You have probably seen those cool 3D eBook covers on the internet...the ones where there isn't ACTUALLY a real 'paper' book. People who sell digital eBooks want an image that makes it look like a physical copy. So 'eBook covers' are the only way they have to graphically represent their product.
Most of the time those are made with Photoshop, using an Action Script. Photoshop costs about $300 and the script runs about $100.
I recently came across (in Amazon's Kindle Store, of all places!) a detailed walkthrough on how to build those and add all the finishing touches. It uses FREE software called GIMP, which is open-source. It's downloadable for free and is as good as Photoshop!
The cool thing is that not only does the guide teach you how to make very professional-looking eBook covers, it has a chapter on selling those graphics to people who are looking for them!
If you like to fool around with digital graphics, you can learn to Make eBook Covers easily with this step-by-step guide.
Tuesday, November 18, 2008
Make Your Own eBook Covers
Thursday, November 6, 2008
New U.S. Government Logo
Someone sent this to me in an email today...it cracked me up, so I thought I would share it:
"The government today announced that it is changing its emblem from an Eagle to a Condom because it more accurately reflects the government's political stance.
A condom allows for inflation, halts production, destroys the next generation, protects a bunch of d*cks, and gives you a sense of security while you're actually getting screwed.
It just doesn't get more accurate than that!"
Labels: government logo, humor, politics, presidential logo, seal
Wednesday, November 5, 2008
The Bright Side of an Obama Win
I've been opposed to Obama, mainly on fiscal policy. I personally think that his ideas smack a little too much of socialism. The general idea of taking more from the folks that create jobs to give to folks who have less doesn't really work well.
But here are some reasons not to drive off a cliff with an Obama win:
- If he does as much as President as he did as Senator, we should be OK.
- Maybe people will FINALLY start believing that race matters about as much as skin color. I'm sure that people who profit from race-baiting will still find a way to complain, though, but I think that those voices will be quieter in 4 years than they are now.
- Biden is taken out of play. The VP is pretty much a powerless position, so we take out a liberal (and loose-lipped) Senator.
- LOTS AND LOTS of people, and young people especially, voted for Obama, and they have high expectations. If all of those people are let down (ie: they don't get what they want from Obama), I think there will be backlash, and all those people will be equally active in the next election...to throw him out.
- Democrats are now fully in charge. At first blush this seems like a bad thing, but the American people, four years from now, won't be able to continue to blame Bush for everything bad. And bad it will be. (especially if he tries to fix the economy by taxing small businesses) That will also cause backlash.
So, before you contemplate downing that bottle of pills, or moving to Australia, remember that the same crowd that welcomed Jesus on Palm Sunday were crying 'Crucify Him!' within a week. Not that I think we should try to crucify Obama, either physically or verbally. (Good grief, the anti-hate-speech police will be knocking at my door!) My point, though, is that since that kind of popularity-shift can happen to Jesus, in 4 years, the people of the U.S. might also turn against Obama.
Oh...as for all the haters out there who want to immediately label me a racist or whatever for being against Obama: honestly, I don't care about his skin color. I totally would have voted Condi Rice as Pres in a heartbeat. It's about his policies, not his genetics.
Wednesday, October 29, 2008
Wii for Christmas
Wii for Christmas
Well, I've tried, unsuccessfully thus far, to find a Nintendo Wii for Christmas.
The store managers have told me how they pretty much fly off the shelves the day they get a shipment in. They've already upped their normal inventory by 3x what they normally do, and they are still not able to keep up with the demand.
Imagine how bad it will be the closer we get to Christmas.
Fortunately, I turned to the Internet for a solution. There's a site that always has Wii in-stock...and can ship in time for Christmas.
With that out of the way, I can focus on the stocking stuffers...because the Wii will be the main gift for the family for Christmas this year.
So, if you're looking for a Wii for Christmas, good luck, and remember to use the internet for help!
Tuesday, October 14, 2008
WoW Patch 3.02 Notes
WoW Patch 3.0.2 Notes
This is an enormous patch. Enjoy the chaos as everyone scrambles to learn their new specs in preparation for Wrath of the Lich King.
For tips on how to setup the best spec for PVP, visit: How to Spec for PVP - Patch 3.0.2
General
- All players will have their talent points reimbursed and will have access to new talents throughout their trees; this includes the 51-point talents. Several new spells and abilities have been added for all classes. Players will need to visit their class trainer to learn new spells.
- The Kirin Tor have made their move and so has Dalaran. Please watch your step around the crater that has been left behind!
- The Barber Shop has been implemented and you can now visit one of the Barber Shops in the major cities to change your appearance. Be sure to get your Shave and a Haircut!
- The all new Achievement System has been implemented and the Achievement panel can be accessed via the interface. While many achievements are not retroactive, we have done our best to credit as many as possible. Gamemasters will not be able to grant achievements for past accomplishements.
- Stormwind Harbor is now open for business.
- New towers have been added outside Of Orgrimmar and in Tirisfal Glades. Crews are currently at work to establish a new Zeppelin route to Northrend for your travel pleasure. Please no /spit off of the towers.
- A new entrance is now viewable in the Caverns of Time.
- Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells.
- Spell casting and spell channeling pushback has been changed to the following:
- When casting a spell:
- The first and second hit will add .5 secs each to the cast time.
- All hits after the second will have no effect.
- When channeling a spell:
- The first and second hit reduces current duration by 25% of total duration each.
- All hits after the second will have no effect.
- Spellpower:
- All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
- For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
- Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.
- All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
- When casting a spell:
Known Issues
- The current patch notes are incomplete, but will be progressively more comprehensive in each patch.
- All classes are currently undergoing a balancing pass of all talent trees.
- Inscription is not fully implemented and still has non-functioning glyphs.
Druids
- Brambles (Balance): Now increases the damage done by your Treants, and also damage caused from your Treants and Barkskin has a 5/10/15% chance to Daze the target for 3 sec.
- Celestial Focus (Balance): The stun proc now works with Starfall. This talent no longer has Wrath pushback protection, but instead increases your total spell haste by 1/2/3%.
- Challenging Roar now has a 3 minute cooldown, reduced from 10 minutes.
- Control of Nature (Balance) has been removed.
- Entangling Roots: Can now be used indoors.
- Faerie Fire (Feral): Now an 11-point talent, down from being a 21-point talent.
- Feral Charge (Feral) is now a 21-point talent, up from being a 11-point talent.
- Feral Charge (Feral): Can now be used in Cat form.
- Feral Instinct (Feral) no longer increases threat generated in Bear form, but now increases damage done by your Swipe ability by 5/10/15%.
- Feral Swiftness: The movement speed buff can now be used indoors.
- Focused Starlight (Balance)is now Nature's Majesty (Balance): Increases the critical strike chance of your Wrath, Starfire, Starfall, Nourish, and Healing Touch spells by 2/4/6%.
- Force of Nature (Balance): Cooldown reduced to 2 minutes, down from 3.
- Furor (Restoration): Now increases your total Intellect while in Moonkin form by 2/4/6/8/10%.
- Hurricane: No longer has a cooldown (was 1 minute).
- Improved Faerie Fire (Feral): Now also works with spell hit, in addition to ranged and melee hit %.
- Improved Mark of the Wild (Restoration): Now a 2-point talent, down from a 5-point talent.
- Improved Tranquility (Restoration): Now also reduces the cooldown of your Tranquility spell by 25/50%.
- Mangle (Feral): Now increases the damage done by Maul in addition to Shred.
- Moonglow (Balance): Now also works with Starfall. Moved to tier 2, up from tier 5.
- Moonkin Form (Balance) no longer increases your attack power or causes you to regenerate mana off melee attacks, but now has a chance to cause you to instantly regenerate 2% of your total mana every time you critically hit with a spell.
- Nature's Focus (Restoration): Now a 3 point talent, down from a 5-point talent. Also moved to Tier 1, up from Tier 2. Now also includes Nourish, Entangling Roots, Wrath, and Cyclone.
- Nature's Grace (Balance): Now also reduces the global cooldown of your Wrath spell by 50% while in effect.
- Nature's Grasp (Balance): Can now be used and can proc indoors. This is now a base ability at level 11 and has a 100% chance to proc.
- Nature's Reach (Balance): Now also reduces threat generated by Balance spells by 15/30%.
- New Spell: Revive - Returns the spirit to the body, restoring a dead target to life with health and mana. Cannot be cast when in combat. (Ranks 1-7 added)
- New Talent - Genesis (Balance): Increases the damage and healing done by your periodic spells by 1/2/3/4/5%.
- New Talent - Improved Insect Swarm (Balance): Increases your damage done by your Wrath spell to targets afflicted by your Insect Swarm by 1/2/3%, and increases the critical strike chance of your Starfire spell by 1/2/3% on targets afflicted by your Moonfire spell.
- New Talent - Mother Bear (Feral): Increases the bonus attack power for Bear Form and Dire Bear Form by an additional 20/40/60%, and for each friendly player in your party, damage you take is reduced while in Bear Form and Dire Bear Form by 1/2/3%.
- New Talent - Natural Reaction (Feral): Increases your dodge chance while in Bear Form or Dire Bear Form by 2/4/6%, and you regenerate 1/2/3 rage everytime you dodge while in Bear Form or Dire Bear Form.
- New Talent - Nature's Splendor (Balance): Increases the duration of your Moonfire, Insect Swarm, Rejuvenation, Regrowth, Lifebloom and Flourish spells by 10/20/30%.
- Omen of Clarity (Restoration): Now a passive spell. Now also works for spells (healing and damage). Proc rate is roughly 6% with a 10 second internal cooldown.
- Primal Tenacity (Feral) now reduces damage while stunned by 5/10/15%, and reduces the duration of fear effects by 5/10/15%.
- Remove Curse can now be used in Tree of Life form.
- Soothe Animal can now be used on Dragonkin as well as Beasts.
- Soothe Animal is now instant cast.
- Subtlety (Restoration): Now a 3-point talent, down from a 5-point talent. Also moved to Tier 2, up from Tier 3. Also now only reduced threat for Restoration spells, and reduces the chance that your healing over time spells (Lifebloom, Regrowth and Rejuvenation) will be dispelled, rather than all Druid spells. Threat management for Balance can now be found in the Balance tree, within Nature's Reach.
- Survival of the Fittest (Feral): Increased to 2/4/6%, up from 1/2/3%.
- The mana regeneration penalty when in Bear Form, Dire Bear Form and Cat Form has been removed.
- Tranquil Spirit (Restoration) now also includes Nourish.
- Tree of Life (Restoration): 30% snare penalty has been removed.
- Tree of Life (Restoration): Can now cast Dispel Curse.
- Tree of Life (Restoration): You can now cast all Restoration spells (Healing Touch) in the form, but Tree of Life now only reduces the mana cost of your healing over time spells (Rejuvenation, Lifebloom, Regrowth and Flourish) by 20%.
- Vengeance (Balance): Now also works with Starfall.
Hunters
- All aspects now have a 1 second global cooldown, down from a 1.5 global cooldown.
- All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats.
- Stablemasters can now accommodate two additional pets.
- Pets now have their own trees. These can be accessed via the talent panel.
- Animal Handler (Beast Mastery): No longer increases speed while mounted, but now reduces the cooldown of your Master's Call ability by 5/10 sec.
- Arcane Shot: No longer dispels magic effects.
- Aspects now no longer cost mana.
- Aspect of the Beast: Now increases melee attack power by 10% for the hunter and the hunter’s pet.
- Aspect of the Viper - The hunter takes on the aspect of the viper, instantly regenerating mana equal to 100% of the damage done by any ranged attack or ability, but reduces your total damage done by 50%. Only one Aspect can be active at a time.
- Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills.
- Bestial Swiftness is now a pet talent tree talent, and has been removed from the Beast Mastery Hunter tree.
- Bite now has no cooldown, does the same damage and costs the same Focus as Claw, so works as a Focus dump.
- Clever Traps (Survival) has been renamed "Trap Mastery."
- Combat Experience (Marksmanship): Now grants 3/6% Agility, up from 1/2%.
- Concussive Barrage (Marksmanship): Can now proc from Volley and Multi-shot attacks.
- Counterattack: Damage increased by 20%, and now also scales with your Ranged Attack Power.
- Deterrence (Survival): Cooldown reduced to 3 minutes, and now also increases your chance to resist spells by 60%. Now has a new spell effect.
- Disengage: This ability has been re-designed. Now leaps the Hunter backwards up to 13 yards. 30 second cooldown. Disengage now also only has one rank (rank 1).
- Distracting Shot: This shot now "taunts" the target onto the Hunter. The taunt effect will last 6 seconds. Distracting Shot now only has one rank (rank 1).
- Every hunter pet can learn Growl, Cower and either Bite or Claw (never both).
- Focused Fire (Beast Mastery): Now increases the critical strike chance of your Kill Command by 10/20/30% while Kill Command is active. This effect can stack up to 3 times, but diminishes for each charge of Kill Command.
- Hunter pets can now learn talents in one of three trees depending on family. Pets gain talent points starting at level 20 and earn an extra talent point every 4 levels.
- If a hunter tames a pet that is more than five levels beneath their own level, the pet will then have their level increased to five levels beneath the hunter’s own level.
- Improved Arcane Shot (Marksmanship): Now increases the damage done by your Arcane Shot by 5/10/15%.
- Improved Feign Death (Survival): This talent has been replaced with Survival Tactics.
- Improved Hunter's Mark (Marksmanship): Now a 3-point talent, and now increases the amount of attack power granted by your Hunter's Mark ability by 10/20/30% and reduces the mana cost of your Hunter's Mark ability by 33/66/100%.
- Improved Stings (Marksmanship): Now a 3-point talent, down from 5-points.
- Kill Command: This ability now increases the damage done by your pet's special abilities by 60%. Each attack will reduce the damage bonus by 20%. 1 minute cooldown.
- Loyalty, Training Points and the hunter Beast Training button no longer exist. Hunter pets can now learn all skills at their level. They will get new ranks automatically as they gain levels.
- Master Tactician (Survival): Chance to proc increased to 10%, up from 6%.
- Mongoose Bite: No longer requires you to dodge in order to use this ability.
- Monster Slaying (Survival) and Humanoid Slaying (Survival) has been combined into "Improved Tracking".
- New Talent - Aspect Mastery (Beast Mastery)
- New Talent - Hunter vs. Wild (Survival): Increases you and your pet's attack power and ranged attack power equal to 10/20/30% of your total Stamina.
- New Talent - Improved Tracking (Survival): Increases all damage done to targets that are being tracked 1/2/3/4/5%.
- New Talent - Lock and Load (Survival): You have a 33/66/100% chance when you trap a target and a 10/20/30% chance when you sting a target to cause your next 3 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo.
- New Talent - Survival Tactics (Survival): Reduces the chance your Feign Death ability and all trap spells will be resisted by 2/4%, and reduces the cooldown of your Disengage ability by 2/4 sec.
- New Talent - T.N.T. (Survival): Your Immolation Trap, Explosive Trap and Explosive Shot have a 5/10/15% to stun targets for 2 sec when they deal damage, and increases the critical strike chance of your Explosive Shot and Explosive Trap by 5/10/15%.
- Pathfinding (Beast Mastery): Now also increases the movement speed while mounted by 5/10%.
- Rapid Killing (Marksmanship): This will now proc off Chimera Shot, but no longer works with auto-shot.
- Readiness (Survival): Cooldown reduced to 3 minutes, down from 5 minutes.
- Savage Strikes (Survival): Now includes Counterattack.
- Silencing Shot (Marksmanship): This spell will now interrupt the current spell being cast on the target and lock out that school for 3 sec if the target is immune to silence effects.
- Spirit Bond (Beast Mastery): Also increases healing done to you and your pet by 5/10%.
- Steady Shot now uses ammo. In result, its bonus damage has been slightly reduced. Players can notice a damage increase based upon what ammo they use.
- Steady Shot: Now has a 2.0 cast time, up from 1.5.
- Surefooted (Survival) now reduces the duration of movement impairing effects by 16/25/50% (instead of resist % chance).
- Survival Instincts (Survival): This has been moved to tier-2, up from tier 6.
- Survivalist (Survival): Now increases your total Stamina, instead of your total Health.
- The arming time has been reduced to 1 second, from 2 seconds for all traps.
- Tranquilizing Shot: Cooldown reduced to 15 seconds (down from 20), and now dispels Enrage and Magic effects.
- Trap Mastery (Survival) is now an 11-point talent.
- Trueshot Aura - This aura is now raid-wide and now increases all ranged and melee attack power by 10%. In addition, this spell now only has one rank. All other ranks have been removed.
- Wingclip: No longer does damage.
Mages
- Arcane Blast effect duration reduced to 3 seconds, and now increases damage by 25/50/75% instead of reducing cast time.
- Arcane Focus (Arcane) is now 3 ranks and increases chance to hit and reduces mana cost of Arcane spells by 1/2/3%.
- Arcane Fortitude moved to tier 2, increased to 3 ranks, now increases armor equal to 50/100/150% of Intellect.
- Arcane Impact renamed Spell Impact and now affects Blast Wave, Fire Blast, Cone of Cold, and Ice Lance.
- Arcane Potency now applies when Presence of Mind is active, talent prerequisite changed to Presence of Mind.
- Arcane Subtlety now reduces the chance your spells will be dispelled by 15/35%, and no longer reduces the resistance of targets.
- Arctic Reach now also affects Deep Freeze.
- Blast Wave now knocks all affected targets back.
- Conjured mana gems no longer disappear from your backpack after being logged out for more than 15 minutes. Higher ranks of Conjure Mana Gem will recharge an existing mana gem to maximum charges.
- Counterspell now costs 9% of base mana.
- Elemental Precision moved to tier 2.
- Empowered Arcane Missiles renamed Arcane Empowerment and no longer increases mana cost. It now also increases damage caused by Arcane Blast.
- Empowered Fireball reduced to 3 ranks, now increases damage by 5/10/15% of spell power.
- Empowered Frostbolt reduced to 2 ranks, increases damage by 5/10% of spell power and increases critical hit chance by 2/4%.
- Flame Throwing moved to tier 3.
- Frost Armor, Ice Armor, Mage Armor and Molten Armor are no longer Magic effects and cannot be dispelled.
- Frost Channeling now reduces mana cost of all spells by 4/7/10%.
- Frost Warding now increases armor and resistances of Frost/Ice Armor by 25/50%, now gives Frost Ward and Fire Ward a 15/30/5 chance to negate damage caused and restore mana equal to damage caused by the warded spell.
- Ice Floes renamed Cold as Ice, now reduces cooldown of Cold Snap, Ice Barrier, Summon Water Elemental, and Deep Freeze by 10/20%.
- Impact moved to tier 3, reduced to 3 ranks for 4/7/10% chance to trigger, now triggers from any damaging spell (Fire, Frost or Arcane).
- Improved Blink now also reduces mana cost by 25/50%.
- Improved Counterspell now always silences the target for 2/4 seconds.
- Improved Fire Blast moved to tier 1, reduced to 2 ranks, reduces the cooldown by 1/2 seconds.
- Improved Flamestrike moved to tier 2, renamed World in Flames, now increases the critical hit chance of Flamestrike, Blast Wave, Dragon’s Breath, Living Bomb, Blizzard, and Arcane Explosion by 2/4/6%.
- Improved Frost Nova renamed Ice Floes, moved to tier 1, increased to 3 ranks, now reduces cooldown of Frost Nova, Cone of Cold, Ice Block, and Icy Veins by 7/14/20%.
- Improved Mana Shield has been renamed to Arcane Shielding, reduces mana lost per damage absorbed by 17/33%,and now also increases resistances granted by Mage Armor by 25/50%.
- Improved Scorch now increases Fire, Frost, and Arcane damage done to the target by 2/4/6/8/10%.
- Incineration moved to tier 1, increases the critical hit chance of Fire Blast, Scorch, Arcane Blast, and Cone of Cold by 2/4/6%.
- Invisibility now makes the caster invisible after 3 seconds, reduced from 5 seconds.
- Magic Absorption reduced to 2 ranks, increases resistances by .5/1 point per level, and restores 1/3% of total mana on a resist.
- Magic Attunement (Arcane) now also increases the range of your Arcane spells by 3/6 yards.
- Mana Shield now drains 1.5 mana per damage absorbed.
- Master of Elements now affects all spell criticals.
- Mind Mastery reduced to 3/6/9/12/15%.
- Molten Shields now gives Fire Ward and Frost Ward spells a 15/30% chance to reflect the warded spell.
- Polymorph now costs 12% of base mana.
- Portal spells now cost 18% of base mana.
- Prismatic Cloak (Arcane) increased to 3 ranks for 1/2/3% and now also reduces the fade time of Invisibility by 1/2/3 seconds.
- Pyroblast cast time has been reduced to 5 seconds.
- Remove Lesser Curse has been renamed to Remove Curse.
- Shatter no longer has a prerequisite.
- Slow Fall now costs 6% of base mana.
- Slow mana cost reduced.
- Summoned Water Elemental's Waterbolt range increased, mana cost reduced, Freeze range increased, mana cost increased.
- Teleport spells now cost 9% of base mana.
- Winter's Chill reduced to 3 ranks, Frost damage spells have a 33/66/100% chance to trigger the effect and the effect increases chance to crit with Arcane, Fire and Frost spells.
Paladins
- Attack Power and Spell Power scaling on all Seals and Judgements other than Command and Blood has been reduced.
- All Auras now affect all party and raid members within the area of effect.
- Anticipation (Protection) moved to tier 1, now increases chance to dodge by 1/2/3/4/5%.
- Avenger's Shield (Protection) cast time reduced to .5 seconds, duration increased to 10 seconds.
- Avenging Wrath no longer causes Forbearance, damage increase reduced to 20%, now increases healing done by 20%.
- Blessing of Freedom renamed Hand of Freedom. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
- Blessing of Light and Greater Blessing of Light removed. Their effects have been folded into all relevant abilities.
- Blessing of Protection renamed Hand of Protection. Only one Hand spell can be on the target per paladin at any one time. All ranks now cost 6% of base mana.
- Blessing of Sacrifice renamed Hand of Sacrifice, is now only 1 rank and transfers 20% of the damage taken to the caster, duration reduced to 12 seconds, cooldown increased to 2 minutes. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
- Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
- Blessing of Sanctuary reduced to 1 rank, now reduces all damage taken by 3% and generates rage, mana or runic power when a parry/dodge/block occurs.
- Consecration now scales with attack power and spell power.
- Conviction (Retribution) now increases critical chance with all spells and melee attacks.
- Divine Intellect (Holy) moved to tier 2, increases total Intellect by 3/6/9/12/15%.
- Divine Intervention cooldown reduced to 20 minutes.
- Divine Protection and Divine Shield now cost 3% of base mana.
- Divine Protection now reduces all damage taken by 50% and increases time between attacks by 100%.
- Divine Purpose (Retribution) now reduces chance to be hit by spells and ranged attacks by 1/2/3%.
- Divine Strength (Holy) moved to tier 1 in the Protection tree.
- Exorcism mana cost reduced and now scales with attack power and spell power.
- Eye for an Eye now reflects 10/20% damage from all critical hits.
- Fanaticism now increases chance to critically hit by 5/10/15/20/25%.
- Forbearance duration increased to 3 minutes.
- Greater Blessing of Salvation removed.
- Hammer of Justice now costs 3% of base mana.
- Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced, now instant cast, global cooldown increased to 1.5, missile speed increased, now usable on targets below 35% health and now scales with attack power and spell power.
- Healing Light (Holy) moved to tier 2.
- Holy Shield (Protection) cooldown reduced to 8 seconds.
- Holy Shock (Holy) range changed to 20/40 yards when used on enemies/friends respectively, cooldown reduced to 6 seconds.
- Holy Wrath is now instant cast, causes a 3 second stun, cooldown reduced to 30 seconds, radius reduced to 10 yards.
- Illumination (Holy) moved to tier 3.
- Improved Blessing of Might increased to 10/20/30/40/50%.
- Improved Concentration Aura (Protection) moved to the Holy tree.
- Improved Concentration Aura moved from the Protection tree to tier 4 in the Holy tree.
- Improved Devotion Aura (Protection) moved to tier 4, reduced to 3 ranks, now increases armor of Devotion Aura by 17/34/50% and increases all healing done to units affected by Devotion Aura by 1/2/3%.
- Improved Hammer of Justice (Protection) now reduces cooldown by 10/20/30 secs.
- Improved Righteous Fury (Protection) threat bonus folded into base spell, talent still reduces all damage taken by 2/4/6%.
- Improved Sanctity Aura (Retribution) renamed Sanctified Retribution, now causes all units affected by Retribution Aura to cause 2% more damage.
- Improved Seal of Righteousness (Holy) moved to tier 1, renamed Seals of the Pure, now affects Seal of Righteousness, Seal of Vengeance and Seal of Corruption.
- Improved Seal of the Crusader (Retribution) renamed Heart of the Crusader and the effects now apply to all Judgement spells.
- Judgement has been replaced with 3 new spells; Judgement of Light, Judgement of Wisdom, and Judgement of Justice. All Judgement spells are considered ranged attacks for purposes of how they hit and how they critically hit. All cause damage based on attack power and spell power.
- Judgement of Light now heals based on the Paladin’s attack power and spell power, the effect can not trigger more than once ever 4 seconds.
- Judgement of Justice will no longer prevent Fear effects, but will only prevent NPCs from fleeing (e.g. at low health).
- Judgement of Wisdom now restores mana based on the Paladin’s attack power and spell power, the effect can not trigger more than once every 4 seconds.
- Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes.
- Precision has been removed.
- Pure of Heart (Holy) reduced to 2 ranks, now reduces duration of Curse and Disease effects by 25/50%.
- Pursuit of Justice reduced to 2 ranks for 8/15% movement increase and 1/2% less chance to be hit by spells.
- Redoubt (Protection) moved to tier 2.
- Repentance (Retribution) mana cost changed to 9% of base, duration increased to 1 minute (10 second PvP duration), now usable against Demons, Dragonkin, Giants, Humanoids and Undead.
- Retribution Aura damage increased and now gains damage based on Holy spell power.
- Righteous Defense no longer costs mana and the global cooldown has been removed.
- Righteous Fury now increases threat caused by Holy damage by 90%.
- Sacred Duty now also reduces the cooldown of Divine Protection.
- Sanctified Light (Holy) now also increases the critical chance of Holy Shock.
- Sanctity Aura (Retribution) removed.
- All Seals have been reduced to 1 rank and now cost 14% of base mana. The duration has been increased to 2 minutes and are no longer consumed when a Judgement spell is cast. The effects can be triggered from all weapon based special abilities.
- Seal of Blood now increases Judgement damage by 45% of weapon damage.
- Seal of Command now increases Judgement damage by 30% of weapon damage, 60% on stunned targets.
- Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities.
- Seal of Righteousness deals damage based on weapon speed plus an amount based on attack power and spell power, increases Judgement damage by 25%.
- Seal of Vengeance now applies its effect on every swing, causes damage based on attack power and spell power, increases Judgement damage by 10% per stack of the damage over time effect.
- Spiritual Focus (Holy) moved to tier 1.
- Stoicism (Protection) moved to tier 2, now reduces duration of Stun effects by 10/20/30% and reduces chance your spells will be resisted by 10/20/30%.
- Summon Warhorse and Summon Charger mana cost removed and no longer causes a global cooldown.
- Toughness (Protection) moved to tier 3 , now also reduces the duration of movement slowing effects by 10/20/30/40/50%.
- Turn Undead (ranks 1 and 2) removed. Turn Evil now granted at level 24, mana cost changed to 9% of base.
- Unyielding Faith (Holy) moved to tier 2.
- Vengeance (Retribution) now stacks up to 2 times, reduced from 3.
- Vindication reduced to 2 ranks for 10/20% attribute reduction.
Priests
- Absolution: This talent has swapped positions in the talent tree with Improved Inner Fire.
- Circle of Healing (Holy): Now works on any targets in the caster's raid, and is now a "smart" heal and chooses the lowest health targets to heal first within its range. Also now has a 6 second cooldown. Also no longer will heal summoned Snakes from Hunter's Snake Trap.
- Enlightenment: Increases your total Stamina, Spirit and Spell haste by 1/2/3/4/5%.
- Focused Will (Discipline): Now increases healing effects on you by 3/4/5%, down from 4/7/10%.
- Force of Will (Discipline): This talent now increases your spell damage by a flat amount, rather than increasing your spells by a %. (Now increases school %, rather than selected spells damage %). In other words, your spell damage gained from this talent is now reflected on your character sheet, rather than the skill tool-tips.
- Focused Power: Increases your total spell damage and healing done by 2/4%, but no longer increases your chance to hit with Mind Blast, and Mass Dispel.
- Holy Fire: Cast time reduced to to 2 seconds, down from 3.5. Damage increased roughly 60%. Duration for the damage over time effect reduced to 7 seconds, down from 10. Holy Fire now has a 10 second cooldown.
- Improved Inner Fire (Discipline) - Now also increases the effect of Inner Fire spell by 20/40/60% (Includes the +spell power on higher ranks, as well as total number of charges).
- Improved Shadow Word: Pain (Shadow) - Now increases damage done by your Shadow Word: Pain by 5/10%, but no longer increases the duration of your Shadow Word: Pain.
- Levitate now costs 3% of base mana.
- Lightwell (Holy): Cast time reduced to .5 sec, down from 1.5 sec. Charges increased to 10, up from 5. Now breaks from any attack that hits you for 30% or more of your total health. Cooldown reduced to 3 minutes, down from 5.
- Mind Control now has only one rank and costs 12% of base mana.
- Mind Soothe now has only one rank, costs 6% of base mana and has no max target level.
- Mind Vision now costs 3% of base mana.
- New Talent: Improved Spirit Tap (Shadow) - Gives you a 50/100% chance to gain a 50% bonus to your Spirit after gaining a critical effect chance from your Mind Blast or Shadow Word: Death spells. For the duration, your mana will regenerate at a 25% rate while casting. Lasts 8 sec.
- New Talent: Twin Faiths (Discipline) - Increases your damage and healing by 1/2/3/4/5%.
- Pain Suppression (Discipline): Cooldown increased to 3 minutes, up from 2.
- Power Infusion (Discipline): Cooldown reduced to 2 minutes, down from 3.
- Prayer of Mending - This spell can now critically hit.
- Psychic Scream now costs 15% of base mana.
- Searing Light (Holy): Now also increases the damage of your Holy Nova and Penance spells.
- Shackle Undead now costs 9% of base mana.
- Shadow Focus (Shadow): Now a 3 point talent, down from 5. Now also reduces the mana cost of your Shadow spells by 2/4/6%.
- Shadow Resilience (Shadow): Now reduces physical damage taken by 2/4%, but no longer reduces the chance to be critically hit by spells.
- Shadowform (Shadow): Now has an innate 30% threat reduction. Now has a shapeshift UI.
- Silence (Shadow) global cooldown removed.
- Silent Resolve (Discipline): Now a 3 point talent, down from 5 points.
- Spirit Tap (Shadow) - Talent reduced to 3 points, down from 5. Now also leads into "Improved Spirit Tap"
- Wand Specialization (Discipline) has been removed.
Rogues
- Anesthetic Poison now also dispels one Enrage effect on the target.
- Blade Twisting (Combat) now cause all damaging melee attacks to have a 10% chance to daze for 4/8 seconds movement speed reduced by 70%.
- Camouflage (Subtlety) reduced to 3 ranks for 5/10/15% speed and 2/4/6 secs off the cooldown of Stealth.
- Cloak of Shadows cooldown increased to 1.5 min.
- Crippling Poison reduced to 1 rank, slowing movement by 70%.
- Dagger Specialization (Combat) renamed Close Quarters Combat, moved to tier 3, now increases critical strike chance with Daggers and Fist Weapons by 1/2/3/4/5%.
- Damaging poisons now scale with attack power.
- Deadened Nerves (Assassination) reduced to 3 ranks, now reduces all damage taken by 2/4/6%.
- Deflection (Combat) reduced to 3 ranks, increasing parry by 2/4/6%.
- Disarm Trap range increased to 20 yards, cast time reduced, now requires stealth.
- Dual Wield Specialization (Combat) moved to tier 1.
- Elusiveness (Subtlety) moved to Tier 3, now reduces cooldown of Vanish and Blind by 30/60 sec and Cloak of Shadows by 15/30 sec.
- Energy regeneration should now be smoother.
- Endurance (Combat) now reduces cooldown of Evasion and Sprint by 30/60 secs.
- Envenom now also increases your chance to apply poisons by 25% for 2-6 seconds (based on combo points).
- Evasion, Sprint and Vanish cooldowns reduced to 3 min.
- Find Weakness (Assassination) is now a passive talent, reduced to 3 ranks, increases damage of offensive abilities by 3/6/9%.
- Fist Weapon Specialization (Combat) removed.
- Fleet Footed (Assassination) now reduces duration of movement impairing effects by 25/50% rather than increasing resist chance.
- Gouge is now only 1 rank and causes damage based on attack power.
- Improved Ambush (Subtlety) moved to Tier 4, reduced to 2 ranks for 25/50%.
- Improved Eviscerate (Assassination) now increases damage by 7/14/20%.
- Improved Expose Armor (Assassination) now reduces the energy cost by 5/10, no longer increases duration.
- Improved Poisons (Assassination) now increases chance to apply poisons by 5/10/15/20/25%.
- Improved Slice and Dice (Combat) reduced to 2 ranks, increases duration by 25/50%.
- Improved Sprint (Combat) moved to Tier 4.
- Initiative (Subtlety) moved to Tier 4, increased to 33/66/100% chance.
- Kick is now only 1 rank and no longer causes damage.
- Lethality (Assassination) now also affects Riposte.
- Lightning Reflexes (Combat) moved to tier 4.
- Mace Specialization (Combat) no longer stuns enemiesnow ignores 3/6/9/12/15% of target's armor.
- Master of Deception (Subtlety) reduced to 3 ranks.
- Mind-Numbing Poison reduced to 1 rank, slowing casting speed by 60%.
- Murder (Assassination) moved to tier 6, increases damage by 2/4%.
- Mutilate (Assassination) no longer requires you be behind the target.
- Nerves of Steel (Combat) now reduces damage taken while Stunned or Feared by 15/30%.
- Opportunity (Subtlety) reduced to 2 ranks for 10/20%.
- Pick Lock and Disarm Trap no longer require Thieve's Tools.
- Poisons skill removed. All finished poisons are available on vendors rather than created by the rogue.
- Precision (Combat) now also increases chance to hit with poison attacks by 1/2/3/4/5%.
- Premeditation (Subtlety) duration increased to 20 seconds, cooldown reduced to 20 seconds.
- Preparation (Subtlety) no longer refreshes the cooldown of Premeditation.
- Relentless Strikes (Assassination) moved to Tier 1 Subtlety, made 5 ranks for 4/8/12/16/20% chance.
- Riposte (Combat) now slows the target's melee attacks by 20% instead of disarming them, awards one combo point.
- Serrated Blades (Subtlety) moved to Tier 3.
- Setup (Subtlety) chance to gain a combo point increased to 33/66/100%.
- Shadowstep (Subtlety) is no longer usable while rooted.
- Surprise Attacks (Combat) now also increases Hemorrhage damage.
- Vanish no longer requires the reagent Flash Powder.
- Vigor (Assassination) moved to Tier 3.
- Vile Poisons (Assassination) reduced to 3 ranks, now increases damage of poisons and Envenom by 7/14/20% and increases dispel resistance by 10/20/30%.
- Wounding Poison no longer stacks, reduces healing by 50%.
Shaman
- All totems are now considered on the "Physical" school, and no longer magical spells.
- Anticipation (Enhancement): Now is a 3-point talent, down from a 5-point talent and now reduces the duration of disarm effects on you by 16/25/50%.
- Ancestral Knowledge (Enhancement): Now increases your Intellect by 2/4/6%, instead of increasing your total Mana by 2/4/6/8/10%.
- Call of Flame (Elemental): Now also increases the damage of your Lava Burst spell by 2/4/6%.
- Call of Thunder (Elemental) now also increases the critical strike chance of your Thunder spell.
- Concussion (Elemental) now increases the damage of your Thunder and Lava Burst spells.
- Convection (Elemental) is now a 3-point talent, down from a 5-point talent. Now lowers the mana cost of Thunder and Lava Burst.
- Earth's Grasp (Elemental) is now a tier-1 talent, up from tier-2.
- Elemental Devastation (Elemental) is now a tier-2 talent, up from tier-4.
- Elemental Focus (Elemental): Now also can proc off Lesser Healing Wave and Healing Wave, and can be used on all healing spells.
- Elemental Fury (Elemental) now requires Elemental Focus as a pre-requisite
- Elemental Precision (Elemental): Chance to hit reduced to 1/2/3% from 2/4/6%, but threat reduction increased to 10/20/30% up from 4/7/10%.
- Enhancing (Enhancement) Totems is now a Tier 1 talent, up from Tier-2.
- Flametongue Totem is now a flat spell damage totem. All ranks have been modified.
- Flametongue Weapon: Now has a passive spell damage.
- Frostbrand's snare effect has been increased to 50%, up from 25%.
- Ghost Wolf's mana cost is now 13% base.
- Grace of Air Totem has been removed. (Agility has been rolled over into Strength of Earth Totem)
- Healing Grace (Restoration): Healing Way and Ancestral Fortitude are now affected by the dispel resistance portion of this talent.
- Improved Fire Totems (Elemental) is now (again) Improved Fire Nova Totem. It now has a 50/100% chance to stun all targets for 2 sec.
- Improved Lightning Shield (Enhancement) is now Improved Shields, and is in Tier-2.
- Nature’s Blessing no longer increases spell damage from Intellect, and the effect has been reduced to 5/10/15% from 10/20/30%. This is in result of the new spell power system. Players should notice little to no change in the power of the spell relevant to healing spells.
- New ranks have been added of Water Shield, starting at level 20. (Level 20, 27, 34, 41, 48, 55, 62, 69)
- New Spell: Earthliving Weapon - Imbue the Shaman's weapon with earthen life. Increases healing done by x and each heal has a 20% chance to proc Earthliving on the target, healing an additionaly over 12 sec. Lasts 30 minutes.
- New Talent: Cleanse Spirit (Restoration) - Cleanse the spirit of a friendly target, removing 1 poison effect, 1 disease effect, and 1 curse effect.
- New Talent: Elemental Shields (Enhancement): Increases the damage done by your Lightning Shield orbs by 5/10/15%, increases the amount of mana gained from your Mana Shield orbs by 5/10/15% and increases the amount of healing done by your Earth Shield orbs by 5/10/15%.
- New Talent: Mental Dexterity (Enhancement) - Increases your Attack Power by 33/66/100% of your Intellect.
- New Talent: Tidal Force(Restoration): Increases the critical effect chance of your Healing Wave, Lesser Healing Wave and Chain Heal by 60%. Each critical heal reduces the chance by 20% and lasts 20 seconds.
- Rockbiter ranks 5 through 9 have been removed. Windfury Weapon is intended to replace Rockbiter at level 30.
- Shapeshifting will no longer cancel Water Walking.
- Stoneclaw Totem: Health of the Stoneclaw totem is increased by 5% of the Shaman’s total health.
- Stoneskin Totem now increases armor instead of reducing physical damage.
- Storm Reach (Elemental): Now also increases the radius of your Thunder spell by 10/20%.
- Strength of Earth Totem now also increases agility.
- The range of all “friendly totems” has been increased to 30 yards, up from 20.
- Tidal Focus (Restoration): Now works with Earth Shield.
- Totemic Mastery talent removed and replaced with “Tidal Force”.
- Tranquil Air Totem has been removed. (Threat is being addressed by modifications to the base threat of players and/or "baked" into tanking abilities.)
- Unleashed Rage is now raid wide.
- Windfury Totem is now a flat 20% melee haste totem. All ranks have been modified.
- Windwall Totem has been removed.
- Wrath of Air is now a flat 10% spell haste totem.
Warlock
- Aftermath (Destruction) - Now a 2-point talent, down from 5.
- All demon abilities and spells will automatically be learned as pets gain levels. Demon Master trainers will be removed.
- Avoidance (Felguard): Now reduces damage taken from area of effect attacks by an additional 80% and is automatically learned for the Succubus, Imp, Voidwalker, and Felhunter at level 10.
- Bane now reduces the cast time of your Haunt spell.
- Blood Pact now works raid-wide (not just in party).
- Cataclysm (Destruction) - Now also increases your chance to hit with Destruction spells by 1% per point.
- Consume Shadows (Voidwalker): Duration reduced to 6 seconds, and effect increased 66%. Now also greatly increases all nearby allies’ stealth detection while channeled.
- Curse of Recklessness will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health).
- Dark Pact: Tooltip updated to be more consistent with other similar effects and now restores 200% mana leeched from your summoned Demon, up from 100%.
- Demon Armor - Now increases healing done by spells and effects by 20%, but no longer has in-combat health regeneration.
- Demon Skin, Demon Armor and Fel Armor are no longer Magic effects and cannot be dispelled.
- Demonic Sacrifice: Succubus effect reduced to 10% increased shadow damage, down from 15%. Imp effect reduced to 10% increased fire damage, down from 15%. Felguard effect now increases Fire and Shadow damage, instead of just Shadow.
- Doomguard: Health increased 20%, mana increased 24%.
- Emberstorm now reduces the cast time of your incinerate by 0.1/0.2/0.3/0.4/0.5 seconds.
- Fel Armor - Now increases your spell damage equal to 30% of your total Spirit, but no longer increases healing done by spells and effects by 20%.
- Felguard: Health increased by 10%.
- Felhunter: Paranoia and Tainted Blood have been replaced with Fel Intelligence and Shadow Bite.
- Fel Intelligence (Felhunter): Increases total Intellect and Spirit of party and raid members by 3%. Lasts until cancelled.
- Fel Stamina (Demonology) has been merged with Fel Intellect into Fel Vitality.
- Howl of Terror now costs 15% of base mana.
- Infernal: Cooldown reduced to 15 minutes, down from 1 hour. Duration reduced to 1 minute, down from 5 minutes+. Health increased by 30%, damage increased by 60%, and armor increased by 30%.
- Imp: Health increased by 20% , Armor increased 16%, mana regeneration increased 200%.
- Improved Curse of Weakness (Affliction) is now "Frailty" - Increases the amount of attack power reduced by your Curse of Weakness spell by 10/20%, and increases the amount of armor reduced by your Curse of Recklessness by 10/20%.
- Improved Enslave Demon (Demonology) is now a Tier 5 talent, up from Tier 4.
- Improved Lash of Pain (Destruction) and Improved Firebolt (Destruction) have been merged into one talent, Demonic Power.
- Improved Shadow Bolt (Destruction) - Now increases damage by your next Shadow damage spells by 3/6/9/12/15%, down from 4/8/12/16/20%.
- Mana Feed: Tooltip updated to be more consistent with other similar effects.
- Master Demonologist (Demonology) - Most effects have been altered.
- Master Demonologist – Felguard (Demonology) - Now increases all damage by 1/2/3/4/5%, and reduces all damage done to you by 1/2/3/4/5%.
- Master Demonologist – Imp (Demonology) - Now increases Fire damage by 1/2/3/4/5%, and critical hit chance with Fire spells by 1/2/3/4/5%.
- Master Demonologist – Succubus (Demonology) - Now increases Shadow damage by 1/2/3/4/5%, and critical hit chance with Shadow spells by 1/2/3/4/5%.
- Nether Protection has been reworked. It now has a 10/20/30% chance when you’re hit with a spell to reduce all damage by that spell school by 60% for 10 seconds.
- New Talent: Demonic Empowerment (Demonology) - Grants your Summoned Demon power for a short time.
- New Talent: Eradication (Affliction) - Your Corruption, Siphon Life and Curse of Agony ticks have a 5/10/15% chance to increase your spell haste by 20% for 8 sec. This effect has a 10 second cooldown.
- New Talent: Improved Felhunter (Affliction): Your Felhunter gains mana equal to 50/100% of the damage done by its Shadow Bite ability, and increases the effect of your Felhunter’s Fel Intelligence by 1/2%.
- New Talent: Molten Core (Destruction) - Your Shadow spells and damage over time effects have a 5/10/15% chance to increase the damage of your Fire spells by 10% for 6 sec.
- Pyroclasm (Destruction) - Now also includes Conflagrate.
- Rain of Fire (Doomguard): A bug has been fixed which caused each tick of Rain of Fire to consume its mana cost.
- Ritual of Souls: Charges increased to 25, up from 10.
- Shadow Bite (Felhunter): Deals Shadow damage plus an additional 5% Shadow damage over time effect on the target. 6 second cooldown.
- Shadowfury (Destruction) - Can now be cast while moving. Stun duration increased to 3 seconds, up from 2.
- Soul Link (Demonology) is now an 11-point talent (used to be a 31-point talent), but the 5% bonus damage from this talent has been removed. In addition, the damage absorbed by Soul Link is now 15%, down from 20%.
- Soul Siphon (Affliction): Now also increases the damage of your Drain Soul.
- Soulstone now generates a log entry indicating who casted and received a soulstone.
- Spell Lock (Felhunter) global cooldown removed.
- Succubus: Health increased by 20%, armor increased 22%.
- Summon Dreadsteed/Felsteed: Mana cost removed, global cooldown removed.
- Suppression (Affliction) is now a 3-point talent, down from 5. Now increases your chance to hit with Affliction spells by 1/2/3%, down from 1/2/3/4/5%.
- Unstable Affliction (Affliction): Silence effect reduced to 3 seconds, down from 5.
- Voidwalker: Health increased by 20%, Damage increased by 16%. The amount of attack power the Voidwalker gains from its master’s spell damage has been increased by 45%.
Warrior
- Anticipation (Protection) now increases chance to dodge by 1/2/3/4/5%, moved to tier 2.
- Blood Craze (Fury) now regenerates 2/4/6% of total health over 6 seconds.
- Blood Frenzy (Arms) moved to Tier 9, now increases physical damage caused by 1/2%.
- Bloodthirst (Fury) now restores health based on a % of total health.
- Challenging Shout cooldown reduced to 3 minutes.
- Concussion Blow (Protection) now causes damage based on attack power.
- Death Wish (Fury) no longer makes you immune to Fear effects.
- Death Wish and Sweeping Strikes have swapped locations in their respective talent trees.
- Deep Wounds (Arms) now requires Impale, causes 16/32/48% of weapon damage over 6 seconds.
- Defensive Stance now increases threat by 45%.
- Defiance (Protection) removed, replaced by Incite and moved to a new location on tier 2.
- Disarm rage cost reduced to 15.
- Enrage (Fury) now increases damage done by 3/6/9/12/15%, limitation on number of attacks removed.
- Hamstring now only has one rank and no longer causes damage.
- Impale (Arms) moved to Tier 3, no longer requires Deep Wounds.
- Improved Berserker Rage (Fury) now generates 10/20 rage.
- Improved Bloodrage (Protection) now increases rage generation of both the instant and over-time effects by 25/50%.
- Improved Charge (Arms) now generates 5/10 rage.
- Improved Defensive Stance (Protection) reduced to 2 ranks, now reduces spell damage taken by 3/6% and any block/parry/dodge has a 50/100% chance to enrage the warrior causing 5/10% more damage for 12 sec.
- Improved Disarm (Protection) reduced to 2 ranks, now reduces the cooldown of Disarm by 10/20 sec and increases damage taken by disarmed targets by 5/10%.
- Improved Disciplines (Arms) removed.
- Improved Mortal Strike (Arms) now increases damage by 2/4/6/8/10%, no longer reduces cooldown.
- Improved Rend (Arms) reduced to 2 ranks for 25/50%.
- Improved Revenge (Protection) now increases damage Revenge causes by 10/20% and gives a 25/50% chance to stun.
- Improved Shield Bash (Protection) now also increases the damage of your Shield Slam ability by 5/10%.
- Improved Shield Block (Protection) now has 2 ranks and reduces cooldown of Shield Block by 5/10 secs. It no longer increases the number of blocks.
- Improved Shield Wall will now increases the damage reduction by an additional 5/10% and reduces cooldown by 30/60 seconds.
- Improved Slam (Fury) moved to Arms.
- Improved Sunder Armor (Protection) renamed Puncture ,reduced to 2 ranks for 1/2 rage cost reduction.
- Improved Taunt (Protection) removed, effect made baseline.
- Improved Whirlwind (Fury) now increases damage of Whirlwind by 10/20%, no longer reduces cooldown.
- Iron Will (Arms) now has only 3 ranks, reducing the duration of Stun and Charm effects by 10/20/30%.
- Last Stand (Protection) cooldown reduced to 6 minutes.
- Mace Specialization (Arms) now ignores 3/6/9/12/15% of target's armor.
- Mocking Blow now only has one rank and causes weapon damage, cooldown reduced to 1 min and can now be used in Defensive Stance.
- Overpower now only has one rank and no longer causes any bonus damage (i.e. weapon damage only).
- Poleaxe Specialization (Arms) now also increases critical damage done by Axes and Polearms by 1/2/3/4/5%.
- Precision (Fury) moved to Tier 5.
- Pummel now only has one rank and no longer causes damage.
- Rampage now causes all party and raid members within 20 yards of the Warrior to go on a rampage, increasing melee critical hit chance by 5% for 10 seconds when the warrior scores a melee critical.
- Recklessness now increases the critical hit chance of the next 3 special ability attacks by 100%, lasts 12 seconds, cooldown reduced to 5 minutes.
- Retaliation duration reduced to 12 seconds, charges reduced to 12, cooldown reduced to 5 minutes.
- Shield Bash now only has one rank and will cause damage based on a % of AP.
- Shield Block now increases chance to block and amount blocked by 100% for 10 seconds. Cooldown increased to 60 seconds, rage cost reduced.
- Shield Slam is now available to all warriors, starting at level 40.
- Shield Specialization (Protection) moved to Tier 1, now increases rage by 2 on a successful block.
- Shield Wall now reduces all damage taken by 50% for 12 seconds, cooldown reduced to 5 minutes.
- Sword Specialization (Arms) can no longer trigger more than once per 6 seconds.
- Taunt cooldown reduced to 8 sec.
- Thunder Clap damage increased, cooldown increased.
- Toughness (Protection) moved to tier 3 now also reduces the duration of movement slowing effects by 10/20/30/40/50%.
PvP
- Arenas
- Buffs that have 30 seconds or less remaining will be removed once the game starts. However, the mage spell “Invisibility” is not affected by this change.
Professions
- New Profession: Inscription is available to train up to 375.
User Interface
- New Calendar feature: Players will be able to access the new Calendar feature by clicking on the new icon located in the top right corner of their mini map. The calendar will track in game events, allow raid scheduling, and more.
- New Vanity Pet and Mount changes: Players will now be able to access their non-combat pets and mounts by clicking on the pets tab in the Character Info panel. These pets and mounts will be now learnable much like spells or abilities. Once a vanity pet or mount is learned, the icon will disappear from within a player’s inventory andreappear in the appropriate tab under the pet tab under Character Info. Say goodbye to your vanity pets and mounts taking up bag and bank slots!
- Lost pets and mounts (one time quest rewards) can be recovered by visiting a stablemaster.
- A new Agro Warning is now available and currently functioning in dungeons.
- Focus Frame is now available. Players will be able to right click on any unit frame and select “Set Focus”. The focus frame will only display when the focus is set. Players may also set a “Focus Cast Key” in the options/combat panel that can be bound to shift, alt, or ctrl. When holding the focus cast key and triggering an action, the action will be performed on your focus and not on your target.
- Lost tabards (one time quest rewards) may now be restored by visiting a tabard vendor.
- Lost keys (one time quest rewards) may now be restored by visiting a blacksmith.
- Error messages should play less frequently.
- Tradeskills can now be linked by shift-clicking the tradeskill icon.
- Quests can be shared with party members at any distance.
- Quests can be shared with party members by linking the quest into party chat.
- Quests can be shared in raids but not battlegrounds.
- Randomized Daily quests may now be shared, but only on the same day as the quest is given.
- A 5 minute timer will appear over the player’s unit frame showing the countdown until your PvP flag is cleared.
- The /cower emote now has an animation.
- Macros and key bindings are now saved server-side so there is no longer a need to reconfigure them when logging in using another computer.
- Shift-clicking to loot mail: You can now hold Shift and click on mail in your inbox to automatically loot any items and gold without opening the mail. This default behavior can be changed via Auto Loot Mail in the Interface Options (Controls).
- Combat Log Changes:
- The combat log now differentiates between a spell failure due to resistance and spell failure due to missing the target. Where once both events reported as a resist; a spell missing the target is now reported as a miss.
- Overhealing is now reported in the combat log.
- When a source of damage is entirely prevented (by a shield block, a full resist, or a damage shield like Power Word:Shield, the prevented amount will now be displayed.
Items
- Druids and Shaman can now use items while shapeshifted.
- The Abyss Shard has been changed to grant a passive 15 stamina bonus, but no longer removes the soul shard requirement from casting a voidwalker.
- Devilsaur Eye now increases your pet’s attack power for a short duration instead of increasing its critical strike chance. It also provides a small amount of passive Agility.
Enjoy the notes from WoW Patch 3.0.2!
Labels: patch 3.02, world of warcraft patch, wotlk, wow, wrath of the lich king
Thursday, September 25, 2008
McCain vs. Letterman
McCain vs. Letterman
In yet another example of warped priorities, an entertainer is feeling snubbed by a political figure.
John McCain cancelled his appearance on funny-man Letterman's show, citing his need to return to Washington, D.C. to deal with the pending legislation.
Letterman was not happy. He then proceeded to mock McCain, Palin, and even brought out a reknown liberal critic (Keith Olbermann) to join in the mockery.
Dave, let me tell you something:
You are an entertainer. It's just TV...not real life. I'm sorry you got your panties in a wad, but when our government is about to add $1 Trillion to our tax bill by bailing out bad loans, I'd like to have our politicians, even McCain, focusing on how to implement it (if at all), rather than just rubber-stamping whatever President Bush proposes. So get over yourself.
I know you make the big bucks because your sense of humor is great. But I'm thinking that poking fun of someone for laughs is pretty darn easy compared to helping run the country or make decisions of major economic impact. In fact, I've been mocking people for laughs since I was in elementary school.
So Mr. Letterman...lighten up a bit. Don't take yourself so seriously. My final advice? Have some cheese with your whine.
Troy Brown Quits the Patriots
Troy Brown Quits the Patriots
Troy Brown's last route as a Patriot is taking him to retirement.
The popular wide receiver announced this morning that he's ending his playing career after 15 seasons with the New England Patriots during which he set a team record for receptions while building a reputation as one of the most dependable and versatile players in franchise history.
Brown, who played one game last season and remained unsigned this year, made the announcement at a news conference at Gillette Stadium attended by team owner Robert Kraft and coach Bill Belichick.
"It's hard to let go," Brown said. "But I know, at the end of the day, I played this game the way it supposed to be played."
Brown, 37, spent his entire career with the Patriots after he was drafted in the eighth round (198th overall) in 1993 out of Marshall. His 557 catches are first in team history and his 6,366 yards receiving are second to Stanley Morgan’s 10,352. Brown, who also filled in at defensive back late in his career and was an outstanding return man in his prime, played in one Pro Bowl, after the 2001 season.
"You can't outrun Father Time, as hard as you try to do it," Brown said. "There comes a time when you say 'I can't keep up the way I used to.' "
At the press conference, Belichick, whom players said spoke glowingly of Brown in a team meeting this morning, recalled some of Brown's greatest plays, among them:
# Super Bowl XXXVIII against Carolina, when he had a big catch on first-and-20 to set up Adam Vinatieri's winning kick.
# The legendary Snow Game against the Raiders, and how his punt return set up Vinatieri's big kick.
# His TD catch from David Patten against the Colts in '01.
# His 82-yard TD reception to beat Miami in overtime in '03.
# A 2006 game against the Packers in which Brown, playing defensive back, held Green Bay star receiver Donald Driver to one catch.
Belichick spoke in depth about Brown's performance against Driver, saying the team has a photo of that play hanging in the walls of Gillette Stadium. He believes the picture epitomizes what Brown was all about as a player.
Kraft, who introduced Brown at the press conference by saying, "I want to welcome Troy Brown back to his home," also noted that the receiver was always "the consummate professional."
Kraft then revealed that team's game Nov. 13, against the Jets before a nationally televised audience, will be Troy Brown Night. The owner unveiled a poster promoting the occasion.
Brown confirmed he had passed up chances to play for the rival Jets - "I had the opportunity to do it, but it didn't feel right," he said, joking he didn't look of green and white - and talked about how much it meant to him to be a lifetime Patriot.
"The only colors you'll ever see on my back are the red, white, and blue of the New England Patriots. I'm proud to say it," he said, his eyes moistening with a few tears.
"It's a wonderful ride. I can't think of anything better in life than enjoying a Sunday afternoon playing football. Now I enjoy Sunday afternoons watching football and saying in my head, 'I can make that play.' "
source: boston.com and Mike Reiss of the Globe staff contributed to this report from Foxborough. Material from the Associated Press was also used.
Gloria Kellum - Debate in Mississippi
Boo frickedy-hoo, miss Kellum. Our governing officials are about to spend close to $1 Trillion, and you're bummed that some people may have had their plans inconvenienced. Cry me a river. Here's another thought from the genius mind of Gloria Kellum: "The final details are unfolding," said university spokeswoman Gloria Kellum. "The majority of this is accommodating the media and meeting their needs for debate coverage." This is very telling. The people being inconvenienced are the media and their needs for debate coverage. Forget the taxpayers! Forget the economy! Forget the impact of economic disaster on the poor, the small businesses, etc. The NEWS REPORTERS might have to travel to D.C. for the news this weekend instead of Mississippi. I seem to have misplaced my 'world's smallest violin', but when I find it, it will play a tune just for you, Gloria.Gloria Kellum - Debate in Mississippi
Gloria Kellum is disappointed about the possibility of the presidential debate falling through.
The university says the price tag already sits at almost $5 million in preparing for the debate. But, more than that, "Think about the thousands of people who have traveled here for this, so it's not just the university. It's about lots of people involved in this," says Gloria Kellum, Chancellor of University Relations for Ole Miss.
Alcee Hastings on Sarah Palin
Representative Alcee Hastings on Sarah Palin:
"If Sarah Palin isn't enough of a reason for you to get over whatever your problem is with Barack Obama, then you damn well had better pay attention.
"Anybody toting guns and stripping moose don't care too much about what they do with Jews and blacks. So, you just think this through."
Logical leap, anyone?
This is said, not by some irrational, raving looney blogger that can hide behind the anonymity of the internet. This is a statement by one of 435 representatives of one of the most powerful countries in the world. Where are the statesmen of yesteryear?
Can you imagine what would happen if a conservative tried to make a statement this extreme? Something like, "Anybody willing to kill unborn children obviously wouldn't mind killing a few Jews and blacks, too." That statement would be equally obscene, but the reaction to it in the media would be most severe.
Enough, already! Grow up! I know we have the freedom to make such remarks, thankfully. It's just a shame we have to use it like this. Why can't there be intelligent discussion of issues rather than just trying to scare people into thinking the way you do, Representative Hastings? Do you disagree with Sarah Palin on fiscal policy? Great! Let's hear it!
What's laughable is that Rep. Hastings thinks that we, the people, are stupid enough to swallow this line of thinking. Sure, there will be some that will agree with the statement because it falls in line with their own pre-formed opinions.
But I doubt many folks will suddenly change their minds; "Oh! Wow! I was thinking Sarah Palin was a reasonable person, but now that you put it that way, maybe she WOULD like to persecute Jews and blacks!"
I bet Rep. Alcee Hastings is trying to figure out why Sarah Palin's approval rating is 7 times that of Congress. Here's a hint: her lipstick joke, tired as it is, is funnier than the 'jokes' about racism from her opponents.
Friday, September 19, 2008
Blacks Against Obama
What is with the 'Blacks Against Obama' group?
An Obama rally was interrupted by a group of protesters holding signs which, among other things, said "Blacks Against Obama".
The protesters were shouted down by the crowd, understandably. But the signs carried mixed, hand-written messages, including one that pointed out Jesse Jackson's dislike for Obama. (That point was revealed during an interview when Jesse didn't realize his mic was still on and he made some pointed, rather disparaging, remarks about what he'd like to do to Obama's nether-region.)
The protest underscores the point that politics cannot be defined by race. Some want to equate 'blackness' with a set way of thinking; a core set of common values, beliefs and priorities. Ironic, since the 'diversity' crowd is the same crowd that is trying to homogenize people of race.
Back to the protest...they group does not appear to have any organized message. No formal website, no clear spokesperson.
I'm pretty sure that 'Blacks Against Obama' is a flash-in-the-pan group of individuals clamoring for their 15 minutes of fame. The clock is at 14:59.
Tuesday, September 16, 2008
McCain Blackberry Joke
McCain Blackberry Joke
A McCain staffer made a comment to a press member that has reminded many of the Al Gore claim that he invented the Internet.
"You're looking at an invention that McCain helped invent.", claimed a McCain staffer while holding up a Blackberry.
While clearly a joke (and probably a dig at Gore), some folks missed the humor.
Obama staffers immediately responded with scathing criticism, claiming that this statement about inventing the Blackberry was one of the most preposterous things McCain has stated. They apparently missed the sarcasm and seized on what they saw as an opportunity to belittle McCain. The McCain staff laughed at the response by the Obama team, pointing out how they take themselves a little too seriously.
Apparently, in politics, you just can't make a joke! What's really surprising is that someone hasn't implied yet that the McCain Blackberry joke has racist undertones. Give it time...someone will.
Thursday, August 21, 2008
Book Review - The Shack, William Young
Book Review - The Shack, William Young
The small Christian fiction novel, "The Shack" is burning its way through circles of friends across the country. After having 4 different friends independently recommend that I read it, I finally borrowed a copy to read.
It is short enough to easily finish in a weekend, even for a moderately slow reader. And whether your relationship with God is close or distant, it will hit you hard.
Without giving too much away, the book is about a man named Mack who experienced a great tragedy in his adult life when his daughter is abducted. The search leads to an abandoned shack where her bloody dress is found, and nothing else. Police believe it to be the work of a serial child killer. Though not terribly graphic, with that in mind, parents should be sensitive about letting children read it. And frankly many of the messages in The Shack would be lost on readers without a bit of life experience under their belt.
Years later he receives a note in his mailbox, "Meet me at the Shack. --Papa". 'Papa' is the name his wife has for God.
He goes to the shack, and yes, God is there. All three Persons of the Trinity are there...with God the Father showing up as a large black woman.
I've heard some conservative folks struggle with this aspect of the book, especially since the Bible clearly refers to God in the masculine. But the characters in the book actually discuss it. Papa basically explains that God transcends gender, and that if he showed up looking like Gandalf the Wizard that Mack would not have been able to hear the message that God needed him to hear. It was for Mack's own sake that God chose to appear as something completely different than Mack would have expected, solely to underscore the important fact that God is VERY different than we often expect Him to be.
I really hope that this doesn't become a hangup or something that would prevent someone from reading it. I would ask that readers who might struggle with that simply set that fact aside and read through it. The book is not trying to say that God is a woman.
On with the review... Through several conversations with all three Persons of the Godhead, Mack comes to understand God in a way he hadn't previously known. Most importantly, it is a personal relationship that develops, not just an intellectual one. (Mack had been to seminary, and yet that head-knowledge about God didn't seem to apply to his life.)
Though The Shack is a bit strange (I mean, having breakfast with all three Persons of the Trinity is disconcerting!), the messages within it are numerous, theologically accurate, and life-changing.
The bottom line: God really does love YOU and wants a personal relationship with you. How that plays out through tragedy is a complex and individual thing.
It also does a really neat job of describing the interaction between God the Father, Jesus (a jewish-looking Man wearing jeans and a denim shirt wood-working in the shed), and the Holy Spirit. There's a palpable love between the three of Them that creates a desire in Mack (and the reader) to join in the relationship.
I highly recommend reading it. On a personal note, the first night my wife read it she woke me up in tears in the middle of the night. God was touching her heart about some hard things in her childhood and enabled her to release some of that tension.
To sum up, The Shack, by William Young is full of life-changing, applicable messages which will touch readers of all walks. Five stars out of five!
Friday, August 15, 2008
Homemade Wind Generator
Homemade Wind Generator
I thought this was pretty cool...it's plans for making a wind turbine to store electricity which is then used in the house.
There are also plans for solar panels.
Those things costs thousands of dollars if you buy them...to make them yourself the materials cost under $200.
If you're handy and want to save on electricity (and help the environment!), check it out.
Labels: build, diy, do it yourself, electricity, generator, homemade, solar power, turbine, wind power
Tuesday, August 12, 2008
Download Wii Video Games
Download Wii Video Games
I just found out about a Squidoo lens about downloading video games and movies to your Wii from the internet:
Wii Downloads Online
Enjoy downloading new stuff to your Wii!
EMObama Bumper Stickers
EMObama Bumper Stickers
Heh. If you feel like Obama is a big, whiny, touch-feely "emo", check out the EMObama Bumper Sticker:
Emobama Bumper Stickers
Boo-fricken-hoo. ;-(
Wednesday, August 6, 2008
Too Human Cheat Codes
Too Human Cheat Codes
Too Human has been anticipated for quite a while. It is due out August 19th.
This site will list all the Too Human cheat codes as soon as they are available.
Check back if you do not find the codes you are looking for.
Labels: cheat, cheat codes, hack, hint, too human, unlockable, xbox 360
Sinking Island Walkthrough - Cheat Codes
Sinking Island Walkthrough
Sinking Island
Benoit Sokal's
Sinking Island Walkthrough by Pale Prophet
Summary
Walter Jones, a billionaire, is found dead at the bottom of a huge Art Deco
tower that he had built on a tropical island. The hotel that he had hoped
to turn into a holiday resort for the international jet set turned out to
be his last resting place.
You play the role of inspector Jack Norm. While a storm is raging, you have
three days to find out the truth behind this mysterious death.
Accident or premeditated murder?
Which of the ten people on the island at the time of the death might have
reason to want Walter Jones dead?
Gameplay
The game can be played in two modes
Adventure :
An island. A dead man. Several suspects. Be vigilant, clues can be found
anywhere.
An action-packed investigation full of surprises
Race Against Time :
Time goes by quickly. Suspects get annoyed and tension is rising.
Will you be able to solve the case in time?
The game takes place over 3 days. Certain objects can only be taken on
certain days.
There are 13 Mandates to solves, that do not have to be done in order.
This walkthrough was done in Adventure mode.
Inventory
To access your inventory objects click the right mouse button.
The click the desired object to use.
Personal Police Assistant (upper right corner)
Conatins:
Characters Database: all characters details and their locations.
Progression: shows the available mandates.
Clue Manager: material clues, photos, documents and declarations.
You can also compare clues to each other eg. prints etc.
In the Clue Manager on the upper left is the current mandate you are
doing.
Just underneath that is the Progress Bar, mandates can not be solved
until the Progress Bar is full.
(I suggest checking the PPA after collecting any evidence so that you
can see what evidence increases the Progress Bar.)
The clues that are needed to solve the mandate go under the Progress Bar.
To compare evidence click on the head in the lower rightside of the
screen.
Click a piece of evidence from the left and one from the right.
Press the compare button.
Then the evidence will join to one spot.
If there is only evidence on one side, then there is no evidence to
compare.
If there are several mandates going at once you can select one by
going into the Progression screen on the PPA, clicking on the one
you want and then going back into the Clue Manager. The selected
mandate will now appear at the top.
Madate List
1. Was Walter Jones's death accidental?
2. Who was at the Belvedere of the Tortoise on the night of Walter
Jones's death?
3. What happened between Walter Jones and Baina on the Belvedere of
the Tortoise?
4. What was the cause of W. Jones's death?
5. Was the chain that W. Jones wore around his neck stolen? If
so by whom?
6. What did W. Jones's safe contain? Is Nolent responsible for
the theft.
7. What was the crime weapon?
8. Where was the shot fired from?
9. Who seems to be a good marksman?
10. Who were the last people to go into the library before the
murder?
11. What is Simbi Laktar still doing on the island?
12. Was Hubert de Nolent's death really a suicide?
13. Are there one or more irrefutable pieces of evidence
of Marco's guilt?
Does his alibi hold water?
Hotel Floors
L1 Ground floor -
L2 - Restaurant, Kitchen
14 Suites -
15 Suites -
16 Suites - Jack's room
17 Technical Workshop
18 Heliport, Garden
19 Heliport Lougnes
20 Walter's Room
21 Walter's office, Library
22 Lorenzo's Studio
Characters
Walter Jones - Victim
Jack Norm - Inspector
Hubert de Nolent - Attorney
Lorenzo Battaglieri - Architect
Sonia Jones - Granddaughter
Marco Jones - Grandson
Billy Jones - Grandson
Martin Abruzzi - Sonia's husband
Cristina Bromski - Marco's girlfriend
Clara Jones - Billy's wife
Baina Jumhu - Kolio's daughter
Kolio Jumhu - Baina's father
At points in the game Jack will be hungry and go to the restaurant
for food, after he has finished just continue with what you were
doing before.
Also Jack's girlfriend calls from time to time and he returns to
his room to take the call more privately. Again just return to
whatever you were doing.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
___________________________________________________________
Walkthrough
Mandate 1 : The death of Walter Jones is it accidental?
Cutscene
Jack is greeted at the heliport by Hubert de Nolent the victim's
attorney.
Jack and Nolent visit the lookout de la Tortue were the body is.
Examine the corpse, look at his face, a fingernail (female)
remained embedded in his cheek, there is a injury on his forehead
and a red mark around his neck.
Take a picture. Watch the cutscene.
It's up to the coroner now to find out the cause of death.
Click on Nolent to ask him questions. Click on his file. Ask all
the dialogues.
He says he saw Baina Jumhu murder him by pushing him over the ledge.
He said Walter went for a walk around 10pm.
Said he was in his office around 10:15 - 10:30pm, to meet Walter
for a meeting.
When he didn't show he looked out the window for him
and saw Ba'i'na Jumhu quarelling with him at the Tortoise
Belvedere, then Walter fell to the bottom in his wheelchair.
He rushed over to help but it was too late. He called the police.
He worked with Walter Jones over 20 years and it was an excellent
relastionship.
He said that Walter was mentally "solid as a rock".
We nee to compare evidence!
Open the Clues Database in the PPA.
The Question at the top is "Was Walter Jones's death accidental?"
Double click Nolent in the Declarations to get up his statements.
We want no. 3 "Nolent explains that no natural causes could be
responsible".
Drag it to the DEC icon on the left column and drag the picture
of Walter Jones to the PIC icon next to it. Press ok at the bottom
to compare evidence.
Final Conclusion
Mandate 1. Was Walter Jones's death accidental?
DEC (1)
"Nolent explains that no natural causes could be responsible".
Mandate 1 Resolved
The death of Walter Jones seems to be criminal!
New mandates are now available.
2. Who was at the Belvedere of the Tortoise on the night of
Walter Jones's death?
4. What was the cause of W. Jones's death?
Talk to Nolent again. But he know nothing about medicine!
Go up the ladder, cutscene, Jack says that it was murder.
Nolent gives him a list of everyone on the island and the
key to a room for him to stay in.
Track marks appear next on the screen, take a photo of them.
He was not alone before the fall and his wheelchair moment was
chaotic.
Pickup the small balls in the lower rightside of the screen.
Open the PPA and check the new evidence.
The small balls are beads (pearls) from a necklace.
Click to go back down the cliff, and you will first stop at
the wheelchair.
Examine the wheelchair. Pick up the necklace on the ground.
Examine the wires and find "there is a piece missing on the
armrest".
Examine the handle on the wheelchair and click on the
fingerprints.
Jack says that he'll need some Graphite power to take the
print,and that the architect might have some.
So let's go and see him first so we can get the graffite
power.
Check in the PPA to see where Lorenzo is. He is on Promenade
Beach.
Get back up the cliff and off we go!
Head towards the upper left of the screen, now the bottom of
the screen.
Now there are two ways to go. First go to the upper left.
Pickup the piece of cloth on the left, on the rock.
"To what does this piece of cloth belong". It looks torn!
Now back to the track and follow the other path on the lower
left.
Keep following the path around to the left.
Here there are some prints to examine and take a photo of,
"there were two people following Jones that evening."
Keep going along the path, down the bottom of the screen.
Cutscene, someone (Baina) stretching then runs off.
Jack looks left and hears Sonia Jones and Lorenzo Battaglieri
talking.
He goes on down to the beach to them.
Talk to them both, use all dialogues.
Lorenzo
Jack will ask to photograph his shoes, to compare prints.
So let's compare them. Open up the compare screen.
Click, from the left, the "Track found under the arbar".
From the right, click the "Picture of Lorenzo's shoe soles."
Incorrect Macth!
Talking to Sonia, Jack takes a photo of her hands.
Check the Photo, all her fingernails look fine.
Jack will ask to photograph Sonia's shoes, to compare prints.
Talk to Lorzeno again he askes about Sonia.
Talk to Sonia again about what Lorenzo had said.
Go back up to the path and follow after Baina.
Cutscene, Jumhu is stretching again and then continues running.
Follow after her to the right to the front of the hotel.
Baina is on the right go to her. She jogs away.
Again follow her onto the beach until you reach her hut.
Look at the dark spot on the ground near the entrance.
See foot prints and take a photo.
They are the footprints of the Baina.
Compare prints. "Baina's footprints" right and "Bare footprints"
on the left.
They Macth!
Now we have some evidence for the mandate 2. Drag the new PIC
under the Mandate.
Talk to Baina.
Jack takes a photo of her hands. She has a broken fingernail.
Compare: "Picture of Baina's hands" with "W. Jones's face".
Ask her all questions, she never answers.
Talk to Kolio, Baina's father and ask all questions.
Jack will take a photo of his shoes.
Kolio will tell you to talk to Lorenzo, to find out what Baina
and Walter may have argued about.
So we need to Lorenzo again to ask more questions.
First, have a look in their hut.
Take the broken pearl necklace.
Compare it to the beads. It matches and the Progress Bar is
now longer.
Drag the "Beads from Baina's Necklace" to the mandate area.
Now take the Gift.
Open Kolio's chest and take the "Letter from W. Jones to Kolio."
Go back to talk to Kolio again and ask all questions.
Now back to Lorenzo on the beach.
Talk to Lorenzo and Sonia.
Now remember will wanted the Graphite powder, let's go and find it.
Floor 22 for Lorenzo room.
Go ito the hotel, go to the bottom centre of the screen,
cutscene.
Go left a few times to the counter and pickup a "Menu" and a
"Pamphlet".
Go up screen and look at the notice, "this elevator is out of
service",so cross to other side of the room. Over to the elevator
in the corner.
This elevator only goes to floor 18, go there and get off.
go right into the building then lower left corner to another
elevator.
Go up to floor 22 and enter Lorenzo office.
Look in the cabinet on the left and take the "Biathlon Gold Medal".
Look in the cabinet on the right, take the "Lorenzo's ripped jacket".
Compare the piece of "cloth" to "Lorenzo's jacket", it's a match!
Go and update the mandate screen with this info.
Now walk down the steps, then into the next screen and look at the
computer.
Pick up the "small pad of paper" and the "pencil".
Notice the pencil sharper can be used and we want powder for
collecting prints.
Use the "Pencil" on the pencil sharper, use the handle and then
open the draw and take the "Graphite powder".
Now let's go back and get the fingerprints of the wheelchair.
Out of the hotel to the bottom left of the screen, left again
back to the cliff.
Use the "Graphite powder" on the wheelchair and take a photo.
Now to get Baina fingerprints so go back to get her hut.
Talk to Baina, Jack will take her fingerprints.
Compare Baina's prints to the prints on the wheelchair.
It's a match.
Add Baina's fingerprints on the handle of the wheelchair the
the mandate.
Talk to Kolio, Jack will take his fingerprints, ask Kolio all
questions.
Now back to Lorenzo to ask him about his jacket.
Lorenzo is now in the Technical Workshop on floor which is on
the 17th floor.
Cutscene, talk to Lorenzo, Jack takes his fingerprints,ask all
questions.
Check the mandate and add
"Lorenzo affirms that he saw everything and that W. Jones tried to
attack Baina."
Talk to Sonia again.
Now we know Hubert de Nolent was there he told us, so we need to
check his shoes.
He is in the library on the 21st floor.
Talk to Nolent, Jack will take a photo of his shoes.
Compare "Track found under the arbor" to "Picture of Nolent's shoe".
It's a match. Add "Picture of Nolent's shoe prints" to the mandate.
Ask Nolent all questions.
Check the mandate, some declarations can be added. So add
"Nolent saw Baina and Lorenzo outside last night"
"Noletnt clearly saw Lorenzo running from the belvedere last night"
Back to Lorenzo on 17th floor, because he never mentioned seeing
Nolent here.
Check the mandate it now full, add Lorenzo statement.
"Lorenzo did see Nolent on the night of W. Jones death."
And press ok to update confirm your mandate ideas.
Final Conclusion
Mandate 2.
Who was at the Belvedere of the Tortoise on the night of
Walter Jones's death?
DEC (4)
"Lorenzo affirms that he saw everything and that W. Jones
tried to attack Baina."
"Nolent saw Baina and Lorenzo outside last night"
"Noletnt clearly saw Lorenzo running from the belvedere last night"
"Lorenzo did see Nolent on the night of W. Jones death."
M (2)
"Beads from Baina's necklace"
"Scrap of one of Lorenzo's jackets"
Mandate Resolved
Lorenzo, Baina and Nolent all went to the Tortosie Belvedere the
night before!
New mandates are now available.
3. What happened between Walter Jones and Baina on the Belvedere
of the Tortoise?
New mandate has been unlocked no.3, go and check it.
Now we aleady have enough evidence to complete most of this mandate.
Only one piece left to get.
DEC (2)
"Lorenzo affirms that he saw everything and that W. Jones tried
to attack Baina."
M (1)
"Bead from Baina's Necklace."
PIC (1)
"Picture of Walter Jones's face."
P (2)
"Picture of chaotic footprints."
"Picture of skidmarks from Walter Jones' wheelchair."
Talk to Lorenzo again.
Talk to Sonia again.
Now back to talk to Nolent again as they were the three people
involved.
The Mandate is now full.
Use "Nolent saw Baina push Walter Jones off of the cliff."
Final Conclusion
Mandate 3.
What happened between Walter Jones and Baina on the Belvedere of the
Tortoise?
DEC (2)
"Lorenzo affirms that he saw everything and that W. Jones tried to
attack Baina."
"Nolent saw Baina push Walter Jones off of the cliff."
M (1)
"Bead from Baina's Necklace."
PIC (1)
"Picture of Walter Jones's face."
P (2)
"Picture of chaotic footprints."
"Picture of skidmarks from Walter Jones' wheelchair."
Mandate Resolved
A dispute with Baina is what caused Walter Jones's fall.
Jack goes to bed.
Day 2
Cutscene: We are told that the autopsy report was faxed to Nolent.
Check the mandates, there's only one now. What was the cause of
W. Jones's death?
The mandate only needs one piece of evidence. Obviously the autopsy
report.
Off to get it from Nolent, he's is in the library.
Nolent gives the fax to Jack. It's time to start an official
investigation.
Let's look at the autopsy reprt.
It was murder, a gun shot killed him.
Add the "autopsy report" to the mandate.
Final Conclusion
Mandate 4. What was the cause of W. Jones's death?
D (1)
"autopsy report."
Mandate Resolved
Walter Jones died from a gunshot wound to his back, which perforated
his right lung.
New mandates are now available.
5. Was the chain that W. Jones wore around his neck stolen? If so by
whom?
7. What was the crime weapon?
8. Where was the shot fired from?
Check them all to see how much evidence each mandate now has
available.
5. Was the chain that W. Jones wore around his neck stolen? If so
by whom?
2/8 pieces for mandate no. 5.
M (1) - "Chain fragment."
D (1) - "autopsy report"
7. What was the crime weapon?
1/3 pieces for mandate no. 7.
D (1) - "autopsy report"
8. Where was the shot fired from?
1/4 pieces for mandate no. 8.
D (1) - "autopsy report"
Talk to Nolent again, ask all questions.
We need to get the access keycard from Lorenzo, he's in his studio,
22nd floor.
Lorenzo is at his computer. Cutscene Jack is given the keycard.
But it doesn't open all door just yet!!!
Talk to Lorenzo and ask him all questions.
Check the mandates, no.5 now has another piece of evidence to add.
DEC - W. Jones wore his chain, as always.
Lorenzo tells Jack that Walter kept guns in his office.
Back down to 21st floor and into Walter's office.
Cutscene Lorenzo sends a message for help to evacuate the buiding.
Go through the library and into Walter's office.
If you look out the window you will see that the ocean has covered
the island.
Take a photograph of the picture of Walter Jones on the wall.
Check the mandates, no 5. can be updated with the "Walter's painted
portrait".
Goto the right of the screen. See the rifle cabinet, look in it.
Open both the draws, take a rug from the right draw.
Use the small pad of paper on the bottle in the right draw to get
"flax oil stain" evidence for the guns, pick up the "Bottle of flax oil".
Look at the different amnunitions, find the box for the Winchester 270.
Now look at open the doors and check each rifle.
There are two 270 winchester rifles in the cabinet.
Use the rag on each one to check for powder residuals.
The top 270 Winchester has the powder on it.
Check mandate no.7, we now have another piece of evidence to add
"Rag stained with burned powder."
Use the "Graphite powder" on the gun to get any prints off it.
Take a photo of the prints and of the scratches on the rifle.
Add the "Picture of scratch on the murder weapon" to mandate no. 8.
Take the 270 Winchester.
Final Conclusion
Mandate 7. What was the crime weapon?
D (1)
"autopsy report"
M (2)
"Rag stained with burned powder."
"Telescopic bolt-action rifle."
Mandate Resolved
The Blazer carbine bolt-action rifle with telescope on the gunrack in
WJ's office is the murder weapon.
Now look at Watlter's desk. There are two areas on the desk to examine.
Look to the right of the desk, you'll see the desk from above.
Take the photo of the family safari, open the draws on the rightside
of the desk.
The bottom draw can be used, but we don't have what is needed yet.
Try to open the leftside draws, they won't open. notice the flashing
light.
A small spot on the lower left of the desk, takes you to the back
of the desk.
There are some screw there that need to be undone.
But Jack doesn't have anything yet to do that.
Go back into the library and look at the window.
There is something on the window sill. Take a photo.
Take the "Woodchips".
We now have another piece of mandate no. 8. Add the "Woodchips".
Now we combine the "Picture of Windowsill" with
"Picture of scratch on the murder weapon."
Now we have all the evidence for mandate no. 8.
Final Conclusion
Mandate 8. Where was the shot fired from?
D (1)
"autopsy report"
M (1)
"Woodchips"
PIC (2)
"Picture of the library windowsill with woodchips."
"Picture of scratch on the murder weapon"
Mandate Resolved
The rifle was shot from the window of Walter Jones's library.
New mandates are now available.
9. Who seems to be a good marksman?
10. Who were the last people to go into the library before the
murder?
Check them all to see how much evidence each mandate now has
available.
Add the "Photo of family safari" and "Biathlon Gold Medal" into
mandate no. 9
5. Was the chain that W. Jones wore around his neck stolen?
If so by whom?
4/8 pieces for mandate no. 5.
M - "Chain fragment."
D - "autopsy report"
PIC - "Picture of Walter Jones' painted portrait"
DEC - "W. Jones wore his chain, as always."
9. Who seems to be a good marksman?
2/9 pieces for mandate no. 9.
M - "Biathlon Gold Medal"
PIC - "Photo of family safari."
10. Who were the last people to go into the library before
the murder?
0/1 pieces for mandate no. 10.
Examine Nolent's desk. Open the top draw and take the letter of
"Renunciation of placement under psychiatric supervision."
In the second draw take the "Letter from W. Jones to Nolent."
In the bottom draw take the letter for
"Concililation before placement under psychiatric supervision."
Look around the rest of the library.
On the leftside of the door to Walter's office is a bookcase to
examine.
Click the on the fourth row to examine them.
"Books on very different subjects, in english, in german, in
french, there's a spainish one here. Strange for someone as
organised as Walter Jones!"
The last bit is the clue, using the book on the shelf spell out
walter by using the author's names.
So:
Deep Ocean Tragedy by W. Swan Kimer
Human Destiny and Violence by Amartya D. Sunny
Plan 8: a planet in trouble by Lester J. Jackson
Drop by T. C. Richter
Le quotidiien est une douleur by Eric Royon
Les 40emes rugissants by R. Daniel
Cutscene: a liquor cabinet opens behind the bookcase, examine it.
If you click on the liquor bottles Jack says that he no longer
touches this.
There is one bottle there that is water, on the rightside on the
fourth shelf.
Click on the water. Another secret cabinet is opened on the
otherside of the door.
Take the what is on the shelf. It's a "file on Hubert de Nolent."
Now let's go and talk to Lorenzo since he has a Biathlon gold medal.
He's still in his studio on the 22nd floor, up we go.
Talk to Lorenzo about his medal. Add his answer to mandate no. 9.
"Lorenzo admits to having been a good marksman,"
Compare his fingerprint to the one on the rifle.
Continue to ask him questions.
The computer should be able to tell us who was the last person in
the library.
But Lorenzo will need the access code first.
He knows Jones hid the code somewhere in his desk.
Now we need to get into Walter's desk and find the code.
Remember the screws on the back of the desk. We just need to
something to use.
So let's start by looking in the Technical Workshop.
So down to the 17th floor.
Let talk to Sonia first. Jack will take her fingerprints. Ask
all questions.
Compare her fingerprint to the one on the rifle.
The check the mandates again. There is new evidence for no.
5 and 9.
Add into mandate no. 5 "Sonia confirms that W. Jones was wearing
his chain."
Add into mandate no. 9 "Sonia admits to having participated in
the safari."
Back to looking for something to open the draw.
Go to the right, there are some big machine on the next screen.
Now go to the lower right into the next screen. There are 4 objects
to get here.
On the ladder pick up the "Welding gloves".
Now on the floor just to the right of Jack pick up the "Blowtorch".
Next on the leftside of the bench pick up the "Screwdriver", just
what we wanted.
In the cabinet on the rightside pickup the "Welding Goggles".
Examine the machine on Jack right. There are 2 hotspot on it.
Try the screwdriver, it doesn't work, so it that can't be used yet.
Continue around the round going to the lower rightside again.
It looks like the lunch room. Continue to the right again. Back
to the elevator.
Now we have the "Screwdriver" lets go back to Walter's office on
21st floor.
Back to Walter's desk. Examine the back of it and undo the four
screws.
The back panel is removed. Now undo the four screws on the two draws.
Open the bottom draw, nothing there. Open the second draw and
take the "Marco Jones' electoral campaign press book." Read it.
Marco was one of the best marksmen in his class at military school.
Add this to mandate no. 9.
Now check the top draw, but it is stuck. The screwdriver doesn't
help.
Try the screwdriver on the otherside of the desk in that right
bottom draw.
Again the screwdriver doesn't work we'll need something elese to
open it.
So lets go and talk to Marco. Use the PPA he's at the heliport on
the 18th floor.
Get off the elevator and go into the building, then go up the
stairs.
Now go to the bottom right of the screen, then out onto the
heliport.
Marco and Billy are there. Talk to both, Jack get prints from each.
After talking to Marco check the mandate. No. 9 can have two things a
dded to it.
Add "Marco admits to having been a good marksman," and
"Marco admits to having participated in the safari."
Now talk to Billy, and then check the mandates when finished.
No. 9 can be update, "Billy admits to having participated in the
safari."
So now what to do. In the safari photo there is Walter, Sonia, Marco,
Billy and someone else with a gun
Since we have now talked to all the grandchildren and Lorenzo
about shooting,
and have taken their fingerprints and checked them, we still
need to take
Nolent's fingerprints to check with the gun and to talk to him.
Use the PPA, he's in the heliport lounges on the 19th floor.
Back out of the heliport and up the stairs on the rightside.
Go right and right again Nolent is sleeping in a chair.
Jack takes Nolent's fingerprints. Compare them with the gun.
It's a match.
Talk to Nolent and ask all questions. Yes Nolent was in the safari.
Mandate no. 9 can be now be updated with "Nolent admits to having
participated in the safari", and the bar is full to check to mandate.
Final Conclusion
Mandate 9. Who seems to be a good marksman?
D (1)
"Marco Jones' electoral campaign press book."
M (1)
"Biathlon Gold Medal"
PIC (1)
"Photo of family safari."
DEC (6)
"Lorenzo admits to having been a good marksman"
"Sonia admits to having participated in the safari"
"Marco admits to having been a good marksman"
"Marco admits to having participated in the safari"
"Billy admits to having participated in the safari"
"Nolent admits to having participated in the safari"
Mandate Resolved
Lorenzo, Marco, Nolent, Billy and Sonia are all good marksman.
But Lorenzo has the medal to show he must be excellent, and
Marco was also considered to be the best.
We still need to complete mandate no. 5, about the necklace
and mandate no. 10, the last person in the libray.
So it's time to talk to the rest of them.
So we'll just talk to the closest people first.
Let start with Lorenzo again back up to 22nd floor.
Ask all question, check the mandate no. 5 it needs to be updated.
"Lorenzo confirms that W. Jones was wearing his chain."
Cristina is in her room, let talk to her in room 141 and then search
the rooms.
Go down to the 14th floor and use the keycard on Crsitina's door 141.
Enter and walk to the bottom of the screen.
On the table on the right take the "Invitation cards to heirs from
W. Jones".
Now enter the bed room and talk to Crstina, Jack takes her
fingerprints.
Open the case near the bed and take the "Condoms".
Near the door examine the trash can and find four things.
"One-way airline ticket Atlanta-Moscow"
"Return airline ticket Moscow-Sale"
"Goum's gloves receipt of purchase"
"Goum pharmacy receipt of purchase"
Talk to Cristina again about the "Condoms".
Exit the room and go into the suite across the hall from it.
Enter Sonia and Martin's room, go into the bedroom.
Enter the bathroom on the right and open the draw and take the
"hairpin".
Go near the bed. Use the "Hairpin" on the case and take the
objects out.
There's a "Turtle box" and "Wedding rings" that belong to Walter.
In the table by the bed take the "W. Jones speech" and "Wedding
invitations".
How did Sonia get these. Lets finish searching the rooms.
Room 151, Hert de Nolent's room. Into the bedroom on the right
is a safe.
Let's crack. Remember the "Blowtorch" we found, use that on the
safe.
There's the key!!! Use the "Graphite powder" to get prints and
then take a photo.
Now take the key. Compare the key print to Nolent's. It's a match.
Now add this information to the no. 5 mandate.
"Picture of Nolent's prints on W. Jones' key."
Ok now across the hall into room 152, Clara and Billy's room.
Go and check the bedroom and check there bags but we can't open
these ones.
Now we need to talk to Sonia and Nolent. So lets talk to Sonia first.
She's in the garden on the 18th floor. Ask all questions.
She says that the objects were taken by Nolent and that she took
them off him.
Now back to Nolent abou the key. He's still in the heliport lounges.
Nolent said he took the key and the safe was empty.
Then said he took the key and took the contents of the safe.
Now we have enough evidence for mandate no. 5. by adding
"Nolent pretends that he took the key only to help W. Jones."
Final Conclusion
Mandate 5.
Was the chain that W. Jones wore around his neck stolen? If so by whom?
D (1)
"autopsy report
M (1)
"Fragment of W. Jones chain"
P (1)
"Picture of Nolent's prints on W. Jones' key."
PIC (1)
"Picture of Walter Jones's painted portrait."
DEC (4)
"W. Jones wore his chain, as always"
"Lorenzo confirms that W. Jones was wearing his chain."
"Sonia confirms that W. Jones was wearing his chain."
"Nolent pretends that he took the key only to help W. Jones."
Mandate Resolved
Hubert de Nolent stole WJ's key from around his neck.
At this time we only have one mandate available to do no. 10.
Let's go and talk to Billy and Martin in the Dining room.
Down to L2 and walk down screen. Talk to Billy ask all questions.
Jack will take a photo Martin's finger prints.
Ask Martin all questions. Exit the Dining room and left down the
stairs.
See that L1 is now under water. Go up the stairs on the left.
Now walk to the bottom of the screen into the Kitchen.
Walk over to Clara, who's clearning the floor.
On the left, open a draw and take the knife out. Jack take
Clara's prints.
Talk to Clara about all the questions.
But we still need to get the Code from Walter's desk for Lorenzo.
So back to Walter's Office and his desk.
In the bottom right draw try the knife.
It works, take the "W. Jones' file on his heirs".
Let's go and talk to Kolio, he's on the 20th floor at Walter's room.
And now we can use the key to get in. So into Walter's room.
Follow Kolio around to the left and talk to him about everything.
Just in front of Kolio, there is something to use, under the
painting.
A small slot opens and there is a red flashing light in it.
We can't do anything with that yet.
Go into the bedroom and take the "Gold wheelchair 2005 manual" off
the small left cabinet in the corner of the room.
Take the documents off the table on the right.
"Agreement for social domiciliation of the Jones company in
the Maladives."
"W. Jones' Maladivian nationality agreement."
Examine the safe on the right of the screen. Use the key to
open it.
New mandate is now available.
6. What did W. Jones's safe contain? Is Nolent responsible for the
theft.
We already have all the evidence we need for this mandate.
So Sonia took the things that Nolent was stealing out of the safe.
Final Conclusion
Mandate 6.
What did W. Jones's safe contain? Is Nolent responsible for the theft.
D (2)
"W. Jones' Speech"
"Wedding invitations"
M (2)
"Turtle box"
"Wedding rings"
DEC (3)
"Sonia explains the circumstances under which she stole the items
from the safe."
"Nolent confirms that he opened Walter Jones's safe."
"Billy confirms what Sonia says regarding the safe and Nolent."
Mandate Resolved
Sonia, with Nolent's help, stole the regalia for the marriage
between W. Jones
and Baina
Cutscene Jack is hungry again and goes to the restaurant.
There Lorenzo is says it's urgent that the suites are evacuated
and that they
all should go to stay in the heliport lounges.
Nolent also says that he will reveal information about the murder
tomorrow.
Jack wakes up in the heliport lounges.
DAY 3
Things we still need to do.
So we still need to get the code from Walter's desk.
And find out what the red flashing light on the desk is for.
We also need find out what the red flashing light in Walter's
room is for.
And we need to talk to Nolent about the information he was going
to tell Jack.
Head off, but we don't get very far before a cutscene,
Lorenzo tells of a hotair balloon for them to escape the island.
Nolent is in the library, lets go and talk to him.
Nolent's dead across his desk. Look at Nolent. Cutscene.
New mandate is now available.
12. Was Hubert de Nolent's death really a suicide?
Take a photo of Nolent. Add the "Picture of Nolent's face" to the
mandate.
Pick up "Nolent's ripped suicide letter" to the left of Nolent's head.
Take the pen from the holder and use it to get the gun from Nolent's hand.
Now use the "Graphite powder" on the gun to get prints.
But there are no traces of fingerprints on the gun. Take a photo of the gun.
The murderer might have worn gloves.
Check the mandate and update it with, "Picture of pistol without prints."
Pick up the gun.
Take the "Remote control" from Walter's wheelchair out of Nolent's pocket.
Now let's go back into Walter's office and to his desk with the flashing
light.
Use the remote on the red flashing light. Now you can open the top draw.
Top draw has a button of key to use, use it, notice the cutscene.
The statue near the portrait opens a small secret draw, have a look in it.
Take the "code", at least. Now let's go give the code to Lorenzo.
Upto the 22nd floor and Lorenzo studio. Lorenzo is near his computer.
Cutscene.
Receive a "Print-out of consultation for the library lock from 9-11:59pm".
Now we can complete mandate no. 11.
Final Conclusion
Mandate 10. Who were the last people to go into the library before the
murder?
D (1)
"Print-out of consultation for the library lock from 9-11:59pm".
Mandate Resolved
Nolent and Simbi Laktar are the last people to have been present on the
crime scenes.
Cutscene.
New mandate is now available.
11. What is Simbi Laktar still doing on the island?
We have one piece of evidence for this mandate so far.
"Movements of Simbi Laktar's keycard during the night of the murder."
Talk to Lorenzo about everything. You'll need to talk to Lorenzo a few
times.
After talking about everything check the mandate, it can be updated.
Add to mnadate no. 11.
"Lorenzo says that Simbi Laktar is an ex-employee, who was fired
15 days ago."
Add to manadte no. 12.
Add "Lorenzo claims that Nolent is not the suicidal type."
We need to back to the Technical Workshop on the 17th floor to look
for clues
about Simbi Laktar.
Go down to the 18th floor then over to the elevator.
Notice that there is something in the plant next to the elevator.
Pick it up.
It's a "Piece of a letter to Isabella Jones" and it has a piece
ripped off.
Compare it with "Nolent's ripped suicide letter." It's a match.
Now we have all the evidence to complete mandate no. 12.
Final Conclusion
Mandate 12. Was Hubert de Nolent's death really a suicide?
D (1)
"Letter from Nolent to Isabella Jones, divied into two pieces."
PIC (1)
"Picture of Nolent's face."
DEC (1)
"Lorenzo claims that Nolent is no the suicidal type."
P (1)
"Picture of pistol without prints."
Mandate Resolved
Hubert de Nolent's death is a murder masquerading as a suicide!
Ok, now back to the Technical Workshop, the elevator is no longer
working.
Enter the staircase and go down to the 17th floor. Look around.
Billy and Clara are in the lunch room, talk to them both.
There is no sign anywhere that Simbi Laktar was here.
So time to talk to everyone.
Exit the workshop and back to the heliport lounges.
Go to the rightside of the lounges, first talk to Sonia.
Continue right to Cristina. Cutscene. Look at the bags near her.
Jack will ask to look at them. Open them both, the small one has
nothing.
The bigger bag has "Walter Jones - Marco relation file" and
"Altar diagram" for the chapel. Now talk to Cristina about
everything.
Go left and talk to Martin about everything.
Go out to the garden to talk to Marco about everything.
Now let's go back to see Lorenzo.
There is now something on the floor in front wheel, to pick up.
It's an "Allen wrench". Now talk to Lorenzo.
Let's key the "Allen wrench" on the machine that was in the Technical
Workshop.
So back to the 17th floor.
Examine the machine, it's a shredder. Use the "Allen wrench" on the
teo bolts.
Now open it up. Take the "Pieces of stained "Goum's gloves" at the
bottom.
They match the receipt found from Cristina and Marco things.
Look at what is blocking the shredder. Use the "Graphite powder" on
the keycard.
Then take a photo of the print. Now compare the photo to Marco Prints.
Add this new evidence to mandate no. 12.
"Picture of Laktar's keycard with Marco prints".
Now compare the "Pieces of stained "Goum's gloves" to the
"flax oil stain".
It's a match! "Picture of Laktar's keycard with Marco prints.
" add to mandate 11.
Back to talk to Marco in the garden.
Talk to Marco about everything.
Marco says that Lorenzo gave him that keycaard.
So let's go and ask Lorenzo, back to the 22nd floor.
Talk to Lorenzo, then it's time to finish mandate no. 12
Final Conclusion
Mandate 11. What is Simbi Laktar still doing on the island?
D (1)
"Movements of Simbi Laktar's keycard during the night of the murder."
DEC (1)
"Lorenzo says that Simbi Laktar is an ex-employee, who was fired
15 days ago."
"Lorenzo believes that he misplaced the keycard."
P (1)
"Picture of Laktar's keycard with Marco prints."
Mandate Resolved
Marco used Simbi Lakar's card on the night of the murder.
New mandates is now available.
13. Are there one or more irrefutable pieces of evidence of Marco's guilt?
Does his alibi hold water?
We already have half the evidence needed for this mandate.
Talk to Cristina and receive some new evidence to add to the mandate
"Cristina indentifies the gloves as belonging to Marco"
Talk to Sonia, she seems certain that Martin sleep with Cristina.
So lets go back to there rooms to look for evidenece.
In 412 Sonia and Martin's room, on the bedroom floor, the is a condom
wrapper.
Use "Graphite powder" to get the prints, then compare with Martin's
print.
It's a match, and we know that Cristina has Russian condoms.
So back to talk to Martin then add the mandate with
"Martin admits that he was sleeping with Cristina on the night of
the murder."
Now back to Sonia for the last bit of evidence.
"Cristina admits that she was sleeping with Martin at the time of the
murder."
But before we solve the mandate, we still want to see what was in
Walter's room.
Now let's go and see what the "remote control" opens.
Back to Walter's Suite on the 20th Floor.
Around the left and back to the painting. Use the "remote control
" on the light.
The spot below the painting is a door, you can now go down it by
clicking on it.
We have found the Chapel. Goto the left then pick up four
"Fertility statuettes".
Look at the alter. There are four holes in the top of it.
Look at the "Altar diagram" to see how the "Fertility statuettes"
are place.
Place the statues and the door open. Take the "Marriage Certificate"
Now we can do the mandate
Final Conclusion
Are there one or more irrefutable pieces of evidence of Marco's guilt?
Does his alibi hold water?
P (1)
"Marco's prints on ex-employee Simbi Laktar's keycard."
"Picture of Cristina's condom wrapper with Martin's prints."
DEC (3)
"Cristina indentifies the gloves as belonging to Marco"
"Martin admits that he was sleeping with Cristina on the night of
the murder."
"Cristina admits that she was sleeping with Martin at the time of
the murder."
M (6)
"Bottle of flax oil."
"Pieces of Marco's stained gloves."
"Goum's gloves receipt of purchase."
"Goum pharmacy receipt of purchase."
"Return airline tickets Moscow-Sale."
"One-way airline ticket Atlanta-Moscow."
Mandate Resolved
Marco's gloves in the technical workshop's garbage disposal accompanied
by Simbi Laktar's card make him the murderer. He was not with Cristina
on the night of the murder because she was sleeping with Martin in
Sonia's room!
Cutscene.
Now go and arrest Marco. Go back to the lift and use the "remote control"
to get back into Walter's room.
Then to Lorenzo's studio where Marco is.
Cutscene the end.
source:gamespot
Enjoy the Sinking Island Walkthrough - Cheat Codes!