presenter Pro Plus. If you’ve never done this before, not even for once, I suggest backing up your Registry before continuing. More troubles would be brought if anything is deleted by mistake. And it’s way too complicated to explain how to restore the data. So, just be careful. You can read How to Backup Windows Registry by scrolling down the page. To open the Registry Editor: Windows 7 Click on Start button (or simply hit the Windows key on your keyboard), type “regedit” in the box and press Enter key. Windows 8 Just like how you opened Control Panel > Hover your mouse pointer to the bottom right corner until you see the charms bar pops up from the right side, type “regedit” in the search box, and hit the Enter key on your keyboard. Windows 10 Executing “regedit” from any command-line area (just like how you do it on Windows 8). Then the Registry Editor will be presented with a new window > From the left pane in Registry Editor, drill down until you locate the registry key named hotComm Presenter Pro Plus > Once found, right-click or tab-and-hold it and select Delete > You’ll be asked to confirm the key or value deletion request, tap or click Yes to completely remove hotComm Presenter Pro Plus. Restart your computer. The kind of that benefits from a value or key removal is usually the kind of thing that requires a PC restart to take effect. By now You have come a long way to remove hotComm Presenter Pro Plus. Personally they are pretty much the same thing in different versions of Windows. So when I switch between them, I won’t be confused. Well, there is actually another way that applies to all the popular Windows operating systems. Find out the way under the next subtitle. How About trying to Remove hotComm Presenter Pro Plus This Way? What I’m trying to recommend is a cleaning tool that sees to your needs in such problems. It can quickly remove hotComm Presenter Pro Plus and other stubborn programs from your system, and it’s definitely not a quickie. Click the download button on the page to get Total Uninstaller 2. Double-click its desktop icon to launch it, you will know what programs are currently installed on your PC. Find and select hotComm Presenter Pro Plus as your target, and hit Run Analysis to scan for all the related files. In the list you can see all the deleting files with their names and locations behind. Just keep all the items checked, and hit the Complete Uninstall button. It says “Please wait while it initializes the uninstall process.” Then you can click Scan Leftovers to scan for its vestiges, and hit Delete Leftovers at last to completely remove hotComm Presenter Pro Plus. Clicking will bring you back to the program list, then you may check whether hotComm Presenter Pro Plus has gone from your PC. This method saves your time and spares the system from several possible risks. Without any other bundled product that might threaten the system security, it has won many users in the past few years. Give it a shot to see if it’s worth keeping. And there are other things you can learn in the following content. Just enjoy the reading. How to Back Up the Registry? Method One: Create A System Restore Point (For Windows 10) 1. Search for Create a restore point from the taskbar, and select it from the list of results. On the System Protection tab in System Properties, select Create Enter a description for the restore point and then select Create > OK Method Two: Back Up the Registry Manually 1. From the Start menu, type “ regedit in the search box and press Enter on your keyboard. (If you are asked for an administrator password or confirmation, provide the password or confirmation. In Registry Editor, locate and click the key/subkey that you want to back up, or directly export the whole Registry. Click File > Export 4. In the Export Registry File dialog box, choose the location you want to save the backup copy to, then type a name for the backup file in the File name field. Click Save OK, thanks for reading this How to Remove hotComm Presenter Pro Plus I wrote. I think I’ve done my part today. My fellas and I will keep updating the site, so that more and more tutorials will be collected for people in need. Whenever you come across a problem on your PC, remember to seek help from here. I wish you can always cut through the crap easily and sweep the troubles far away. Mail Merge Excel Copyright notice: Pirated Software Hurts Software Developers. Using Mail Merge Excel Free Download crack, warez, password, serial numbers, torrent, keygen, registration codes, key generators is illegal and your business could subject you to lawsuits and leave your operating systems without patches. We do not host any torrent files or links of Mail Merge Excel from depositfiles.com, rapidshare.com, any file sharing sites. All download links are direct full download from publisher sites or their selected mirrors. Avoid: oem software, old version, warez, serial, torrent, keygen, crack of Mail Merge Excel. Consider: Mail Merge Excel full version, full download, premium download, licensed copy. 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Do not use illegal warez version, crack, serial numbers, registration codes, pirate key for this business software PATools Mail Merge. If you want to get a full and unlimited version of PATools Mail Merge, you should buy from original publisher PATools. IMPORTANT NOTE on Microsoft Outlook security When using this PATools product users of Outlook 2000 or later may encounter issues with Outlook security. If you do not wish to see these messages we suggest you try the MAPILab product at This product is simple to install, and is free for private or commercial use. Although PATools does not recommend any particular product, we have successfully used this one ourselves and know of others who have found it to solve their problems. The leading Brazilian - Portuguese - English Dictionary for Android Phones & Tablets ✦ Comprehensive Offline Dictionary ✦ Phrasebook ✦ Verb Conjugator ✦ Phrase Translator ✦ Flashcards ✦ Audio Pronunciation ✦ Vocabulary Quizzes ★★★★★ Very helpful app. It's awesome! ★★★★★ The best English-Portuguese dictionary in the world. ★★★★★ Translation, pronunciation, conjugation and examples. Very good indeed. ★★★★★ It helps me a lot in high school. “Bilingual dictionary apps from VidaLingua are hugely popular. They’re free and they work offline, handy when you’re actually abroad.” New York Times “Simple, practical and very flexible.” Ana Paula Pereira - Baixaki Portuguese English Dictionary by VidaLingua transforms your Android phone or tablet into an advanced language interpreter, always ready to help. It includes everything you need in one free app and features you won’t find anywhere else such as adding words, notes and images to the dictionary. Extensive databases and advanced features make VidaLingua the most comprehensive Brazilian - Portuguese - English Dictionary for Android. FEATURES ✓ Dictionary with over 710.000 offline entries (premium), over 484.000 for free. ✓ Phrasebook with 20 categories such as Conversation, Asking Directions and Making Friends. ✓ Conjugations of 6.466 verbs. ✓ Online Phrase Translator. ✓ Flashcards. ✓ Dictionary favorites. ✓ Single index search for fast lookups. ✓ Enhancements for tablets. ✓ Multiple-choice vocabulary quizzes. ✓ Lookup History. ✓ Email dictionary translations. ✓ Dictionary entries include translations, usage examples, part of speech & gender for Brazilian - Portuguese nouns. ✓ Updated regularly by our team of linguists. ✓ Online lookup for additional words. ✓ Text-to-speech pronunciation. ✓ Language is living. Only VidaLingua allows you to add words, notes and images to the dictionary! Comments & questions are welcome. [email protected] VidaLingua, bringing language apps to life! © http://vidalingua.com. Reciting the Portuguese ABCs When you’re learning Brazilian Portuguese, reciting the alphabet is probably one of the first things you need to know. The following table can help you get a handle on how to pronounce letters in Portuguese. (Stressed syllables are in italic print.) a (ah) h (ah- gah) o (awe) v (veh) b (beh) i (ee) p (peh) w ( dah-boo yoo) c (seh) j ( zhoh-tah) q (keh) x (sheez) d (deh) k (kah) r ( eh-hee) y ( eep-see-loh) e (eh) l ( eh-lee) s ( eh-see) z (zeh) f ( eh-fee) m ( eh-mee) t (teh) g (zheh) n ( eh-nee) u (ooh). Asking Key Questions in Portuguese Even if you’re not a reporter, you need to know how to say who, what, when, where, why, and how in Portuguese — and if you’re a tourist in Portugal or Brazil, knowing how to say how much can come in very handy. Many basic questions can be asked using just one word in Portuguese: • Quem? (kang?) ( Who?) • Quando? ( kwahn-doo?) ( When?) • Onde? ( ohn-jee?) ( Where?) • Por quê? (poh keh?) ( Why?) • Como? Wrist meaning, definition, what is wrist: the part of the body between the hand and the arm:. ( koh-moo?) ( How?) • O que? (ooh kee?) ( What?) • Qual? ( kwah-ooh?) ( Which?) • Quanto? ( kwahn-too?) ( How much?). Making Friends Using Portuguese Knowing the right questions to ask in Portuguese goes a long way toward helping you make friends in Brazil and beginning a conversation with a Brazilian business associate or neighbor. Here are some common questions you can use when meeting someone new: • Qual é seu nome? ( kwah-ooh eh seh-ooh noh-mee?) ( What’s your name?) • De onde você é? (jee ohn-jee voh- seh eh?) ( Where are you from?) • Fala inglês? ( fah-lah eeng- glehz?) ( Do you speak English?) • Qual é o seu e-mail? ( kwah-ooh eh ooh seh-ooh ee- m ay-oh?) ( What’s your e-mail address?) • O que você gosta de fazer? (ooh kee voh-seh goh-stah jee fah- zeh?) ( What do you like to do?). Tricky Portuguese Pronunciations Some common words in Portuguese are tricky to pronounce for non-native speakers. This list contains a few of them and their correct pronunciations so you can say them like a native. • amigo (ah- mee-goo) ( friend) • Brasil (brah- zee-ooh) ( Brazil) • Carnaval (kah-nah- vah-ooh) ( Carnival) • festa ( feh-stah) ( party) • João (zhoo- ah-ooh) ( a man ‘ s name) • música ( moo-zee-kah) ( music) • praia ( prah-ee-ah) ( beach) • Rio de Janeiro ( hee-ooh dee zhah- nay-roo) ( the Brazilian city of Rio) • Roberta (hoh- beh-tah) ( a woman ‘ s name) • samba ( sahm-bah) ( a type of Brazilian dance). Conjugating Regular Portuguese Verbs in Present Tense Regular verbs in Portuguese end in -ar, -er, and -ir. Here’s an -ar verb: falar (fah- lah) ( to speak). For the present tense of the verb, just take off the ending and add -o, -a, -amos, or – am to conjugate it: • Eu falo. ( eh-ooh fah-loo.) ( I speak.) • Você fala. (voh- seh fah-lah.) ( You [singular] speak.) • Ele/ela fala. ( eh-lee/ eh-lah fah-lah.) ( He/she speaks.) • Nós falamos. (nohz fah- lah-mooz.) ( We speak.) • Eles falam. ( eh-leez fah-lah-ooh.) ( They speak.) • Vocês falam. (voh- sehz fah-lah-ooh.) ( You [plural] speak.). Interactive language course with games. Course: The interactive course covers food, colours, shopping, parts of the body, numbers, telling the time, countries, greetings and essential phrases. There are some things you’ll want to say in any language: you’ll want to say ‘hello’, order a drink, ask for directions and so on. The multimedia course contains not only a huge amount of learning material, but also unique functions for efficient and entertaining learning. • There are no dull exercises; just encouraging games that award you points for progress. • Test your knowledge with fun quizzes. • Earn points for every game you play. High scorers can go on to win bronze, silver and gold awards, which you can print out as a record of achievement. • You will hear the language all of the time and, using the recording games, you can start speaking straight away and then compare your voice to a native speaker. Dictionary: The dictionary is not only an ideal accessory for language study, but it also contains the unique EasyLex function, where you only have to point with the mouse at the unknown word and its translation appears immediately. EasyLex works with Internet Explorer, Mozilla Firefox, Microsoft Office, Open Office, Adobe Acrobat Reader, ICQ, Miranda, Notepad, Wordpad, etc. The dictionary is based on the unique Lingea technology. It contains 3,000 headwords. Have a look at what our dictionary can do: • Automatic language recognition: You don’t have to worry about the direction of your translation as you work. The dictionary will automatically recognize which language the entered word comes from. • Search in any form: You can enter a word regardless of its case, number, gender, or tense. • Search without diacritics: This feature is especially useful when reading e-mails (Espanol -> Español). • Similar words: If you enter a nonexistent or incomplete word, the dictionary will offer you similar words. Analyzer Recording, AVI recorder, Capturing an image from any window, great for making tutorials and presentations. Analyzer Recording - Capture Tool AVI recorder. Capturing an image from any window, recording under condition of a modification of an image. Plus - write time of a frame mapped in titles of a video clip. Using whenever possible DDRAW hardware. System requirements for Analyzer Recording Windows 95, Windows98, Windows ME, Windows 2000, Windows XP, Windows 2003 operating system. Intel Pentium Processor or 100% compatible. Video Card DirectDraw compatible, 16, 24 or 32 bit color. Download Analyzer Recording version 2.0.0.1 102 kb Screen shot Other information In general, make sure you have the latest versions of the device drivers for your display hardware. Most graphics card vendors make them freely available on the Internet. Web FreeStone-Group.com. VoIPmonitor - VoIP monitoring software - quality analyzer - WAV recorder • • • • • • • • • • • • • • • • • What is VoIPmonitor VoIPmonitor is open source network packet sniffer with commercial frontend for SIP RTP RTCP and SKINNY(SCCP) MGCP VoIP protocols running on linux. VoIPmonitor is designed to analyze quality of VoIP call based on network parameters - delay variation and packet loss according to ITU-T G.107 E-model which predicts quality on MOS scale. Calls with all relevant statistics are saved to MySQL or ODBC database. Optionally each call can be saved to pcap file with either only SIP protocol or SIP/RTP/RTCP/T.38/udptl protocols. VoIPmonitor can also decode speech and play it over the commercial WEB GUI or save it to disk as WAV. Supported codecs are G.711 alaw/ulaw and commercial plugins supports G.722 G.729a G.723 iLBC Speex GSM Silk iSAC OPUS. VoIPmonitor is also able to convert T.38 FAX to PDF. Who is VoIPmonitor for • monitor and troubleshoot quality of SIP VoIP calls • archive all calls including SIP, SKINNY RTP, T.38 and T.30 FAX (PDF) in CDR database • decode and play calls directly from the GUI or show T.38 FAX as PDF • anti fraud / watchdog rules to prevent fraudulent calls • monitor call centers • billing purpose VoIPmonitor is representative Vendor in Gartner study - From our customers 'We have found VoIPmonitor to be an essential tool for our customer VoIP troubleshooting. Before VoIPmonitor it would take a considerable amount of effort to pinpoint any problem be it call quality or NAT related issues. We have been using VoIPmonitor for a number of years and the product development is one of the best I have seen, personally I think VoIPmonitor GUI is a must have for all VoIP businesses.' - 'I just wanted to write to say that VoIPmonitor has been a HUGE help to us in managing our VOIP service in the face of South Africa's poor quality Internet environment. Aggregating the summary data provides fantastic information showing quality trends for individual customers, classes of customers and overall. The 'clean' PCAP files are a huge help for debugging. What a pleasure to be able to go back in time and pull out a call from days ago and look at it packet by packet. So thanks so much for this very useful program!' Steve Davies Technical Director Connection Telecom (Pty) Ltd 'Telephonic is proud to be a sponsor of the VoIPmonitor open-source sensor project. We are also very satisfied users of VoIPmonitor's commercial interface. Telephonic has had VoIPmonitor in production since early 2010. In addition to using VoIPmonitor to ensure call quality across our core network, Telephonic frequently deploys VoIPmonitor sensors at our clients' premises. The ability to monitor call quality not only within our core network, but also over the 'last mile' to the client, and then within a client's own LAN, has been a game changer for Telephonic. The end-to-end call quality awareness that VoIPmonitor provides, and VoIPmonitor's advanced troubleshooting tools, have been a major enhancement to Telephonic's operations.' Graham Nelson-Zutter, CTO & Co-founder, Telephonic Communications Inc. References Our customers are ITSP companies using VoIPmonitor to proactively troubleshooting quality of VoIP infrastructure, call centers using VoIPmonitor as call recording solution and large to small companies using it for archiving and monitoring calls. Analyzer Recording. Free Download Analyzer Recording 2.0.0.1. Record a window’s image when modifications occur. Metrel power quality analysers are proven tools for expert designers of filtering systems, power correction equipment, over voltage protection and UPS systems. It is not quite clear why the software developers assigned Chord Analyzer to MIDI effects, since it never affects the song's sound. Chord Analyzer may be of the greatest use to beginner musicians just because it gives you a pop—up hint as to which chord is played or recorded. Cakewalk Fx Chord Analyzer [1: MIDI 2] - F1o_8. Catapult launches aboard USS Ronald Reagan CATOBAR ( Catapult Assisted Take-Off But Arrested Recovery or Catapult Assisted Take-Off Barrier Arrested Recovery) is a system used for the launch and recovery of aircraft from the deck of an. Under this technique, aircraft launch using a - and land on the ship (the recovery phase) using. Although this system is costlier than alternative methods, it provides greater flexibility in carrier operations, since it imposes less onerous design elements on fixed wing aircraft than alternative methods of launch and recovery such as or, allowing for a greater payload for more ordinance and/or fuel. CATOBAR can launch aircraft that lack a high, including heavier non-fighter aircraft such as the and. Main article: The catapult system in use in modern CATOBAR carriers is the. Its primary advantage is the amount of power and control it can provide. During World War II the US Navy used a hydraulic catapult. The United States Navy is developing a system to launch carrier-based aircraft from catapults using a linear motor drive instead of steam, called the. Users [ ] Only two countries currently operate carriers that use the CATOBAR system following the decommissioning of Brazil's in February 2017; the U.S., U.S. And France's. US Navy carriers will use the in place of steam catapults., India's second indigenous aircraft carrier of the, is planned to be of 65,000 ton displacement and to utilize the developed by General Atomics as it supports heavier fighters, AEW aircraft and UCAVs that cannot launch using a. Active CATOBAR Aircraft Carriers [ ] Class Picture Origin No.of ships Propulsion Displacement Operator Aircraft Carried 10 Nuclear 100,020 tonnes * * * 1 Nuclear 100,000 tonnes 1 Nuclear 37,085 tonnes * * References [ ]. • • • • • What is the sound of 727 horses at full gallop? In Roush’s P-51 Mustang, the answer is up to you. While there are plenty of performance vehicles that have adjustable exhaust notes, not many can do so via a smartphone app. A couple years ago, Roush introduced an for iOS that does exactly that, and it’s featured on Roush’s new 727-hp P-51, its most powerful Mustang yet. Those who know aircraft history will already have noticed that Roush’s new model is named after a fighter plane, the North American Aviation P-51 Mustang, as founder Jack Roush is an aviation enthusiast. This P-51’s power comes courtesy of a 2.3-liter TVS supercharger with a stage 2 upgrade bolted to the Ford’s standard 5.0-liter Coyote V-8 engine. In order to keep all that power in check, the P-51 has heavy-duty TrakPak half shafts and three-way adjustable coilovers. Also on hand are performance rotors and pads for the Brembo brakes and 19-inch TrakPak wheels from Weld wearing Continental ExtremeContact Sport tires. Though it’s still recognizable as the famed pony car, the P-51 has undergone some pretty substantial exterior alterations. It has a new front fascia with bigger upper and lower openings for better air flow, a chin spoiler, a front lower splitter made of carbon fiber, and heat extractors built into the hood. It also has a wide hood scoop, rocker skirts, scoops on the body side and rear windows, and a carbon-fiber decklid spoiler. Some of these pieces have been used on previous Roush customs, but the spoiler, front splitter, custom hood paint, and grille lighting are all specific to this model. The interior has been outfitted with a plethora of badges and plaques, a red Roush ball shift knob, a custom gauge cluster overlay, “bomber-jacket-inspired” Amaretto Tuscany leather, and billet pedals. • • • The P-51 costs $42,500—on top of the cost of the Mustang GT itself. Roush is only building 51 examples, but for buyers who are missing out, there’s a on the way. When evaluating your options for using software to improve and simplify the takeoff process, it’s important to understand how this technology works in order to choose one that fits your needs. To help, we've created this comprehensive guide that breaks down everything you need to know about construction software, the most common reasons buyers seek a new solution, the benefits it can offer your organization and key considerations to keep in mind. Here’s what we’ll cover: What Is Construction Takeoff Software? Takeoff software allows contractors to measure construction plans (i.e., blueprints and drawings) electronically instead of the conventional method using pencils and rulers. Most systems will support the on-screen takeoff method, or the use of a digitizer pen. Performing a digital takeoff using Buyers often confuse estimating software with takeoff software. The systems are deployed as one but perform two very different functions. Contractors use takeoff software to determine the scope of a project from quantity of materials to labor needed. They would then use an to determine how much those materials and labor will cost, and produce a bid. There are several different components of takeoff software. They are defined as follows: Tool Definition Quantity takeoff software This tool leverages multi-dimensional drawings and models to help estimators determine the amount of materials and labor required to complete a project. Blueprint takeoff software Forgo flipping through pages of plans, this tool (sometimes referred to as plan takeoff) allows you to view and manipulate detailed plans digitally as well as better collaborate with the architect or planroom. On-screen takeoff Usually integrates with other solutions, including quantity and plan takeoff, to help contractors determine the scope of a project. The software can be purchased by itself, or as a stand-alone system. However, it’s often purchased together with. There are also cases when an organization will purchase a complete construction software suite to perform all needed functions including estimating, accounting and job costing and project scheduling and project management. Common Features of Construction Takeoff Software Here are some common features of construction takeoff software: Document control and collaboration Puts plans in one place so they can be shared and edited by an individual project manager or a large team. Edits to the plans are typically done in real-time and will sync automatically so everyone on the project is up-to-date. Estimating Some takeoff software applications will include estimating tools to provide costs of materials and labor, or will otherwise integrate with other estimating applications. File export Exports plans and material lists to various file formats such as.PDF or.XLS. BIM integration Allows users to integrate with building information modeling (BIM) platforms so they can visualize project plans in 3D. Trade specialization Many takeoff platforms will have unique features for specific trades or aspects of the project, such as painting, drywall, concrete or HVAC. These unique features assist with estimating and takeoff for those materials. Common Reasons for Buying Takeoff Software There are two common scenarios we hear from contractors researching construction take off software. First, the majority use manual methods and want a faster, more accurate way to produce estimates. Second, they need to replace an existing system because the technology is out of date or it’s too expensive to maintain. Regardless of their current situation, most companies implement these systems for the following reasons: • Speed up and simplify the takeoff process • Produce more accurate bids and estimates • Reduce resources (e.g., avoid printing plans) • Create more professional proposals Below is a full list of buyer's reasons to switch to takeoff software from our 2014 Buyer's Report. Top Benefits of Takeoff Software Our offers insight in to the pain points and trends for companies with annual revenues of $100 million or less considering construction takeoff software. It's no suprise that our findings show that the majority of buyers from small businesses are using manual methods, like Excel and scales and rulers, or software that doesn't currently meet their needs. As they start to scale, they recognize that software can help increase their capacity for writing accurate bids. While the benefits are clear, the type of software they need may not be. That's why it's important to carefully consider all your current and possible future requirements before beginning the search. How Do I Choose the Best Takeoff Software? Choosing the best construction takeoff software will depend on the specific needs of your organization. Looking for honest Active Takeoff reviews? Need credible pricing info? Our Experts analyzed its: Features Pros and Cons Integrations. Sep 15, 2017. Free Download Active Takeoff 2.0.14 - A simple to use application designed to help you estimate distances, parameters or distances in a drawing, bas. Sep 14, 2017 Free Download Active Takeoff 2.0.14 - A simple to use application designed to help you estimate distances, parameters or distances in a drawing, bas. Small to midsize contractors, for example, may require a solution with fewer and less robust features, while large contractors may require a comprehensive solution that offers features such as cost databases by trade and mobile compatibility for field access to project data. Firms must also decide if they only need a standalone takeoff solution or if they need takeoff functionality as part of a larger, integrated construction software system. Key Considerations During your research you should consider the following: • Does the system meet your feature and functional requirements? For example, does it support onscreen takeoff for measuring PDFs digitally? Does it provide digitizer integration? • Does it have capabilities to support your trade? For example, earthwork, sitework and excavation contractors should identify systems that: measure cuts, fills and volumes; measure square footage and lineal feet and support 3D takeoff. • Can it integrate with your other construction applications, such as estimating, job costing or project management? For construction contractors using software for the first time, consider using one of the on the market. However, once your company and job volume grows, paid software is necessary to complete large-scale projects. It offers more 'out-of-the-box' functionality as well as integrations with your other construction tools, trainig and professional support. Once you do decide to make the switch, many large vendors (including, and ) offer free trials so you can try before you buy. Another key consideration is whether you should opt for a cloud-based solution or one that is hosted on-premise. With systems using a cloud-based deployment model, the software is hosted (i.e., housed, served, maintained and delivered) remotely, on the vendor’s or service provider’s own servers. Users can then access it through any device that is both compatible with the system and has an internet connection. This gives users the flexibility to access the system anywhere, anytime. With on-premise deployment, on the other hand, the software system is hosted in-house, on the user’s own servers. Data in the database and all associated applications are housed and run locally, and users may or may not be able to access the system remotely (it depends whether or not the system is compatible with mobile devices and remote computers). While larger companies may possess the IT resources to host a solution in-house, this can be a very expensive option for smaller companies. As such, smaller organizations may want to consider cloud-based solutions, which can be quicker to implement and start using and are often less costly to manage and update. However, cloud-based solutions may not include the type of robust functionality that a more comprehensive, on-premise construction takeoff solution might. When you're ready, head over to our to compare products and watch demos. Featuring epic, high-octane action moments set in the most beautifully hostile environments on earth, Rise of the Tomb Raider delivers a cinematic survival action adventure where you will join Lara Croft on her first tomb raiding expedition. Explore Awe-Inspiring Deadly Tombs - Huge ancient spaces littered with deadly traps, solve dramatic environmental puzzles, and decipher ancient texts to reveal crypts as you take on a world filled with secrets to discover. Wild - Conquer a world fiercely protecting its secrets, endure perilous conditions and unstable landscapes, face dangerous wildlife that act as guardians to ancient tombs, and explore huge interactive environments. Guerrilla Combat - Use the environment to your advantage, scale trees and dive underwater to avoid or takedown enemies, configure Lara's gear, weapons, and ammo to suit your play style, craft explosives on the fly to sow chaos, and wield Lara’s signature combat bows and climbing axe. Featuring epic, high-octane action moments set in the most beautifully hostile environments on earth, Rise of the Tomb Raider delivers a cinematic survival action adventure where you will join Lara Croft on her first tomb raiding expedition. Explore Awe-Inspiring Deadly Tombs - Huge ancient spaces littered with deadly traps, solve dramatic environmental puzzles, and decipher ancient texts to reveal crypts as you take on a world filled with secrets to discover. Wild - Conquer a world fiercely protecting its secrets, endure perilous conditions and unstable landscapes, face dangerous wildlife that act as guardians to ancient tombs, and explore huge interactive environments. Guerrilla Combat - Use the environment to your advantage, scale trees and dive underwater to avoid or takedown enemies, configure Lara's gear, weapons, and ammo to suit your play style, craft explosives on the fly to sow chaos, and wield Lara’s signature combat bows and climbing axe. Featuring epic, high-octane action moments set in the most beautifully hostile environments on earth, Rise of the Tomb Raider delivers a cinematic survival action adventure where you will join Lara Croft on her first tomb raiding expedition. Explore Awe-Inspiring Deadly Tombs - Huge ancient spaces littered with deadly traps, solve dramatic environmental puzzles, and decipher ancient texts to reveal crypts as you take on a world filled with secrets to discover. Wild - Conquer a world fiercely protecting its secrets, endure perilous conditions and unstable landscapes, face dangerous wildlife that act as guardians to ancient tombs, and explore huge interactive environments. Guerrilla Combat - Use the environment to your advantage, scale trees and dive underwater to avoid or takedown enemies, configure Lara's gear, weapons, and ammo to suit your play style, craft explosives on the fly to sow chaos, and wield Lara’s signature combat bows and climbing axe. If you fulfill all campaign objectives (challenges, tombs, ruins, etc), you're looking at around 40 hours of gameplay on Adventurer difficulty setting. Very user friendly to new players to the series - no knowledge of backstory necessary. The game story is great and well thought out. Only complaints I had were: the tomb puzzles weren't exceptionally challenging. Interesting, but nothing that blew my mind. And pathing is pretty much corridor driven with highlighted hinting system, which I found odd for a puzzle game (I'm a first-time TR player). May 26, 2009. The ebook market keeps trying to get off the ground. In the early days of ebooks, Microsoft and Adobe were the heavy hitters, both pushing their respective software and ebook formats. Both gained momentum, sputtered and died. The second wave of ebooks has been with hardware readers from Sony and. Nov 16, 2004. I reviewed tomeraider version 2.6 back in 2002 when i was still writing for pocket pc life (see my review) and found it to be a very handy application for reading large databases. Lauren sent us a note that a total rewrite of the application extending over two years is now completed, and tomeraider 3 is. Tomb Raider III: Adventures of Lara Croft is a platform and third-person shooter game developed. They definitely catered to the masses in these regards. I was also surprised how much first person shooter aspects were built into the system, but they made it work. Besides that, if you're into TR games or enjoy story-driven adventure puzzle games with a healthy dose of shooter, I highly recommend. When I first saw the trailer for this at E3 last year, I knew it would be good. I picked up its prequel a month later and loved it. Rise of the Tomb Raider is a 100% improvement to an already amazing franchise. Story is intriguing, game play is just as good as Tomb Raider (2013), there's even more emphasis on raiding tombs in RotR. I still replay it 8 months later. The only things I don't like are the expeditions, and how they use the challenge cards, and the way you use special ammo. Firing 75 rounds from a 1911 without reloading is a bit ridiculous, but that's just minor nitpicking. I wish I could rate it higher than just 5 stars, and I can't wait for next one! The new direction of theTR series is brilliant. The new-gen games are fun to play(combat&exploring).Story is well told, I like how the super-natural element, while at the core of the story, doesn't dominate the gameplay,except w/ the dlc & some of Lara's jumps. Petty grievances aside, TR delivers on all levels. I would love to have Lara have options when investigating a tomb or site. Maybe I'm over-reaching here, but it seems to discover anything u have to play the main story or figure out the ONE and ONLY path to it. I think it'd be cool if we could follow different leads from local villagers, find different clues, creating alternate paths to the objective.In essence, makeTR more open-world. This is a phemonal impovement over the otherwise fantastic first Tomb Raider(2013). Everything from the enviroment, story,weapons,collectibles; to Lara Croft herself has been an improved and expanded on. You really feel as if you are Lara on this journey to find something that is greater than herself. Secret Tombs in this game are on a much 'Grander' scale and pose more of a challenge than the previous. Even the collectibles(relics and documents) have an actual intresting backstory, detailing the thoughts and events of it's owner; during earlier times. Lara skills as an Explorer/Survivor/Fighter have been upgraded and now she can do more than ever; like crafting a can and resoucrces to make a *shrapnel bomb'. Weapons also have a 'deeper' upgrading system and you can build other weapons by finding its parts in weapon crates placed around the map. Rise of the Tomb Raider is what every sequel should and it's a great addition to this franchise. WATCH OUT FOR WOLVES! As a huge fan of Tomb Raider I was a bit confused on the new direction for the series, but after pouring several pulse pounding hours into this cinematic thrill ride I was left both satisfied and craving more! Me and my wifes son adore Laura's new design seeing as how it really resonated with us. I hated her old mysogynistic aesthic. If you like Uncharted© then you'll love this. The best part though is that I don't even have to play the game myself! Every five steps you take a cutscene will automatically play itself out as Laura runs and screams 'AHHHHHHHHHHWWWWW' as explosions and debris engulf her. Rise of the Tomb Raider shows that video games as an entertainment medium can become true works of art. Rise of the Tomb Raider is a massive leap forward from Tomb Raider (2013) in all areas. It takes the combat,exploration,and story and improves it greatly. The game boasts the beautiful,deadly environments and deep,strategic combat,it still lacks a true Tomb Raider feeling. The combat is intense and offers a variety of ways to fight. Lara has many different weapons to choose from,allowing a multitude of ways to approach combat. Outside of battles the areas are large and full of discoveries,but not so deadly. Lara actions are too automated and does not offer the challenging,yet rewarding traversal Tomb Raider is known for. She can reach across any size of gap without a run up due to magnetic grabs,balance beams are impossible to fall off of,rope swings are steered automatically,and the traps are painfully easy to avoid. Ledges and walls are painted wait so players don't get lost,and Lara gives too many hints. It is a fun game overall but lacking in a challenge outside of combat. Rise Of The Tomb Raider was one of the reason's I picked up an Xbox One. And it did not disappoint. This is, by far, the best Tomb Raider in the franchise. The game is visually stunning. Everything from the mountain peaks to Lara's hair is so beautifully detailed. The graphics are astounding and each time I marvel at my surroundings. Customization is abundant. There are plenty of outfits and weapon attatchments to chose from. Lara can equip quite a few different things on all of her weapons. The story was wonderful. It was gripping and had my focus the entire game. Most games don't make so excited to play that I finish in only a few days. I could not put the controller down. As for actual tomb raiding, this one does a very good job at it. There are tons of tombs and crypts to explore. The 2013 Tomb Raider lacked this but this one surely didn't. It is worth every penny and I highly recommend buying it! : Onderstaande tekst bevat details over de inhoud en/of de afloop van het verhaal. Het verhaal begint in het Engelse dorpje, in, waar verbazing en angst de bevolking in hun greep houden door de komst van een mysterieuze vreemdeling. De vreemdeling draagt een lange dikke jas en handschoenen. Zijn gezicht is geheel in gewikkeld en voorzien van een grote bril die zijn ogen geheel bedekt. De vreemdeling is totaal niet spraakzaam, en wil enkel met rust gelaten worden. Hij vestigt zich in de van mevrouw Hall, waar hij vrijwel de hele tijd in zijn kamer bezig is met chemicaliën en laboratoriumapparatuur. Ondertussen vinden er in het dorp een reeks vreemde overvallen plaats waarbij ooggetuigen steeds beweren niemand te hebben gezien. Op een dag besluit de herbergier de kamer van de vreemde man te onderzoeken. Op de grond vindt hij een stapel kleren, maar van de man zelf ontbreekt ieder spoor. Dan lijkt opeens het meubilair in de kamer tot leven te komen. De beddenlakens vliegen blijkbaar vanzelf van het bed, en duwen de herbergier de kamer uit. Later die dag confronteert mevrouw Hall de vreemdeling over dit voorval. De vreemdeling onthult aan haar eindelijk zijn geheim: hij is. Hij ontdoet zijn gezicht van het verband, en Hall ziet dat zijn hoofd inderdaad onzichtbaar is. Ze vlucht in paniek weg. De politie arriveert om de man te arresteren, maar hij trekt snel zijn kleren uit en gebruikt zijn onzichtbaarheid om te ontsnappen. De onzichtbare man vlucht het dorp uit, waar hij een zwerver genaamd Thomas Marvel de stuipen op het lijf jaagt. Hij dwingt Thomas door middel van intimidatie om zijn handlanger te worden. Thomas moet voor de onzichtbare man zijn boeken en apparatuur uit de herberg halen. Thomas doet dit, maar probeert naderhand de onzichtbare man te verraden aan de politie. De onzichtbare man vlucht, en dreigt Thomas te zullen vermoorden voor zijn verraad. De onzichtbare man dringt binnen in de herberg waar Thomas is, maar hij wordt gehoord door een andere man. Deze opent het vuur en slaagt erin de onzichtbare man te treffen. De onzichtbare man vlucht zwaargewond weg, en zoekt een schuilplaats in het huis van Dr. De onzichtbare man blijkt Kemp goed te kennen, en onthult aan hem zijn geschiedenis. Zijn naam is. Hij was een briljante medische student die aan dezelfde universiteit studeerde als Kemp. Nadat hij de universiteit had verlaten, was hij failliet en erop gebrand om iets groots te bereiken wat hem in een klap beroemd zou maken. Hij begon te werken aan een experiment om mensen en voorwerpen onzichtbaar te maken. Zijn theorie hierachter was dat als hij de van een voorwerp kon aanpassen aan die van de lucht zodat dit voorwerp geen licht meer zou absorberen of terugkaatsen, het voorwerp voor het blote oog onzichtbaar zou worden. Griffin gebruikte de kat van zijn buurvrouw als proefdier, en het werkte. De vrouw waarschuwde echter Griffins huisbaas. Om aan hem te ontkomen gebruikte Griffin het onzichtbaarheidsproces op zichzelf. Als onzichtbare man kreeg Griffin al snel een gevoel onoverwinnelijk te zijn, maar dat gevoel verdween toen hij besefte hoe lastig het was om onzichtbaar te zijn. Hij stal wat kleren, en probeerde zichzelf terug te veranderen. Elke poging mislukte. Zijn toestand dreef hem langzaam tot waanzin. Griffin vertelt Kemp ten slotte dat hij besloten heeft zijn onzichtbaarheid te gaan gebruiken om alles en iedereen te terroriseren. Kemp beseft dat Griffin duidelijk gestoord is, en wil hem tegenhouden. Hij schrijft een brief aan een kolonel, en biedt aan zichzelf als lokaas te gebruiken om Griffin in de val te lokken. De brief wordt door Griffin onderschept. Daarna gaat Griffin achter Kemp aan. Kemp blijft kalm, en lokt Griffin naar de stad waar hij een arbeider waarschuwt dat Griffin eraan komt. Wanneer Griffin Kemp tegen de grond gooit, slaat de arbeider hem neer met een spade. Vervolgens stort een woedende menigte zich op Griffin, en begint op hem in te slaan. Kemp probeert de situatie te bedaren, maar tevergeefs. Wanneer de menigte eindelijk ophoudt, is Griffin dusdanig gewond geraakt dat hij ter plekke aan zijn verwondingen sterft. Terwijl hij zijn laatste adem uitblaast, wordt hij eindelijk weer zichtbaar. Bewerkingen [ ] Films [ ] •, een film uit 1933 geregisseerd door. De film bracht een groot aantal vervolgen en spin-offs met zich mee: (1940), (1940), (1942), (1944), en (1951). •, een Japanse film uit 1954 gemaakt door Toho. •, een Mexicaanse film uit 1957. •, een televisiefilm uit 1983. • Человек-невидимка, (Uitspraak: Chelovek-nevidimka; vertaling: De onzichtbare man), Russische film uit. •, een film uit 2000. •, een avontuurlijke film uit 2003 Televisie [ ] •, de eerste serie, gepubliceerd door. •, een serie uit 1976. •, een zesdelige miniserie uit 1984, gebaseerd op het originele verhaal. •, een moderne bewerking van Wells’ verhaal. •, een dramaserie. Overig [ ] • De onzichtbare man is een personage in de stripserie. Hij komt tevens voor in de, maar draagt hierin de naam Rodney Skinner. Externe links [ ] • • Download in format for Free • -- free, human-read audiobook • • •. Kills: 16* Items: 20, plus PISTOLS, DESERT EAGLE PISTOL and GRENADE LAUNCHER, 3 keycards and 4 security passes Save/power-up crystals: 3 Secrets: 2 *The number of kills varies depending on the actions of your enemies (the guards) and allies (the prisoners). The mechanical gun turrets also count as kills rather than traps, for some reason. See the below for details. Be sure to find all the secrets so you can access the bonus level at the end of the game. Objectives: You begin the level locked in a cell with only a single small medi pack (and your save crystals in the PlayStation game) left in your inventory. The guards have confiscated everything else you collected up to this point. You must escape and, in the process, get your hands on some weapons. Until then, your fellow prisoners will make valuable allies. You'll also need to find a series of 7 keycards/passes in order to access different areas of the level. NOTES: Because you must take a non-linear path through this complicated level, you'll enter each of the three major areas or 'bays' several times from different access points. There are signs on the walls indicating 'BAY C,' 'BAY D,' and 'BAY E.' These letter designations don't realistically represent different quadrants of the complex, but I've mentioned them since they serve as handy landmarks. The PlayStation Demo is a bit different from the final level. Dr Kirk has kindly provided a walkthrough, which you can. BAY C - CELL BLOCK: From the starting position facing the cell door, backflip into the window to trip the motion sensor. The door opens, and a military policeman rushes in and tries to pummel Lara with his baton. Just before he reaches the window sill, jump over him. Run out the door, roll, hop back, and grab the edge of the walkway. When you do this, the guard stupidly believes Lara has gone downstairs. He runs out of the cell, along the walkway, and down to the lower level. Continue hanging here until he's come all the way around and is standing just below. () Now pull up. The guard realizes his mistake and starts running back toward you. Quickly press the button on the wall to the right of your cell. This opens the adjacent cell, releasing a burly convict, who heads straight for the guard. Run after him and press the button between the next two cells to release another prisoner. The two convicts will then subdue the guard. (Is it just me, or do these guys look like clones of George Michael on steroids?) () Follow the catwalk to the other side of the upper level and press the third button, on the right, to open the next two cells. This will release 2 more prisoners. You don't need them right now, but they'll make good reinforcements when you return here later. You can ignore the fourth button if you like, since the cell it opens is empty. Enter the cell on the far left (i.e., the one farthest from the cell where you started). () If you don't care about getting the next secret, you can take a shortcut on the movable box puzzle here. Start by jumping over the sink into the passageway above it. Then just push the first movable box once. Crawl through the low tunnel on the left and continue around to a second movable box. Pull it once then crawl back through the low tunnel to the first box. Push it once more to reveal a hole in the ceiling where you can climb out. Pick up the walkthrough at the COMPOUND ROOF section,. If you do want the secret, this diagram and these show how to get it. Start by jumping over the sink into the passageway above it. Push the movable box once (from A to A2 in the diagram). Crawl through the low tunnel on the left and continue to a second movable box. Push it once (from B to B2). Doing so reveals the back of the first box. Push the first box twice (to A3). The first push moves the box back to its original position and reveals a hole in the ceiling. The second push exposes the crawlspace again (now on the right). Ignore those openings for now. Turn around and go back to the second box. Pull it twice (from B2 to B3). Now return through the crawlspace to the passageway behind the first box. Turn left and proceed to the dead end where the second box was to find SECRET #1, a small medi pack. Then climb up through the hole in the ceiling onto the walkway above. NOTE: The markings on these boxes are actually a little Easter egg. Or 'MJ-12' was supposedly the code name for a secret committee created in 1947 by U.S. President Harry S. Truman to investigate UFO sightings. Thanks to Alex for the inside scoop. COMPOUND ROOF: Move forward to the edge of a pit lined with barbed wire. Take a running jump across the pit—on the right side to avoid taking damage—and grab the opposite edge. Pull up and continue forward. Walk through the next coil of barbed wire, across a closed trapdoor, then through another barbed of wire. Pull the switch to open the trapdoor. Move into the corner to the left of the switch and pull up onto the ledge above. () Take a few steps to the left to the top of the ladder, drop and hang from the edge, then climb down the ladder into the hallway about halfway down on the left. () Don't go all the way to the bottom, since there's more barbed wire below. BAY C - DARK PASSAGEWAY AND CELL BLOCK (lower level): Follow the passageway to a dark, metal trapdoor in the floor. Do not drop down here or you'll be seen and shot by a guard with a pistol on patrol. Instead take a standing jump over the trapdoor. It will fall open, making a noise and attracting this guard. Run forward along the passageway to a small room with another trapdoor in the far left corner. Step onto the trapdoor and fall through into the hallway below. If you go quickly, the guard will still be investigating the sound you made earlier. Immediately roll, run forward, and pull the switch on the right wall of the glassed-in office. This opens the barred door of the CELL BLOCK where you started the level. The 4 prisoners you released earlier will then come out and take care of the guard for you. Steal a small medi pack, shotgun shells, and a KEYCARD TYPE A from the guard once he's down. Use the card in the card reader to open the other barred door, opposite the entrance to the CELL BLOCK. () BAY D - CORRIDOR, LAVATORY, AND STORAGE ROOM: Inside BAY D, follow the yellow-and-white corridor straight forward. Turn left and enter a short hallway with a metal door at the end. Press the button to open the door. Go through the LAVATORY, past rows of sinks and toilets, to the opposite corner, and press another button to open another metal door. Enter a small STORAGE ROOM. Find the movable MJ-12 box on the right side of the room and pull/push it under the hole in the ceiling on the left. () Climb onto the box and pull up through the hole in the ceiling into a small room with dim, purple lighting. Take a standing jump over the pipe on the left, turn right, and throw the switch in the corner. () This closes the door between the BAY D CORRIDOR and the LAVATORY, flooding the LAVATORY and STORAGE ROOM. Drop into the water and swim past the MJ-12 boxes to the opposite corner of the room, where there's another opening in the ceiling. () Climb out of the water there. Proceed carefully along the narrow passageway. There's a hole in the floor at the first corner above a KITCHEN with a lit stove. Do not drop down there or Lara will catch fire. Instead take a standing jump over the hole onto the yellow-and-white metal floor ahead. Then continue around to the right to another rooftop walkway. COMPOUND ROOF (again): Walk to the edge of the first barbed wire pit. Hop back once and then take a running jump without grabbing to cross the pit. Repeat this for the second pit. At the end of the walkway, turn right and drop down into the room below. Go down the short ramp on the left and use the switch to turn off the flames back in the KITCHEN. () Come back up the short ramp into the room with the glass walls and metal door. You can press the button here to open the door if you like, but it's not necessary. Do not return to BAY D that way. Instead climb back up through the hole in the ceiling near the button. Return the way you came, across the barbed wire pits, into the passageway with the metal walls, and around the corner to the left. Drop down through the hole in the floor into the KITCHEN. Now that you've turned off the fire, the stove is safe to stand on. BAY D - KITCHEN, MESS HALL, AND OFFICE: Ignore the save/power-up crystal above the stove for now. The spinning fan prevents you from reaching it. Take the small medi pack on the counter. Then go to the far end of the room, press the button to open the kitchen door, and go through. There are 2 more buttons in this hallway. Press the one around the corner to the right first to open the door to the MESS HALL. Then press the button on the left. This opens the OFFICE door, releasing another guard with a baton. Let him chase you through the MESS HALL and the yellow-and-white CORRIDOR back to the CELL BLOCK so the George Michael squad can take care of him for you. Then relieve him of his small medi pack. (The page with includes turn-by-turn directions from the KITCHEN to the CELL BLOCK.) Return through the MESS HALL to the OFFICE where the guard came from. Press the button on the wall opposite the entrance to raise the grates covering the exhaust fans in the KITCHEN. () The other button just opens and closes the office door. VENTILATION DUCTS: Exit the office and turn right into the KITCHEN. Climb onto the stove and then the ledge above. Move very carefully past the exhaust fans to retrieve the save/power-up crystal. Walk to the edge, turn around, slide backwards down the slope, and grab the edge. Do not let go or Lara will drop into barbed wire. Instead traverse to the left and drop onto the flat spot below. () Climb into the crawlspace and follow it to a ladder. Climb up and dismount on the left. Walk along the beneath the grating until your friend George uses the handprint scanner in the room above to open the trapdoor for you. Turn around and walk back to the edge of the opening near the ladder. Take a standing jump to grab the opposite edge and pull up. () Continue to the end of the hallway. Vault up onto the ledge on the right. Turn left and climb the grating on the wall like a ladder. BAY E - GREEN RAMP: At the top of the ladder, pick up a small medi pack. There's a guard with a baton patrolling the hallway at the top of the green ramp. If he spots Lara, he'll come after her. He's unable to climb down the grate, though, so you'll have to lead him elsewhere. As he moves off to the left, run up the ramp and turn right. Pause if necessary to make sure the guard sees you. He'll yell 'hey!' When he does. Then, with the guard chasing you, run through the next room and past the MJ-12 box. () Don't turn right here or Lara will set off a motion sensor, activating an automated gun turret, which will prevent you from getting very far. Instead, just beyond the MJ-12 box, turn left. Run forward between the wall on the left and the angled block on the right. Then turn right and run off the edge into a rectangular opening in the floor. Continue forward, down a series of metal blocks and into the corridor directly ahead. Press the button on the left to let another prisoner out of his cell. Move out of the way and let him subdue the guard. Then you can loot the body for a KEYCARD TYPE B. () The grated opening at the end of the hallway overlooks an area you'll visit later. The other metal door doesn't open yet. Leave it for now and climb back up the metal blocks. Go back into the room near the MJ-12 box and use the KEYCARD in the card reader to open the control room. Enter and pick up the large medi pack and Uzi clips by the window. Push the button to deactivate the motion sensors and gun turret. () NOTES: It is possible to avoid the guard at the top of the green ramp by running past him, climbing on top of the MJ-12 box, and then taking a running jump around to the right and over the motion sensors. () As long as Lara doesn't touch the sensors, she won't trigger the gun. You can then skip the business with the guard, the prisoner, and the keycard, but you will miss the pickups in the room with the button. Also, gun turrets are noted in orange, like enemies, rather than pink, like typical hazards, since each turret counts as a kill when destroyed. Obviously you won't be able to kill this one without any weapons, but later you can choose whether or not to destroy them. BAY E - SANDY OUTDOOR AREA - FIRST YELLOW KEY AND LOCK: Go through the wide corridor with the deactivated sensors and gun turret. Turn left and move to the edge of the opening in the floor. Turn around, drop back, and grab the edge. Then climb down the ladder. () There's another guard with a baton patrolling the sandy area outside. You'll need a little help to get past him, so run through the doorway and down into the yellow-and-white passageway on the left. The guard may or may not see you at this point. Don't worry; just keep going. Jump up onto the ledge and press the button on the left to open the cell door. (The other button opens a door leading back to the previous area. It's OK to press it but not necessary.) Two more prisoners emerge and beat the FIRST YELLOW SECURITY PASS and some flares out of the guard. Grab those items, cross the sandy area in front of the HANGAR, and use the security pass in the yellow lock to open the hatch. () BAY E - STEALTH FIGHTER HANGER: Enter the HANGAR and follow the corridor past a glassed-in room containing a stealth jet. At the end of the corridor, turn left and vault up into a raised passageway. Turn left again and follow this passageway down a ramp until you come to a crawlspace. The camera shifts here to show a guard with a pistol on patrol down below. Press Look to regain Lara's perspective. Then duck and crawl through the low tunnel on the right. When you emerge from the tunnel and can stand again, move past the windows. (The guard doesn't seem to notice Lara although she can see him.) Approach the edge and turn around so the windows are on Lara's right. Then safety drop into the room below. It's not a long fall, but if you hang and drop, Lara will land quietly without alerting the guard. () Duck and crawl along behind the counter so the guard doesn't see you. When you reach the switch, stand up and watch the guard. When he moves into the far right corner, pull the switch open the door on the left and activate a laser beam, trapping the guard in the corner. Just be careful because the beam runs all the way across the room to the corner near the switch. Don't accidentally run into it. () Alternatively, you can watch the guard as he paces. Then, just before he reaches the spot where the laser beam originates, flip the switch, and he'll be fried by the laser. Or, let him see you, and when he comes around the corner toward you, flip the switch to kill him. () Once you've trapped or disposed of the guard, jump over the laser beam into the doorway. Follow the hallway through several twists and turns to a new area with 'BAY C' signs on the walls. () BAY C - SATELLITE DISH TOWER: Continue along the BAY C corridor, past a closed metal door, up a ramp, and around another corner to an opening overlooking a huge, open room containing a central structure with a satellite dish on top. NOTES: The route described below takes you through this area with little no injury for Lara, but if you like, you can take a substantial shortcut here without missing any kills or pickups. Lara will lose half her health in the process though. Instead of going around to the glassed-in control room and then dropping into the pool, as described in the main walkthrough, just hop down from the doorway to the ledge below and then safety drop to the floor. This page with includes additional details. You can then skip all the way down to the section on retrieving the yellow security pass,. I recommend taking this shortcut if you are not a strong swimmer, since it will allow you to avoid a difficult swimming sequence. The glassed-in control room on the right is where you're headed, but you'll need to take a slightly roundabout route to get there. From the doorway facing the tower, step off the edge to land on the walkway below. Turn left and follow the yellow-and-white stairs up and around the central structure to the other side. When you reach the second highest step, drop onto the ledge below. Carefully position Lara near the right edge of the ledge with her back to the wall of the central structure. Angle her toward the left side of the doorway. Then take a standing jump forward to grab the doorsill and pull up. () Follow the passageway around to a hole in the floor and drop into the control room below. Press the button on the wall near the window to move the satellite dish on top of the tower, revealing an opening beneath it. Now press the second button in the hallway to open the nearby door. Exit, turn right, and follow the corridor back to the ledge overlooking the tower. This time, instead of dropping down, take a standing jump from the doorway to grab the top edge of the central structure and pull up near the satellite dish. () BAY C - POOL BELOW THE SATELLITE DISH TOWER: Approach the opening in the floor and save the game if you can. Step off the edge into the hole, rather than safety dropping. Lara falls a long way through the center of the tower and splashes down in the pool below. If you safety drop, she tends to get sucked in by the circulating fan in the square duct at the bottom center of the pool. If you step off the edge instead, you can then press the swim (Jump) button as soon as she lands in the water to swim forward into the octagonal alcove directly ahead. () You'll still need to fight the current created by the circulating fans behind the metal grilles on the sides of the pool in order to reach the surface. So as soon as you enter the alcove, roll to face the center of the pool, and then swim forward along the bottom, following the left side of the metal structure containing the circulating fan. When the fan is on Lara's immediate right, swim straight upward and climb out on the small, square burner. Don't worry; the pattern of holes is just for show. It does not ignite. () NOTES: There is a save/power-up crystal in the duct with the circulating fan, but you can't get it until you deactivate the fan. If you're struggling with this swimming sequence, as long as you saved before dropping through the hole in the tower, you can change your mind and try the described above. In order to do that, you must first drop through the square opening to the right of the satellite dish (not the one above the pool) and follow the stairs down and around to the ledge below the doorway. Then follow the sequence shown in these. DARK ROOM WITH ANGLED WALLS ABOVE THE POOL: This map shows the rooms and passageways on this level. The pool is colored in blue. The small, square burner where you climb out of the pool is labeled 'burner.' From here, you must jump clockwise around the edge of the pool, to the green crawlspace. Start by facing the barred opening with the 'BAY D' signs beyond and jump across the water to the slope directly ahead. Walk up the slope, turn right, and walk along next to the bars. Now either take a standing jump down to the small, triangular corner ledge, or jump onto the slope directly ahead and slide down onto the triangular ledge. Walk to the far corner and take a standing jump up onto the next square burner. Take a running jump to the next small, triangular corner ledge. Turn right, walk to the far corner and take a standing jump to the square burner in front of the green crawlspace. () BAY C - GREEN CRAWLSPACE AND UNDERWATER TUNNEL: Go through the green crawlspace to emerge in a dark passageway with metal walls. Follow it to the end. Flip the switch ( S on the map) to open the door on the other side of the grate. You can't get through from this side, so return through the passageway and green crawlspace to the ledge overlooking the pool. () Slide down the slope into the pool and swim down through the underwater tunnel in the far right corner. (This tunnel is shown at the top right corner of the map above.) Follow the tunnel forward then up and to the right. On the bottom, about halfway along the upward slope, there's a small medi pack. Grab it and then surface and wade forward. () BAY D - GUARDED CORRIDOR: Step up into the passageway on the right and proceed with caution. There's an armed guard on patrol in the hallway ahead ( G on the map). It doesn't matter if you light a flare here or not. The trick to evading the guard is to crawl into the green tunnel and just keep moving. Crawl forward as the guard moves off to the left. Then, as soon as Lara emerges from the tunnel and can stand, run to the right and around the corner into the next room before he turns around and sees you. () NOTES: If the guard spots Lara and starts shooting, you can either reload and try the sequence again, or run down the hallway to the right and quickly press the button in the alcove opposite the grate, marked B on the map, to shut the door so the guard can't get in. Wait for him to wander off and then press the button again to re-open the door. I'll include a reminder about this later on in case you forget. If you reach this point and the metal door is closed, preventing you from entering the next room, then you missed a switch. Return through the crawlspace and the flooded tunnel to the pool at the base of the tower. Fight the current to reach the surface. Climb out onto the burner and pick up the walkthrough at the section where you jump around the edge of the pool to reach the green crawlspace,. Once you get past the guard, climb the ladder on the left, just beyond the metal door and grate. ( L1 on the map). () There's another ladder ( L2) in the next room, but we're not ready to go there yet. The switch on the other side of the grate is the one you used earlier to open this door. BASE OF SATELLITE DISH TOWER AND GUARDED CORRIDOR: These areas area is shown in this second map. At the top of the ladder ( L1), run forward up the gray ramp to emerge in a square room at the base of the SATELLITE DISH TOWER. NOTE: If you took the when you first entered the SATELLITE DISH TOWER area, you will have dropped down from the central structure into the area at the base of the tower, landing at the spot marked X on the map. Go through the central structure, jump across the hole in the floor above the pool, and continue forward to the opposite wall. Or go around the perimeter to the other side of the room. Climb the ladder ( L3) to the next level. () BAY C - SECOND YELLOW KEY AND LOCK: You can run about halfway up the yellow-and-white ramp, but you should slow to a walk as you near the top. There's a guard posted off to the left with his back to you ( G on the map). Turn right and walk or crawl to the end of the hall. As long as you don't run, the guard won't notice you. Climb into the raised crawlspace on the right, grab the SECOND YELLOW SECURITY PASS ( YP on the map), crawl backwards to the opening, and drop to the floor. Then walk or crawl back to the yellow-and-white ramp, which is now on your left. () NOTE: Make a mental note of this guarded hallway. There's a locked door at the far end. You will return here later to pick up a secret. At the bottom of the ramp, climb down the ladder ( L3) and cross the tower room, again jumping over the hole in the floor above the pool. Or go around the perimeter to the other side of the room. Continue down the gray ramp and climb down the ladder ( L1) at the end. () NOTE: Now you're back on the lower level, so refer to the first map,. At the bottom of the ladder ( L1), look to the left. The metal door there should be open so you can see into the BAY D hallway, where you avoided the guard earlier. If you took the shortcut mentioned earlier or shut this door to trap the guard, you should now press the button ( B on the map) in the alcove to the left of the ladder to open the door. You do not need to go that way now, but you will return here later to get a secret. () Once you've checked the door, turn around and head away from BAY D into the next room. Use the YELLOW SECURITY PASS in the yellow lock near the window ( YL on the map). This closes a hatch over the circulating fan at the bottom of the pool. Climb the ladder to the right of the yellow lock into a dimly lit blue room with a large opening overlooking the pool. Safety drop from the opening onto the small, square ledge that juts out into the pool. From there, you can step off into the water almost exactly above the opening with the save/power-up crystal. Now that you've deactivated the circulating fan, it's safe to swim down into the duct. () LONG UNDERWATER TUNNEL: After snagging the crystal, swim through the long tunnel beyond it. There are no side passages, so you can't get lost, but you'll need to go quickly to avoid running out of air. The sequence is as follows: Swim forward along a level passageway, up a slope, turn right, swim up another slope, turn left through a low opening, where you'll pass a box of flares (leave them for now if your air supply is getting low), and continue to a dead end with a hatch straight ahead and a lever on the left wall. Pull the lever to open the hatch. Then swim through, up another slope, along a flat section with a small medi pack (again, leave it if you're about to run out of air), and surface in a small room. Be sure to surface in one of the corners, since there's a laser trap running along the middle of the room. () Take a breath and then swim back down for the flares and health pack if you didn't get them at first. Then swim back to the laser room and climb out of the water on the small, square ledge on the left. Jump over the laser beams onto the slightly higher ledge. () Step forward and drop into another flooded tunnel. Turn left and swim up this white-walled tunnel to another opening. Climb out of the water on the left and crawl through into the next room. ROOM WITH CONVEYOR BELT AND HOOK: If you're not sure where to go next, just watch your prisoner friend. He'll show you the way. Climb the MJ-12 boxes near the crawlspace where you came in. Drop down into the small room below and press the button to open the hatch. Go through into another small room, where you'll find a large medi pack, your trusty PISTOLS, and a loaded DESERT EAGLE PISTOL with an extra set of clips—at last! () Be careful exiting the room, as the motion sensors for the gun turret above have been activated. Either stay close to the right wall as you turn the corner to avoid tripping the sensors, carefully climb the boxes, and then drop down on the other side. Or, alternatively, shoot the turret so it can no longer harm you. I don't generally recommend wasting ammo unnecessarily, but if you feel you must do this, the Desert Eagle works much faster than the pistols. For what it's worth, the turret counts as an official 'kill' on the stats screen. () NOTE: If you don't care about getting all secrets, you can skip down to the section ROOM WITH CONVEYOR BELT AND HOOK (again),. BACKTRACKING FOR SECRET #2: Now that you've got some weapons, you'll be able to get past those armed guards and go after the second secret. Return through the crawlspace near the MJ-12 box. Swim through the white tunnel to the small room with the laser trap. Jump over the lasers, drop into the water, and follow the long, flooded tunnel back to the pool below the SATELLITE DISH TOWER. Surface for air if you need it. Then swim down to the far left corner of the pool and follow the other underwater passage to the dark crawlspace. If you took the earlier, or missed this pickup the first time, there's a small medi pack on the bottom of the tunnel just before you surface. Go through the green crawlspace on the left into the hallway near the YELLOW LOCK ROOM. Shoot the guard on patrol here and continue around the corner to the ladder opposite a metal grate. () NOTE: This is the same area you visited before, shown on the first map,. If you neglected to open the door here earlier and your way is blocked, return to the pool. Climb out of the water on the small, square ledge and jump clockwise around the edge of the pool to the green crawlspace. (This is covered in an earlier series of.) Follow the crawlspace, then the passageway beyond it, to the switch that opens the door on the other side of the grate. Return to the pool, swim down through the tunnel in the corner, and go through the dark crawlspace back to the hallway where you killed the guard. Now head to the right again and the door should be open. Climb the ladder opposite the grate ( L1 on both maps) and follow the gray ramp up to the square room at the base of the SATELLITE DISH TOWER. Go around or through the central structure to the other ladder. Climb up and follow the yellow-and-white ramp up to the hallway where you got the SECOND YELLOW SECURITY PASS earlier. Kill another guard and take the 2 pairs of grenades and KEYCARD TYPE B that he drops. Use the card in the card reader at the end of the hall to open the hatch ( CR on the second map). This is SECRET #2—the loaded GRENADE LAUNCHER. () To get back to the room where you found the other weapons, return down the yellow-and-white ramp and climb down the ladder to the base of the SATELLITE DISH TOWER. Drop through the hole in the center of the room into the pool. Swim down through the square opening in the middle of the pool, where you found a save crystal earlier, and follow the long, underwater tunnel to the small room with the laser trap. Climb out of the water, jump over the lasers, and swim through the white tunnel back to the big room where George is waiting for you. ROOM WITH CONVEYOR BELT AND HOOK (again): Turn right and follow the conveyor belt up the ramp, killing a guard with a gun at the first landing. As you start up the second ramp, 2 more MPs—one with a gun and one with a club—come down toward you. Let the one with the gun get away for now. He'll run off to the left and open a door, releasing 2 more MPs with pistols. Shoot them all as they come down the ramp. You can flip from side to side and/or back down the ramp while shooting to avoid taking too much damage. Then continue up the ramp. When you reach the top, a German shepherd comes up behind you, so watch out for it. When the coast is clear, pick up the BLUE SECURITY PASS and grenades one of the men dropped. () OUTDOOR AREA AND CONTROL ROOM: Go out into the open area at the top of the ramp. In a small room to the left of the gate, where the last two MPs came from, you'll find a large medi pack. () NOTE: If you kill the third man before he can open this door, you won't have to deal with the last two men, but you also won't be able to get the health pack, since Lara can't use the handprint scanner that opens the door. Return to the top of the ramp, climb the ladder on the right (shown in the previous ), and follow the narrow corridor to the blue lock. Use the BLUE SECURITY PASS here to open the next door. Kill the guard inside the little control room. (The Desert Eagle is handy in close quarters.) Here you'll find 2 buttons. Press the one on the right to activate the conveyor belt. The left button opens the gate, letting in another guard and his dog. So unless you want all the kills, don't bother pressing it. Return to the hole in the floor, drop down, and kill the man and his dog if you let them in. Then head back down the ramps to the bottom of the conveyor belt. ROOM WITH CONVEYOR BELT AND HOOK (yet again): When you pressed the button in the office with the blue lock, the conveyor belt dumped an MJ-12 box on the floor here. Climb on top of it and jump to grab the ladder on the wall. Climb onto the ledge above. () Stand beneath the duct made of black metal grating and jump straight up to grab it. Continue holding Action and use the direction buttons to across the room to the ledge with the small medi pack. Release Action to drop onto the ledge. Grab the health, turn around, and jump up to grab the grating again. Now monkey swing forward to the middle of the room, turn left and follow the duct past the moving hook. It's safe as long as you don't get too close. At the end of the duct, drop down onto the stairs near the wall. () Step up onto first stair, turn around, and jump straight up to grab the edge of the opening above. Pull up and kill the guard lurking here. He's carrying the THIRD YELLOW SECURITY PASS. Somehow I don't think he'll mind if you borrow it. Move into the middle of the room, where the ceiling is a little higher, and take a standing jump over the laser beam to reach the save/power-up crystal. Jump back over the laser, drop down through the hole onto the stairs, move down to the lowest step, and then safety drop to the floor, losing a smidgen of health in the fall. Alternatively, if you're really trying to conserve health, you can monkey swing back to the ledge above the MJ-12 box and then drop down. () BAY X - LOADING DOCK: Use the YELLOW SECURITY PASS in the yellow lock to open the gate to BAY X. () Head up the ramp to the loading dock and kill the armed guard on duty outside. Then go around the right side of the truck, enter the warehouse, and shoot another MP with a gun inside on the left. () Climb the stack of boxes on the left to find some Desert Eagle clips and a small medi pack in a depression in the middle of the pile. () Climb down and head for the far right corner of the storeroom (i.e., the right when Lara's back is to the entrance). The fourth box from the corner is movable. () Pull it out to reveal an alcove containing Uzi clips and grenades. When you have everything, step into the back of the truck to end the level. () A short cut scene follows: Lara hides behind some boxes as the truck doors are closed. She pops open a soda and takes a much-needed rest as she rides on to Area 51. The dialogue is included on the page. You can also re-watch the movie on my. NOTE ON MAXIMUM KILLS: If you play this level as was presumably intended, you won't have to kill any of the prisoners and probably won't want to. It is possible to get 16 kills without cheating or backtracking if you kill the last prisoner (in the room with the conveyor belt) and shoot the tun turret in the room where you find the weapons. If you want to experiment, you can use a or possibly the to get guns early on. You can then kill most of the prisoners as you go. However, there are two convicts who can't be killed with weapons: the first one you release at the beginning of the level and the one in BAY E, where you get the second keycard. I assume the programmers made them invincible so the guards couldn't defeat them. GreenApple968 has discovered it is possible to kill the first prisoner by luring him into the restroom and drowning him by flooding that area. He shows how to do it in this. Or, if you like, you can use the at the spot marked with an 'X' in this to reach the ledge near the control room at the top of the tower. Jump from there to grab the doorway and follow the corridor back through the room with the laser trap to the outdoor area and BAY E. You can then pick up another few kills: the guard in the laser room if you didn't get him before, 3 more gun turrets, and the prisoner near the MJ-12 box. The other prisoner is invincible. You can't return all the way to the beginning of the level, though, since the crawlspace leading through the ducts into the kitchen is blocked by an invisible wall, and even if you could get through, the slope behind the fans is too steep to climb. † UPDATE HISTORY: 3/28/14 - First major update since this walkthrough was created in 1998. This revision includes revised maps and many new screenshots, as well as various other corrections and clarifications. 10/6/14 - Added link to, which I had mistakenly left out of the revised version. ACKNOWLEDGEMENTS: My eternal gratitude goes out to the participants in the alt.games.tombraider newsgroup, without whom some parts of this walkthrough could not have been written. Thanks also to Alex, Bo, Cujo, Eldor, Eric R., GreenApple968, Hazel, Horst, Jason P., Jeff, Mitchi, Peter, Scot, and Stephen D. For their help on this level, and to the many players who reminded me about the small medi pack in the dark tunnel leading from the pool to the hallway with the guard holding the second yellow key. WAS THIS WALKTHROUGH HELPFUL? If not, I apologize and invite you to contact me with any questions. If you need help right away, I recommend the or any of the other message boards listed. If this site was useful, please consider supporting it financially or in other ways. For details, visit. As always, I welcome your corrections/suggestions. Copyright © 1998- - Stellalune (). Feel free to copy or print this walkthrough for personal use. By all means, share it with friends, but please include this credit line so people can send me their feedback. No part of this walkthrough may be reproduced on another site without permission. Stella's Tomb Raider Site:. WIZnet’s WIZ811MJ works as a breakout board for their. Also included on the board is an RJ-45 MagJack connector (RJ45 with X’FMR). It can be used as a component and little effort is required to interface to the W5100. The WIZ811MJ is an ideal option for users who want a simple solution to adding TCP/IP capability to their project. There is no on-board regulation, so you’ll need to supply clean/regulated power sources. All pins of the W5100 are broken out to two pairs of 10-pin, 0.1' pitch headers. For detailed information on implementation of Hardware TCP/IP, refer to the W5100 Datasheet. Bought one of these for use with my Fez Panda to add networking at a lower cost than the full shield. It works great but I thought I’d post a few caveats I ran into when working with this just to help people make their decision First of all, this really is a full blown alternative to the Arduino shield and works well. The soldered on headers are actually kind of a pain. You cannot prototype with this on a breadboard as there are two rows of pins on each side and you cannot short them together in the way a breadboard would. This left me with using jumper wires to connect them to my microcontroller. The wires ended up being long and that caused me a couple hours of debugging before I was able to discern that there was no problem with my software, but that the long wires were causing the SPI connection to be faulty. I was able (for FEZ owners) to use the NETDUINO driver for the W5100 instead of the binary drivers provided by GHI and turn down the SPI speed. This made my setup work, albeit a bit slower than it probably should. I’m probably going to end up desoldering the headers as they are in my way, I kind of wish this had come with them in the box but not soldered on. Maybe somebody will have a great solution for me on how they connected theirs. I also have a FEZ Panda and I decided to purchase an ethernet shield kit to fit the WIZ811 on. I followed the directions of soldering the kit together but when I try to compile any of the examples on TinyClr’s site, they fail. There aren’t any errors, they just compile then do nothing. They automatically stops debugging. So I wanted to know what drivers from NETDUINO you used. Anything would be helpful. If requested I could show you the ethernet shield kit I used but it’s not from SparkFun. Just got a WIZ811MJ Rev. 1.1 and connected it to my Arduino UNO R3 as in earlier posts, but I get only “server is at 0.0.0.0” and resetting the UNO doesn’t change anything. On the WizNet811mj, I get steady green and flashing yellow lights. I’ve tried adding my gateway and changing the mac address and ip, but no difference. I’m using USB to power the UNO, but added a 12V supply to the power plug, but no difference there either. Here’s my connections for reference: J1-1 (MOSI) to D11, J1-2 (MISO) to D12, J2-1 (3.3) to 3.3v, J2-3 (SCLK) to D13, J2-4 (/SCS) to D10, J2-9 (GND) to Ground, J2-2 (/RESET) to Reset So, is there a way to check communication between the UNO and the WIZ? Any thoughts on making this work? I connected mine the way “Member #254181” described it above, and no problems except that the current draw required me to put a heat sink on the 5V regulator for the ‘Arduino clone’ board I was using with a breadboard, as it was feeding a 3.3v regulator that supplied the Wiznet (I built a simple plug-in adaptor board to make this work with the 3.3v regulator and breadboard-friendly pins). It seems that the current draw (according to the Wiznet spec sheet) can be 150ma or so while connected to ethernet. I thought I’d mention that ahead of time. I don’t see that as a problem, but it did make the regulator heat up without a heat sink, enough to get my attention when my finger touched it while unplugging DC power from the clone board. Also check out more. Imagine using your iPhone® as a remote for your home entertainment system, or to control all the lights in your home. Crestron Mobile Pro puts a professional-looking Crestron touchpanel user interface right on the popular Apple® iPhone or iPod touch®, enabling all kinds of customizable control capability. Crestron Mobile Pro talks directly to the control system without any third-party software or external servers. With Crestron Mobile Pro, simply tap the screen to select movies, music and TV in any room or adjust volume, light levels and room temperature with just a touch. Using the home Wi-Fi network locally or the powerful 3G and EDGE networks remotely, total control is always at your fingertips. 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Key Features • Application download from iPhone® App Store • Communicates with 2-Series control system via WiFi and cellular network • Control multiple homes from one iPhone • Full integration with Crestron programming software • Compatible with the original iPhone, iPhone 3G, 3GS, 4 and iPod® touch • Large library of built-in graphics to aid in custom designs and to reduce download times on slower cell networks • Control your audio video system as well as shades, lights and climate. • View device meta data such as song, artist and movie title. • Crestron Mobile and Crestron Mobile Pro are optimized for the iPhone, iPod touch and Android devices. Crestron Mobile G and Crestron Mobile Pro G are optimized for the iPad. • The Crestron control app is designed to work with devices compatible with Apple iOS and Android. CITIZEN Cyber Aqualand Nx Much more than just a dive computer, this is a full-featured chronograph with plenty of gee-whiz extras, and a lot of ways to sort, study and save information, including a graphical. Its dive screen packs in a lot of information, but extrabold characters are readable, even in lower light conditions. Uninstall Pro/WIZ Standalone Lights Module 1.3. Tip: Download: Pro/WIZ Standalone Lights Module 1.3 Removal Tool (Tested Malware & Virus Free by McAfee?) If you need to know how to uninstall Pro/WIZ Standalone Lights Module 1.3 from your computer, here are a few things that you can do to help you speed up the. Part functionality included in the Pro/WIZ Component Design Software.Requirements: PTC Pro/DESKTOP 2000i2 or Version 8Edit by Brothersoft: Pro/WIZ Standalone Lights Module is designed to allow users who do not wish to have all of the amazing functionality included in the Pro/WIZ Component Design. Crestron cannot guarantee compatibility with all 3rd party devices. • Some reformatting may be desired for different resolution devices. • Requires the IP address and ports to be keyed into the app setup screen. • Requires paid app (Crestron Mobile Pro or Crestron Mobile Pro G). • Check with device manufacturer for connectivity capabilities (may require a mobile data plan). • Price subject to change without notice. This product requires a Crestron control system for full functionality, sold separately. This product may be purchased through the iTunes® store or Google Play™. Other Crestron products may be purchased from an authorized Crestron dealer. To find a dealer, please contact the Crestron sales representative for your area. A list of sales representatives is available online at or by calling 800-237-2041. Specifications subject to change without notice. Crestron is not responsible for errors in typography or photography. The specific patents that cover Crestron products are listed online at:. 3-Series, Crestron, Crestron Mobile, Crestron Mobile Pro, VT Pro-e, and the Crestron logo are either trademarks or registered trademarks of Crestron Electronics, Inc. In the United States and/or other countries. Apple, iPhone, iPod touch, iPad, and iTunes are either trademarks or registered trademarks of Apple Inc. In the United States and/or other countries. Android and Google Play are either trademarks or registered trademarks of Google Inc. In the United States and/or other countries. HTC and HTC EVO 4G are either trademarks or registered trademarks of HTC Corporation in the United States and/or other countries. Droid is either a trademark or registered trademark of Lucasfilm Ltd in the United States and/or other countries. Samsung is either a trademark or registered trademark of Samsung Electronics Co., Ltd. In the United States and/or other countries. Other trademarks and trade names may be used in this document to refer to either the entities claiming the marks and names or their products. Crestron disclaims any proprietary interest in the marks and names of others. ©2012 Crestron Electronics, Inc. • Crestron Mobile and Crestron Mobile Pro are optimized for the iPhone, iPod touch and Android devices. Crestron Mobile G and Crestron Mobile Pro G are optimized for the iPad. • The Crestron control app is designed to work with devices compatible with Apple iOS and Android. Crestron cannot guarantee compatibility with all 3rd party devices. • Some reformatting may be desired for different resolution devices. • Requires the IP address and ports to be keyed into the app setup screen. • Requires paid app (Crestron Mobile Pro or Crestron Mobile Pro G). • Check with device manufacturer for connectivity capabilities (may require a mobile data plan). • Price subject to change without notice. This product requires a Crestron control system for full functionality, sold separately. This product may be purchased through the iTunes® store or Google Play™. Other Crestron products may be purchased from an authorized Crestron dealer. To find a dealer, please contact the Crestron sales representative for your area. A list of sales representatives is available online at or by calling 800-237-2041. Specifications subject to change without notice. Crestron is not responsible for errors in typography or photography. The specific patents that cover Crestron products are listed online at:. 3-Series, Crestron, Crestron Mobile, Crestron Mobile Pro, VT Pro-e, and the Crestron logo are either trademarks or registered trademarks of Crestron Electronics, Inc. In the United States and/or other countries. Apple, iPhone, iPod touch, iPad, and iTunes are either trademarks or registered trademarks of Apple Inc. In the United States and/or other countries. Android and Google Play are either trademarks or registered trademarks of Google Inc. In the United States and/or other countries. HTC and HTC EVO 4G are either trademarks or registered trademarks of HTC Corporation in the United States and/or other countries. Droid is either a trademark or registered trademark of Lucasfilm Ltd in the United States and/or other countries. Samsung is either a trademark or registered trademark of Samsung Electronics Co., Ltd. In the United States and/or other countries. Other trademarks and trade names may be used in this document to refer to either the entities claiming the marks and names or their products. Crestron disclaims any proprietary interest in the marks and names of others. ©2012 Crestron Electronics, Inc. Mar 11, 2004. Nitro Family 'Official' Demo Released. By Apache As promised earlier, the official demo for the Serious Sam engined shooter Nitro Family has been released by Delphieye, Inc. The demo sports two levels and comes in at 211 megs. From Around The Web. The 20 Best Horror Movies On Netflix Right. Nitro Family official demo offers you an interesting action game in which you try the dual-gun action in this first-person shooter based on the Serious Sam engine. Last spring when the Nitro team was filming for our full length documentary movie 28 Winters, we had a team shoot at a resort called Ski Star Sälen in Sweden. Spread out around the globe all season long, so it is a treat to have everyone together at the same mountain and just ride, laugh, and hang out as one big family! CoolROM.com's PSX ROMs section. Browse: Top ROMs or By Letter. Mobile optimized. Every week, rolls the dice to bring you an obscure slice of gaming history, from lost gems to weapons grade atrocities. This week, WE GET SERIOUS! (But not with Sam) Nitro Family, or to give it its true name, NITRO FAMILY!, is one of Those games. You know the ones. They're the games you play on demo discs or similar, just the once, from some budget label or obscure shareware company, instantly quit out of because they're crap, and uninstall, never to think of again. Years later, you're in the bath or walking through town when suddenly you think 'Wait, did that actually exist, or did I just dream it?' It seems like a distant dream. Surely, no game that bizarre, that strange, that. That stupid could ever really have existed, right? I'm almost sure that NITRO FAMILY! Did though, even if after several hours of playing it, I still feel the need to go back and check. I just checked. Yep, NITRO FAMILY! Exists, and in a nutshell, it's Serious Sam, only METAL. Too bad that metal is shititanium. Many years ago, subliminal advertising was a huge deal. Nitro Family Official Demo 11 March 2004 - 3,487 views. Nitro Family Demo 4 March 2004 - 4,827 views. Nitro Family Screens #2 22 November 2003 - 1,968 views. It never actually worked, but the idea of it mentally reprogramming people to obey like sheep was enough to get the world into a tizzy, just as instructed by the media. A couple of games were caught up in this too, notably a puzzler called Endorfun, which angered the tabloids by slipping messages like 'You Are A Good Person' onto their screen in the name of subliminally raising their spirits. Those bastards! NITRO FAMILY! Doesn't feature any such form of mental-nudging, but I think it probably should. Nothing major. Just quick messages. 'YOU ARE NOT INSANE' would be a good one. Or 'YOU ARE NOT DREAMING', perhaps. The plot is best summed up by the fact that the manual's explanation starts with 'Um. Maybe the near future' before going on to explain every major plot point in the whole game. It explains two plot points.) An evil company called Golden Bell has made a drug called Healthy Family, which accidentally turned into the Rage virus and took over the whole world. Its CEO, Louis, following instructions in that classic evil executive tome '7 Habits of Highly Successful Douchebags' (authors A. Goldman), promptly decided that if life gives you lemons, you make ZOMBIES, and set about working on a brand new, improved version. For some reason - direct quote from the story there - this requires experimenting on children. Which brings us to our heroes, the NITRO FAMILY! Itself, whose son has just been declared Most Unwise Kidnapping Victim Of The Year, Whichever The Hell One It Is. See if you can guess how they react. Go on, guess. (Hint: It involves the kicking of so many asses that the toes on their feet all turn into calloused hell-stumps, then more ass-kicking with the stumps.) Here's where it gets strange. You play as Victor Chopski. A hulked out man-mountain capable of dual-wielding rocket launchers, shotguns and machine-guns, with a backpack of even more powerful guns. This bit is as normal as NITRO FAMILY! Ever gets, with the cool twist that you can cycle through both hands individually. Shotgun in left, rocket launcher in right? Two of the same? Dual-wielding is for sissies. Chopski is a MAN. He triple -wields. And his third active weapon? His equally badass, whip-wielding, scantily clad, Las Vegas animal trainer slash showgirl huntress wife, Maria. Who rides on his back in a specially constructed chair for the entire game, whipping the heads off anyone who gets too close. And whenever she takes a head, you get a 'Turtleneck' bonus. Whose heads does she whip off? Fat women in tight black latex, evil Mexicans riding death pigs, machine-gun toting men in black. Whose heads doesn't she whip off? By the end of the game, when you're fighting topless Vegas showgirls who throw knives from trapezes and do the Chicken Dance for an empty auditorium, it just doesn't matter any more. Did I mention you can also launch her off your back, at which point she carpet-bombs the entire area before flying back and resuming death and discipline alike? Well, she does that too. But don't take my word for it. Here's the NITRO FAMILY! (Quick disclosure - God Mode is on here, mostly for annoying technical reasons involving frame rates and wanting to show the whole first level without any quickloading or similar interrupting things. In the real game, you die incredibly quickly, often through absolutely no fault of your own. Unless you count willingly playing this game, which is crime and punishment wrapped up into one neat little bundle.). Well, wasn't that something? It's often said that the devil is in the details, but NITRO FAMILY! Takes it to such lengths, you half expect to see Satan listed as the Executive Producer. Sadistic doesn't begin to describe it, from the strength of the enemies compared to yourself to the map designers' apparent phobia of health kits. Take damage here, and it's going to be with you for a long time. You take damage from your own rockets, hits come from behind, enemies bounce you around like a pinball, and that's before you get to the stuff that's actively unfair, like being killed by nothing, not being able to progress without finding a hidden trigger, or in some later levels, not having the faintest clue where the hell you're meant to be going. The final level, set in a casino hotel, is simply a joke. You're trying to find a single elevator in a huge sprawling mess of psychotics, and bear in mind that this is a game where even angry chickens want a piece of you. You know what this is? Nor is the headache afterwards. And then there's. If listening to that loop for eleven minutes was painful, imagine playing through the game again and again and again, forcing your way through the monsters in even this first level. Every death, the music restarts. Every few seconds, the music restarts. And when you finally finish, when you think you're finally free, you get to the second map. And the ****ing thing starts playing again! (Thankfully, yes, it does change after that. Small mercy, but I'll take it.) It's a similar thing with the level list. One of the first things you see in the game is a map showing the areas you're about to hit up - the town in two forms, a boat, and a laboratory. 'Okay,' you think, 'Short game, but the quicker the better.' Finish the lab and a whole new series of maps appears. And then another. The NITRO FAMILY! Travels all over the globe, from the port of Bloodivostok (yes, really) to Las Vegas, and the only possible reason to enjoy the trip is because you've come down with Stockholm Syndrome or really long to sample the delights of a spiked enema. Or maybe it's the allure of finally witnessing the mighty Chicken Dance. Even when NITRO FAMILY! Tries to cut you a break, it feels spiteful. One of the weirdest features is that epic fights sometimes snap into slow-mo, with the ghastly pop music fading away to be replaced. For no good reason. Something light and classical. In this, you can take aim at enemies while they mulch around in treacle, but more often than not it's just annoying. You can't trigger it yourself, so your rhythm is instantly thrown off, and more often than not it happens at the worst of times, like when all the enemies are dead, or you're trying to run away instead of standing to fight. Easily one of the weirdest bits though is Lisa, the hoochie-coochie arms merchant who shows up throughout the game to sell and upgrade weapons, but mostly to wiggle her hips at Victor. It's not simply that she bounces around coquettishly and leads him on with talk of special services if he finds 20 cards scattered throughout the levels, but that she does so while his whip-wielding, blood-soaked, equally murderous wife is actually sitting on his back. I'm no expert, but this doesn't strike me as the greatest evolutionary survival strategy. Honestly though, is this random fan-service really necessary? It's not like anyone, at all, is likely to care about this stupid throwaway character who- Actually finding 20 cards is a hell of an achievement, or would be if you couldn't just type in a cheat code. I stress, this was purely for academic purposes - genuine curiosity about what the big reward actually was. 'I will offer a very special service just for you,' she promises, right from the start. Finish tracking down the cards, and this bit of teasing changes to a scrap of paper with a hotel room number on it, which again, Victor here takes while his wife is still sitting on his back, flexing her whip. He may be the most deadly force in the universe, but a subtle adultery maestro, he is not. What happens when you get to the hotel? Conveniently, the NITRO FAMILY! Run into a keypad just by the exit, and Maria hops off Victor's back to hack it. This gives him the time to amble down the corridor to Lisa's room, where all that work, all that searching, and all that fully erect exploration literally explodes into the sexiest bit of sexy-time in the whole sordid history of sneaky sex! Truly, this is the treasure all heroes ultimately fight for. Wow, that would totally have been worth waiting the whole game for. Two funny things about this scene. Despite all the traditional stock-footage coitus, Maria barely notices her husband's absence, putting The Flash's claim of being the Fastest Man Alive into serious jeopardy. Second, this happening right at the end of the game really puts a new spin on the ending, barely a few minutes later, which is an interactive thing about Victor walking through a village to deliver Maria a bouquet of flowers. Feeling guilty about something, Mr. As cack-handed shooters go, NITRO FAMILY! Does at least have some laughs on its side, intentional and otherwise. It wants to be funny with its fat giants gurning as they throw rocks. Really though, the funniest parts are round the side, where things just went wrong, like finding the bathrooms in the casino, where the urinals are on the women's side, and neither actually have toilets, or the deeply inappropriate music choices. As the voice in the opening level screeches 'WHAT HAVE I BECOME, WHAT HAVE I BECOOOOOOME!' , it's hard not to hear a cry for help from some poor designer trapped creating budget shovelware. It only gets, as credits scroll over the odd lyric 'Take something new and make it mine, I'm wasting money all the time, couldn't stop if I wanted to.' Besides, everyone knows that's Team Bondi's corporate anthem now. There are definitely worse shooters than NITRO FAMILY!, though that's not much for it to brag about. If you're interested in trying it out, check your local bargain bin. 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