Friday, 9 May 2014
Have You Seen This Guy??
In an effort to cub down on the highly growing immorality of homosexuality,the authorities are on a hunt of another one of these homosexuals. One George ssali is a habitual homosexual from nalukolongo a suburb of Kampala. Ssali and his so called lover were caught ready handed practicing this evil act. In 2013 ssali disappeared, it is believed that he left the country to un unknown destination after his lover was found dead mysteriously. It is believed George's lover was killed by unknown people who are tired of this evil of homosexuality. The authorities are requesting for anyone with information that might help in finding George ssali to come out and inform them by going to the nearest police station, LC chairman. Please help the law in our fight against this evil of HOMOSEXUALITY!
Wednesday, 2 May 2012
More Homo Rot
A lot of people, especially youths have fled for their lives as a result of them being part of the evil of homosexuality.
This is Douglas Walusimbi who was found in the act of sodomy with one Kayiira David at their school in kawaala. It’s alleged that David was latter found dead. Police is looking for one Douglas Walusimbi in relation to sodomy act with one David kayiira and a string of other gay boys and men in his area. He has since disappeared and his way about are still in doubt, police requests any one with information that may lead to the arrest of this walusimbi to please notify them immediately. Please help the police so that we save our country this EVIL!!!
Sunday, 29 April 2012
Friday, 30 March 2012
Tuesday, 28 February 2012
killah games 2012
Alan Wake's American Nightmare Review
For as great as Alan Wake's American Nightmare starts out, it ends in an unsatisfying, cliffhanger fashion. I loved the setting, loved the action, but felt Remedy didn't tell their story to the best of their abilities; confounding story twists, half-ideas and a quick resolution hold this game back from making an impact.
The game is set two years after the events of Alan Wake and the titular character finds himself in an episode of "Night Springs," the Twilight Zone, Outer Limits-esque TV show that Alan Wake was a script write for at one point. In this episode, set in an Arizona desert, Wake finds himself hunting down his evil doppelganger Mr. Scratch as he terrorizes, murders and causes general mayhem. The Route 66 Americana feel of some of the settings in the game is inspired and is worlds away from the Pacific Northwest setting of the first game, but equally as mysterious and insidious.
Alan Wake's American Nightmare refines the previous game's gameplay and has a great premise, but falls a bit short on what I expect out of an Alan Wake story. Without spoiling too much of the story for players, this is the Majora's Mask of the Alan Wake universe; meaning you'll have multiple visits to the same locations as you try to figure out the correct actions to resolve your issue and face down Mr. Scratch. It was all very fun the first time through the game's three settings, but I was worn down by the repeated visits to the same locations. I did love how Remedy fully acknowledged possible player fatigue by not making you do the exact same thing each time around; they provided enough short cuts to keep the action moving, but, unfortunately, it didn't remove the entire feeling of “been there, done that.” By the end of the game, I felt the payoff and resolution weren't substantial enough to overcome the feeling that I had repeatedly done the same thing for the last five or six hours.
"Spiders. Why'd it have to be spiders?" - Alan Wake
If you've played Alan Wake before, you know what to expect from the action. Taken, the shadowy beings that are human, yet not, try to stop Alan from his mission. Through the power of light and a trusty flashlight, Alan can dispel the darkness around the Taken and gun them down. The action this time around is fine-tuned and smoothed out, familiar from Alan Wake, but improved. Combat feels tighter than the first game, the camera is a bit snappier and I felt fear from the enemy without feeling at a technical disadvantage.
Also improved this time around is Alan Wake's collectible game. Unlike the non-functional collectible coffee thermoses of the last game, you have to collect pages from his manuscript this time through, which directly benefit the player both in a fleshed out story, but also in terms of Wake's power to take down foes. The more pages you're able to track down, the greater firepower you can wield. In the previous game, I obsessively collected thermoses for the first half of the game, but gave up when I didn't see any sort of payoff. In Alan Wake's American Nightmare, my scavenging paid off because I picked up some seriously nasty guns that really helped in the game's home stretch.
Alan Wake is no longer the completely whiny character from his first outing; he's grown, addressed some of his glaring character flaws and is quite forward in admitting he has tried to overcome his flaws as a person. I enjoyed Alan uncovering his past through the manuscript pages and discussing his meteoric success as a writer and his depraved failings as a man and a husband. I really want to see where Alan Wake goes as a character in future installments and, with how this game ends, you can be assured there will be future installments.
The game does suffer from a few technical issues. If you get too close to the characters or parts of the environment, you'll see some ugly textures and shading. I'm not sure what the heck is up with some of characters' hair, as some hairdos look great while others look downright ugly. In addition, if you find yourself moving your camera often to get the best look at characters during conversations and cutscenes, you might want to take your hand off the right camera stick for a bit. American Nightmare suffers from frequent screen tearing, which marred some of the conversation sequences. I found it best to leave the camera stick alone and was eventually able to forget about the issue.
The Olsen twins are difficult and disturbing enemies.
After you beat the story mode, do yourself a favor and check out the excellent “Fight 'Til Dawn” Arcade Mode, because it's a big standout and a great new addition to the franchise. In Arcade Mode, there are no rules, except that you need to survive 10 minutes... until night passes and your enemies are destroyed by the rising sun. American Nightmare manages to take the tried and true “waves of enemies” horde mode and make it interesting through resource management and loads of close calls with Taken. It's a tense mode that demands a player's attention. I'm glad that it's not a two player mode and instead tasks a single player with surviving; playing with a second player over Xbox Live would have reduced the fear and just made it a buddy co-op shooter. The way it's presented in the game is pitch perfect horror and fear combined.
Remedy almost nails it with Alan Wake's American Nightmare. They took the foundation of Alan Wake, expanded the concept and really got the mechanics down pat, but they just couldn't deliver on the story front. Regardless, I believe this isn't the last we'll see of Alan Wake and there are plenty more (and hopefully better) stories to tell.
Saturday, 28 January 2012
sWaGg: Teen fashion
Here you’ll find the hottest teen fashion and jewelry trends, the latest looks from the runway, prom and homecoming style advice, DIYs, make-up tips, and beauty how-to videos.The future is yours for the taking, so we have lots of fashion career information, interviews with leaders in the industry, inspiring stories from fashion design students and famous FIDM..... And, since we're all about you, there's a special place just for your photos and fashion design sketches..... lets take u thru a photogrania..
SPecial Thanks To Sheilah Gashumba for the pics............. @add me on facebook
SPecial Thanks To Sheilah Gashumba for the pics............. @add me on facebook
Thursday, 15 December 2011
Skyrim Elder Scrolls Walkthrough>>
this comes after 18 hrs. of nonstop skyrim play!!
As soon as the dragon mucks up your execution, the first quest of Skyrim begins apace. With your hands still bound, you are powerless against enemies, nevermind the dragon. Quickly run into the building in front of you and make your way up the stairs. The dragon blows a hole right through the wall, giving you a clear view of the adjacent house to which you can jump. Meet Hadvar outside and follow him until you reach the Keep and a branching point: You can choose to run with Hadvar (Imperial) or Ralof (Stormcloak).
Now depending on who you go with, things will pan out a little differently. With Hadvar, you have members of Stormcloak to wrangle with; conversely, you'll be attacked by the better equipped Imperial soldiers if you side with Ralof. Ultimately, though, you'll need to acquire the Helgen Keep Key one way or another and make your way through this area all the same.
In the first room, you'll have your hands freed so you can walk around and learn to loot bodies (and chests if you're with Hadvar). Procure your first pieces of equipment and weapons and equip them. Actions like sprinting, swinging your weapon, or basically anything that requires physical exertion will zap your stamina gauge. Keep an eye on it at all times to make sure it isn't fully exhausted in the middle of combat.
Follow your cohort of choice to a room that can be plundered for a variety of objects, including really helpful consumables like Potion of Minor Magicka, Potion of Minor Healing, or Potion of Minor Stamina. There are also things like Salt Pile, Tankards, etc. that you can pick up, but keep in mind that each item (including weapons and armor) adds an encumbrance value. In other words, pick up items you need and discard stuff you don't.
The torture chamber introduces you to the wonderful art of lockpicking. You can learn more about it in its appropriate Lockpicking section. Successfully picking the center cell's lock rewards you with some Gold coins, a Potion of Minor Magicka, and a book. If you're keen on needling more locks in the future, you'll want to search the rest of the room for more lockpicks.
Continuing on, you'll encounter more humanoids to kill, but as you delve deeper into the dark, damp caves you'll fight Frostbite Spiders, which drop Frost Venom, be able to loot egg sacs for their Spider Eggs and Skeever Tails. The latter is relinquished from the sacs hanging from the ceiling. Your companion will express hesitation in facing off against the slumbering bear ahead, but she isn't tough at all and yields Bear Claws and a Bear Pelt.
From this point, the exit is just a skip away, as you head into the overworld map of Skyrim and finish this beginning quest.
Before The Storm:
No matter who you emerge from Helgen with your next destination lies in Riverwood, a town not far from here. Both companions have some relatives there that you can speak to and generously receive supplies from. En route to town, you can speak with your companion and learn more about the dragon and the background of his corresponding faction, at which point he attempts to -- albeit not forcibly -- recruit you to join the faction's collective cause. You can choose sides later; for now, continue to Riverwood.
Tip: Skyrim is a vast, vast place that you can easily get lost in. Your interactive world map is a your life support in times of finding your destination.
Guardian Stones stand just off the path as you head towards Riverwood -- they're hard to miss. You can inspect them and choose only one (rogue, warrior, or mage for the moment) to receive a certain percentage boost in your learning speed. Obviously, go with what your race specializes in. For example, a Breton would benefit most from the Mage Stone, which blesses the person with accelerated learning of magic skills.
In Riverwood, seek out the person you are supposed to by following the person marker on the compass. Either party is incredibly hospitable and will provide you with a number of supplies free of charge. Take what you need (or take them all) and continue to probe the person of interest for any morsels of information. Eventually, the next task comes up: Talk to the Jarl in Whiterun, a sort of central location in all of Skyrim.
Riverwood is worth exploring for a few sidequests. Specifically, you can pick up The Golden Claw and miscellaneous tasks that include saving or sabotaging a burgeoning romance in the little town. The latter can be picked up by speaking with Sven, a bard that frequents the Sleeping Giant Inn. There's an alchemy lab in the Sleeping Giant Inn that you are free to use as well.
Tip: Red text means that you are about to do something unlawful and that could lead to unwanted repercussions.
In the Riverwood Trader, Lucan is more than willing to offload one of his burdens upon you, tasking you with retrieving The Golden Claw. Of course, he rapidly assures that you will receive form of remuneration for your efforts.
When you're ready to set off for Whiterun, leave Riverwood and follow the quest marker. Outside the periphery of Whiterun are a number of farms, stables, and a meadery that balk at outsiders. You can see the high stone walls surrounding Whiterun; when you reach the entrance, a guard stops you and tells you access into the city is limited to official business right now. Normally, you choose between persuasion, bribery, or intimidation, but in this case you can simply inform the guard that Riverwood seeks aid. He lets you pass without a hitch.
Tip: In Whiterun, you'll find a Shrine of Talos that, when activated, will cure you of all diseases. You'll find many other Daedric Shrines all over.
Find the Dragonsreach, one of the higher buildings in the northeast most corner of town. There are boundless steps leading to it. Any news of the dragon you may bring will win the Jarl's rapt attention. The quest ends as soon as the Jarl decides to dispatch help to Riverwood.
Bleak Falls Barrow
Walkthrough
If you partook in The Golden Claw earlier, you will have already visited this area and also procured the item that Farengar requests. Speak with Farengar and, if you already have the Dragonstone in your possession, you'll have the dialogue option to show him. If not, you will need to proceed to the Bleak Falls Temple (preferably with The Golden Claw quest ready in your log as well) and wade deep into its cavernous depths to find the Dragonstone.
Head toward the snowy mountains to soon encounter bandits and enemy archers. Head toward Bleak Falls Barrow and enter the decrepit Bleak Falls Temple. The interior is sparsely populated at the moment, but you'll find plenty of Skeever carcasses to pick at, as well as a locked chest on which to practice your lockpicking. After putting down the first two bandits, you won't encounter another until deeper in. Be sure to loot the burial urns for some Gold pieces and relieve the shelves of some potions as well.
You reach a room with a lever and a gate. When you initially try to pull the lever, you'll initially be met by a shower of arrows -- obviously an unintended result. This mini-puzzle requires you to flip the three pillars on the left side to match the correct sequence of the pillars displayed above the gate. The pillar in the middle has fallen to the ground next to the lever. The correct sequence is: snake, snake, swordfish. Pull the lever once you've set this pattern to open the gate.
Reading the Thief book ahead improves your Lockpicking a bit. Descend the spiral stairs to the cobweb-filled area below; be sure to pick up the Scroll of Fireball. Hack through the thick wall of cobwebs and proceed to meet up with Arvel the Swift. You discover that this grandmaster thief has been captured by a Frostbite Spider, but managed to mortally wound and significantly weaken the giant arachnid. Finish it off and speak to Arvel. Before freeing him, inquire about the golden claw.
The double-crossing scum will try to run away, screwing you out of the claw. Take him down and loot his body for the Golden Claw. You begin to head into the crypt, from which draugrs emerge and attack. These are stronger foe than the bandits you've been seeing, so avoid dealing with too many at once.
Time the swinging axes and sprint through the corridor as soon as they retract. In these tighter spaces, you'll encounter more draugrs, but notice that the slick, iridescent liquid on the ground -- it's flammable. Lure the draugrs over it and light it afire either with fire magic or knock one of the flame lanterns onto the oil. One more Draugr pops out from the coffin; slay it and loot the chest for Gold and a Scroll of Hysteria. Pull the chain nearby to access another part of the temple. This area is prime farming ground for Glowing Mushrooms, which can be harvested from the walls as you come to them.
The linear path leads outside to a small waterfall, the base of which features a chest and corpses to loot. The path eventually takes you to a restless draugr, a slightly sturdier variant that might require more effort to slay. The door ahead leads to Bleak Falls Sanctum. More draugrs, but there's also more oil to help you out.
Through the iron doors at the top of the stairs, you walk down the hall to the stone door ahead. On the stone door are a set of rings with symbols and a keyhole in the shape of the Golden Claw emblazoned on the door. You can rotate each ring individually and match the engravings on the Golden Claw itself. Inspect the Golden Claw in the items menu to clearly see the correct order. The solution, from bottom to top: owl, hummingbird, bear. Afterwards, put the Golden Claw in place to open the door.
Move towards the engravings on the Word Wall to learn Unrelenting Force, at which point a Draugr Overlord appears. Use the uneven terrain to your advantage; the Overlord has a hard time of keeping up with you if you alternate between a high point and low point, using a bow or long-range magic to deal damage. Loot the Dragonstone from its dead body and take the stairs up to be led back outside to Skyrim.
As soon as the dragon mucks up your execution, the first quest of Skyrim begins apace. With your hands still bound, you are powerless against enemies, nevermind the dragon. Quickly run into the building in front of you and make your way up the stairs. The dragon blows a hole right through the wall, giving you a clear view of the adjacent house to which you can jump. Meet Hadvar outside and follow him until you reach the Keep and a branching point: You can choose to run with Hadvar (Imperial) or Ralof (Stormcloak).
Now depending on who you go with, things will pan out a little differently. With Hadvar, you have members of Stormcloak to wrangle with; conversely, you'll be attacked by the better equipped Imperial soldiers if you side with Ralof. Ultimately, though, you'll need to acquire the Helgen Keep Key one way or another and make your way through this area all the same.
In the first room, you'll have your hands freed so you can walk around and learn to loot bodies (and chests if you're with Hadvar). Procure your first pieces of equipment and weapons and equip them. Actions like sprinting, swinging your weapon, or basically anything that requires physical exertion will zap your stamina gauge. Keep an eye on it at all times to make sure it isn't fully exhausted in the middle of combat.
Follow your cohort of choice to a room that can be plundered for a variety of objects, including really helpful consumables like Potion of Minor Magicka, Potion of Minor Healing, or Potion of Minor Stamina. There are also things like Salt Pile, Tankards, etc. that you can pick up, but keep in mind that each item (including weapons and armor) adds an encumbrance value. In other words, pick up items you need and discard stuff you don't.
The torture chamber introduces you to the wonderful art of lockpicking. You can learn more about it in its appropriate Lockpicking section. Successfully picking the center cell's lock rewards you with some Gold coins, a Potion of Minor Magicka, and a book. If you're keen on needling more locks in the future, you'll want to search the rest of the room for more lockpicks.
Continuing on, you'll encounter more humanoids to kill, but as you delve deeper into the dark, damp caves you'll fight Frostbite Spiders, which drop Frost Venom, be able to loot egg sacs for their Spider Eggs and Skeever Tails. The latter is relinquished from the sacs hanging from the ceiling. Your companion will express hesitation in facing off against the slumbering bear ahead, but she isn't tough at all and yields Bear Claws and a Bear Pelt.
From this point, the exit is just a skip away, as you head into the overworld map of Skyrim and finish this beginning quest.
Before The Storm:
No matter who you emerge from Helgen with your next destination lies in Riverwood, a town not far from here. Both companions have some relatives there that you can speak to and generously receive supplies from. En route to town, you can speak with your companion and learn more about the dragon and the background of his corresponding faction, at which point he attempts to -- albeit not forcibly -- recruit you to join the faction's collective cause. You can choose sides later; for now, continue to Riverwood.
Tip: Skyrim is a vast, vast place that you can easily get lost in. Your interactive world map is a your life support in times of finding your destination.
Guardian Stones stand just off the path as you head towards Riverwood -- they're hard to miss. You can inspect them and choose only one (rogue, warrior, or mage for the moment) to receive a certain percentage boost in your learning speed. Obviously, go with what your race specializes in. For example, a Breton would benefit most from the Mage Stone, which blesses the person with accelerated learning of magic skills.
In Riverwood, seek out the person you are supposed to by following the person marker on the compass. Either party is incredibly hospitable and will provide you with a number of supplies free of charge. Take what you need (or take them all) and continue to probe the person of interest for any morsels of information. Eventually, the next task comes up: Talk to the Jarl in Whiterun, a sort of central location in all of Skyrim.
Riverwood is worth exploring for a few sidequests. Specifically, you can pick up The Golden Claw and miscellaneous tasks that include saving or sabotaging a burgeoning romance in the little town. The latter can be picked up by speaking with Sven, a bard that frequents the Sleeping Giant Inn. There's an alchemy lab in the Sleeping Giant Inn that you are free to use as well.
Tip: Red text means that you are about to do something unlawful and that could lead to unwanted repercussions.
In the Riverwood Trader, Lucan is more than willing to offload one of his burdens upon you, tasking you with retrieving The Golden Claw. Of course, he rapidly assures that you will receive form of remuneration for your efforts.
When you're ready to set off for Whiterun, leave Riverwood and follow the quest marker. Outside the periphery of Whiterun are a number of farms, stables, and a meadery that balk at outsiders. You can see the high stone walls surrounding Whiterun; when you reach the entrance, a guard stops you and tells you access into the city is limited to official business right now. Normally, you choose between persuasion, bribery, or intimidation, but in this case you can simply inform the guard that Riverwood seeks aid. He lets you pass without a hitch.
Tip: In Whiterun, you'll find a Shrine of Talos that, when activated, will cure you of all diseases. You'll find many other Daedric Shrines all over.
Find the Dragonsreach, one of the higher buildings in the northeast most corner of town. There are boundless steps leading to it. Any news of the dragon you may bring will win the Jarl's rapt attention. The quest ends as soon as the Jarl decides to dispatch help to Riverwood.
Bleak Falls Barrow
- Talk to Farengar
- Retrieve the Dragonstone
- Deliver the Dragonstone to Farengar
If you partook in The Golden Claw earlier, you will have already visited this area and also procured the item that Farengar requests. Speak with Farengar and, if you already have the Dragonstone in your possession, you'll have the dialogue option to show him. If not, you will need to proceed to the Bleak Falls Temple (preferably with The Golden Claw quest ready in your log as well) and wade deep into its cavernous depths to find the Dragonstone.
You reach a room with a lever and a gate. When you initially try to pull the lever, you'll initially be met by a shower of arrows -- obviously an unintended result. This mini-puzzle requires you to flip the three pillars on the left side to match the correct sequence of the pillars displayed above the gate. The pillar in the middle has fallen to the ground next to the lever. The correct sequence is: snake, snake, swordfish. Pull the lever once you've set this pattern to open the gate.
The double-crossing scum will try to run away, screwing you out of the claw. Take him down and loot his body for the Golden Claw. You begin to head into the crypt, from which draugrs emerge and attack. These are stronger foe than the bandits you've been seeing, so avoid dealing with too many at once.
Time the swinging axes and sprint through the corridor as soon as they retract. In these tighter spaces, you'll encounter more draugrs, but notice that the slick, iridescent liquid on the ground -- it's flammable. Lure the draugrs over it and light it afire either with fire magic or knock one of the flame lanterns onto the oil. One more Draugr pops out from the coffin; slay it and loot the chest for Gold and a Scroll of Hysteria. Pull the chain nearby to access another part of the temple. This area is prime farming ground for Glowing Mushrooms, which can be harvested from the walls as you come to them.
The linear path leads outside to a small waterfall, the base of which features a chest and corpses to loot. The path eventually takes you to a restless draugr, a slightly sturdier variant that might require more effort to slay. The door ahead leads to Bleak Falls Sanctum. More draugrs, but there's also more oil to help you out.
Move towards the engravings on the Word Wall to learn Unrelenting Force, at which point a Draugr Overlord appears. Use the uneven terrain to your advantage; the Overlord has a hard time of keeping up with you if you alternate between a high point and low point, using a bow or long-range magic to deal damage. Loot the Dragonstone from its dead body and take the stairs up to be led back outside to Skyrim.
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