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August 1, 2018 by Jana · Leave a Comment
Right now, Africa by Toto is playing in my ear. Before that, it was Aja by Steely Dan. I'm sure in a little while it will be Kiss on my List by Hall & Oates.
I call this station the "Official Station of the Pine Needles Country Club, 1985" #YachtRockRadio
A post shared by Jana Lawrence (@ohjanabelle) on Jul 29, 2018 at 4:25pm PDT
Yacht Rock Radio is my jam of choice these days, and I've decided that it's because of the feelings that bubble up inside me when I listen to the music. The slow melodies take me to the chair of the orthodontist's office, and even the first dances and first kisses of my life. But none are as strong as the ones that take me to the Pine Needles Country Club Pool.
I can see it now.
The Kennedy boys and Wendy lifeguarding. The deep end of the pool covered by an all-day natural shade. The pebbled texture of the pool's walls with people holding themselves up all along the edges. Little kids getting swim lessons in the shallow end. Cannonballs and dives and can openers, one after another, from the diving board. People lined up for the slide that, if you weren't careful, would tear your bathing suit up because it was so worn down and prickly.
Damp money was pulled from pool bags and cover-up pockets to hand to teens to get snacks from the snack bar.
The kiddie pool was lukewarm and filled with the tiny kids in real diapers. The ones of the young families in town, and even some of our parents' friends who had "late babies." The moms like Mrs Andie and Mrs Janie and Mrs Susan and Mrs Jann, younger than I am right this minute, tanning and gossiping and poking straws in Capri Suns for everybody who was left by their parents to spend the day at the pool.
I can smell it even more.
The dressing room smelled like chlorine and sweat and mold and melted Kit Kat bars. There was so much chlorine in the pool, you could smell it from the car. Red clay from the road between the pool and tennis courts wafted through on the dry days. The shady deep end smelled like a moss-filled forest — like you were miles from the shallow end that was bright like the surface of the sun.
The vision of bright bathing suits and big hair and the scent of Hawaiian Tropic oil combined with Baby Oil and teenage hormones lingers in my memory, reminding me of days that were, for the most part, carefree and easy.
I feel like these memories come to us in moments where we need to be reminded of something. Maybe it's a simpler time. Maybe it's to check in on friends that are collected in the snapshots in our minds. Maybe it's just to roll down the windows and sing as loud as you can without a care in the world.
To the memories I carry, I say, quoting the great Toto: "It's gonna take a lot to drag me away from you; There's nothing that a hundred men or more could ever do."
Filed Under: Memories Tagged With: Fort Valley, friends, memories
The First Thing I Ever Was…
March 5, 2016 by Jana · 2 Comments
The first thing I ever was, was a groupie.
Yes, I was born with groupie blood running through my veins. Seriously. It's a thing.
The Beginning.
My Dad has been in a rock 'n roll band since I was born. Well, since 1964… way before I was born actually.
For his 17th birthday, he was gifted a 1964 Fender Stratocaster. It was shiny and pristine and brand spanking new. He basically taught himself to play and well, the rest is history.
He started playing lead guitar with The Velvetones and then moved to The Malibu's (punctuation error on purpose) and later, The Sixpence. This group of guys played together through the end of high school and through college, burning up the roads between Auburn and Athens and Statesboro every weekend.
(L to R), Chris Smisson, Dennis Herbert, Wes Wheeler, David Luckie, Eddie Byrd
The Most Appropriate Nickname.
My Dad is, and always will be, known as "Rock."
It's a nickname with two meanings: He plays rock 'n roll, and he sells diamonds (rocks).
Forever he's been called this. I'm not sure where it started, but I'm sure there's a story. Everybody I know refers to him as "Rock" Herbert.
Even now, his grandkids call him Rock. Hell, I even call him Rock.
The Biggest Regret.
You know, they always say you'll be on your death bed and still have one major regret in life. Any time that's brought up, my Dad always has the same answer. Turning down the recording contract.
In 1968, around the time The Beatles (formed in 1960)and The Rolling Stones (formed in 1962) and The Who (formed in 1964) were really ramping up in the mainstream music arena, my Dad and his group were offered a recording contract. It came at the end of college for the guys and when big decisions were being made.
Graduation, grad school, jobs, Vietnam, families… all these things played a part in the group turning down a chance to break out and "make it big!"
(top L to R) David Luckie, Eddie Byrd, Dennis Herbert, Mike Jaccino (bottom L to R) Grady Trussell, Wes Wheeler
Every time my Dad sees Mick Jagger or Paul McCartney on stage now, I think he gets a twinge of jealousy. About what could've been…
I know if it comes to his last days, and I ask, his answer to "what's your biggest regret in life" will be turning down a recording contract.
But then again… how would that one decision have changed the trajectory of things? Would I be here? Would Henry be here? Would I be writing this? How would it all have been different?
So regret? Maybe. But would he change it? Probably not.
"My dad's got a band job that night."
I never knew life without music in my house or without sometimes having to utter the phrase, "my Dad's got a band job that night." It always sounded so ridiculous and normal and by the time I was a teenager, it sounded a little embarrassing, if I'm honest. Friday and Saturday nights, nearly every weekend, my dad was playing somewhere. Usually a wedding or a reunion or a corporate party. During the holidays, sometimes there were 4 or 5 jobs a week — on TOP of the 18 hours a day it took to run our jewelry store during the Christmas season.
During the week, when my sister and I were little, some version of my Dad's band (add a member, take a member away, rinse, repeat) would practice in our living room. This was around the band called 'Nightlife' era. I remember it so vividly. Our house was so tiny, and our living room was literally half of the house. Right smack in the center of the floor was a power outlet. This feature was, honest to god, one of the main reasons my parents bought this house. Usually, a sofa sat on top of it, but on band practice nights, the sofa was scooched away so drums, amplifiers, music stands, and microphones could be set up.
My sister and I would climb around on the drum set like it was a jungle gym. We would hijack the microphones and tambourines and sit in right smack dab in front of the speakers. It was literally a party in our living room. A playground for groupie kids.
Bedtime would come around and they'd still be practicing. We'd be hurried about 15 feet down the hall to our bedrooms where we'd be tucked in and lulled to sleep by David and Donna and Eddie belting out hits like "I Love Rock N Roll" and "Pretty Woman" and "Da Doo Ron Ron."
Every now and then, there was a gig we were allowed to sneak into. Usually it was one at the Country Club, not a wedding or anything, just a party for the members. Looking back, I realize they must've had a blast at these costume parties and New Year's parties.
My sister and I would spend the night with my Dad's parents and they would gather us up and take us out to see the band, seemingly before things got too rowdy. I remember specifically going to a few New Year's Eve parties in my nightgown and coat, with my grandparents still in their wool dress suits, to see them play.
My sister and I would watch and dance and give good night kisses and be quickly scooted back to their house for bed.
Over the years, the band members changed. The types of gigs and music they played changed. They incorporated things like the Macarena and those silly line-dance songs into their set lists. More weddings were played which meant fewer parties for us to crash.
How to be Father-of-the-Bride AND Rock the Lead Guitar.
I think it goes without saying that, growing up as a groupie of your Dad's band, I wanted them to play at my wedding. So when it was time for me to get married, the first thing I did was book the band. Easiest decision ever.
The logistics were simple: He walked me down the aisle. He danced the father/daugher dance with me. Jason's friend Greg sat in for him during the first songs. Then he excused himself from the wedding nonsense and went back to his happy place — on the stage with his '64 Fender Stratocaster in his arms. My mom did what she always did. She danced with everybody on the dance floor and never stopped moving.
When my sister got married, she threw down the gauntlet. She issued a challenge to our Dad that had talked about for years, but never tackled.
"If you're going to play my wedding reception, you're going to learn Free Bird."
And so he did. He got a guy to come over and teach him how to play Free Bird over the course of several months. The first time any of us heard it was at my sister's wedding. Apparently I missed it while sitting in the air conditioning, looking like a 9 month pregnant version of Barney, and I was so so disappointed.
So I did what any good daughter would do… I asked them to play it again! I remember the look on my dad's face was like, "What in the heck are you thinking?"
Looking back, I'm not sure how playing it a second time didn't kill him because that solo y'all? It's serious business. But he rocked the hell out of it and the place went wild!
Reunited and It Feels So Good
In February of 2001, my sister and I put together a surprise reunion of all the people our Dad had played with over the last (at the time) 35ish years. Daddy had kicked thyroid cancer's butt and during that time we realized ALL the guys and gals who had played with them over the years, were still alive. What better time to get them all together.
We gathered every old band member we could find, sold nearly 400 tickets without my Dad knowing a thing about it, and on the morning of the party, a column ran in the local paper about him. Ed Grisamore, in the way only Ed Grisamore can do, honored him with his words and then broke the surprise that THAT NIGHT, there would be a gathering of his former bandmates, closest friends, and it would be a huge party!
Shortly after that reunion, one of the original members of the band was killed in a plane crash. Not long after, another died. The timing of the reunion? Was perfect.
Band Reunion, February 2001
Fifty Years of Music.
On February 27, 2016, the original Malibu's and Sixpence (one member no longer with us), gathered to play a sold-out crowd of 700++ in Perry, GA. This marked 50(ish) years since the band had gotten going and even though I wasn't there in the beginning (duh) I can't imagine they played much better in the 60's than they did that Saturday night.
For months, the guys had been getting together to practice. They decided to only play songs that they played back in the day.
The amazing part about this party is that some of these people hadn't heard them play since high school. My sister and I were blessed with the ability to hear them play, just about whenever we wanted to.
They were born as a garage band, practicing in their parents' garages growing up. Their friends would come for lemonade and to watch them practice. They could hear them play at the Teen Club or the American Legion. But once they all parted ways, unless they happened to be at a wedding or reunion or party where they played, their friends could only pull up their memories of what The Malibu's and The Sixpence sounded like.
Until this reunion.
I'm not kidding when I tell you it took 27 seconds for the dance floor to fill. For 3 hours, there was not a single minute where you could walk through the dance floor because it was so incredibly packed. People had the best time.
As far as us, well, it was amazing. Our kids, my cousins' kids… most had never seen him play. They were awestruck and had the most fantastic time!
This was a certainly a night where all were welcome and all were entertained!
Fulfilling my status as daughter/groupie, once I mingled and had a drink or two, I found my spot at the front of the crowd, next to Grady's daughter, and danced my behind off with my crazy friend Amy. And in true groupie fashion, during the encore, Gretchen and I took a chance by running on stage to dance with our Daddies to "Be Young, Be Foolish."
Because really, y'all? If you can't do that?
What's the point of having groupie blood flowing through you?
Filed Under: Memories Tagged With: crazy, family, fun stuff, Malibu's/Sixpence Reunion, memories, The Malibu's, thoughts
4 Things, About 4 Things, About Disney
The weekend of February 18-21 was the Princess Half Marathon weekend at Walt Disney World. For the fourth year, I've been part of the weekend with Team RMHC — a charity team benefiting the Ronald McDonald House of Central Georgia in Macon. I've typically gone down with girl friends who are also running the race, but this year, I took Neil.
That made things a little different, but way fun! Since there were multiple angles to look at on this trip, I'm going to present it in a 4×4 form. Four things, about four things, about Disney. Follow me?
Part of what I love about Princess Half weekend is running (ha) it with Team RMHC. For those who don't know, The Ronald McDonald House of Central Georgia is an official runDisney charity and gathers a team from across the country to run with them. This year, we were honored to have 120+ team members and raised $100k+.
This was my 4th year running with Team RMHC. I say running like I actually ran this year. No. I walked the 10k this time, though I did "run" across the finish line, simply for the photo! Over those 4 years, I (we — all of you mostly) have raised nearly $11,000 for the Ronald McDonald House in Macon. That's unbelievable! Thank you!
One of the most fun parts of running with Team RMHC is getting to finally meet all of the runners. I do the communications for the team and get to know the runners via Facebook and email, but it isn't until we actually meet that we go "AAAHHH!!!" and get excited about putting a name with a face!
I loved being able to introduce Neil to the Ronald McDonald House work I do. I don't think he truly understood what I meant when I said "I have to work while I'm there" until we got there and greeted people in the Hospitality Suite. Then he got it. And then we did a lot of acting goofy in the hospitality suite! Like this:
I LOVE racing at Disney. Mostly because it's not really a race. It's an event! An event with people (mostly women in this race) of all ages, all races, all sizes, and all skill levels. There are some slow runners/walkers and some are speed demons, but it somehow feels like an even playing field.
Running at Disney is exhausting. There are 3am wake up calls and 5:30am start times and lots of walking and lots of talking and it's so so exhausting. I wonder if "exhilarating" is a by-product of "exhausting" because at Disney, it sure feels like it.
The Cast Members of the Disney Parks come out in droves to cheer the runners on. This is one of the most fun parts to me, other than seeing the costumes (I don't ever dress up really). They're out bright and early, well before the parks open, spreading Disney Magic around with clappers, big Mickey hands, high fives, and great signs!
A Disney finish is a strong finish. Always. No matter how little you've trained or how sick from heat stroke you are. You ALWAYS feel filled with Pixie Dust when you're done. Like this:
Going to Disney World as an adult, with no children, is something every person needs to do. I'd go so far as to say, if you're dating someone who hasn't been to WDW since before Epcot was built, you should definitely do that! Because, hello! That's so fun!
Selfies around the World in Epcot? Perfect. Somebody (no names mentioned) said he hated it, but secretly loved it. I mean, it's kinda cool when somebody takes you on a weekend trip around the world, right?
Magic Kingdom was the same as always: Magical. It was neat doing all the cheesy things there are to do there. You know, like riding the Peoplemover, sitting through the Carousel of Progress, going to the Enchanted Tiki Room, and seeing the compelling and moving Country Bear Jamboree. Really, those cheesy attractions are simply hand-holding avenues at Magic Kingdom. Kinda like the Haunted Mansion is.
You know what's super sweet and romantic? When your (Ok, fine, I'll say it out loud) boyfriend who hates to get up early, wakes up and takes a bus to an insane race area and waits for several hours at the finish line of the 10k you're running. Gold star for Neil, I say. Because it was so so fun to cross the finish line and see him while I was getting my medal! Here's his capture of me:
I always leave Disney feeling energized and inspired. Exhausted, but also feeling like I'm full of life and excitement! This time I left inspired to do the following:
I want to run again. Not half marathons, but I'd love to be able to bring Henry and have us run the 10k together next year.
I want to feel like I can write again. There's so much in my head itching to get out, and yet it's stuck in some other space between my brain and my fingers.
I want to make a difference somewhere. I know I make a difference with Ronald McDonald House and GBS Awareness. But there has to be something else… something new and more that needs what I have to offer.
I need to continue on doing what I'm doing. Living a low-key, barely scheduled, easy-going life. I want to love big and live simply. I want to continue to be me.
Filed Under: Thoughts Tagged With: adventure, Dating, Disney Princess Half Marathon, fun stuff, memories, Neil
Holly Jolly New Traditions
December 5, 2015 by Jana · 3 Comments
Life is different this Christmas.
Henry and I decided it would be fun to start some holly jolly new traditions for the two of us as far as decorating for Christmas goes. It's always been a big evening for us as a family and we want to keep it as an important part of our year, but do things in a new way! I mean, change is fun, huh?
After school on Friday, we headed to the Walmart in Dunwoody to take part in Clark's Christmas Kids. If you're not familiar, every Christmas, Clark Howard and News/Talk WSB join with the Georgia Department of Family and Children's Services to provide gifts for the foster kids all across Georgia.
Henry has a job walking our neighbor's dog every day after school and when he gets paid on Fridays, we separate his money into Spend, Save, and Give envelopes. He had $27 in his Give envelope and chose to use it to buy Christmas gifts for a child his age who may not have any gifts under the tree this year. Carefully, he looked at the lists of about 5 different 11 year old boys and chose Avery.
With list in hand, we set off to see what we could buy. He ended up with the Simon game that was on the list. Luckily, he caught that it needed AA batteries and he grabbed some of those, too. I can thank my Dad for him knowing to do that. Rock never shows up for a holiday where a battery-needing toy is given without a stash of batteries!
Once he paid, we dropped the list and gifts back at the table where dozens of people were picking up lists and dropping off gifts. If you're in Atlanta and have a chance to see and participate in this, please do so. It's such a gift — to these kids AND to yourself.
Then we headed to the Big John's Christmas Trees lot in Dunwoody. We LOVE Big John's. They have the best trees and we've bought from them for years (even when we lived in Macon and Fort Valley).
It took Henry about 7 seconds to find our tree.
While I looked for the perfect one that spoke to me and that would hold all my beautiful ornaments and be just like all the other ones we've ever had, Henry found THE ONE.
It was about 5 feet tall with a big gap in the middle and a little scrawny. It was smaller than everything else out there and well, looked kinda sad. I kinda wanted to say, "Bless your heart," to the poor tree.
I tried to talk him out of it, but he said with conviction, "Nobody else is going to buy this tree because it's not as beautiful as the other trees and then it's going to be lonely and sad and we're going to get this one."
Ok then! We grabbed Chinese food and headed home.
We were able to get the tree off the car and into the stand and into the house by ourselves. Really, Henry did it all, but of course, I gave advice and helicoptered until I realized he WANTED to do it by himself.
The tree stood perfectly straight on the first try, we placed it in the corner, and ate Chinese food while we watched Elf.
This morning, we lit and decorated and squint-tested the tree and you know? It's possibly the most beautiful tree ever! (Oh, and Watkins the elf came in sometime during the night and toppled down the tree. I think he may have been drinking a little.)
Our tree is small and mighty, but it holds so much love and hope for our future. It showed me that we can do it by ourselves, and that change, while a little scary, can be so much fun!
We've decked our halls and are thrilled with our holly jolly new traditions!
Filed Under: Family, Memories Tagged With: Christmas, henry, holidays, memories


This is soup is deliciously creamy from the coconut milk and has a tiny kick from the chilli and added pepper.
I like my soup to be a little bit chunky so I left out some carrot and butternut from the blender and mashed it slightly instead, before adding it to the blended up soup.
This is soup is deliciously creamy from the coconut milk and has a tiny kick from the chilli and added pepper. I like my soup to be a little bit chunky so I left out some carrot and butternut from the blender and mashed it slightly instead, before adding it to the blended up soup.
Heat the coconut oil in a frying pan on a medium heat.
Add the onion and fry for five minutes.
Next, add in the crushed garlic, chilli, thyme, corriander and cumin and fry for another minute.
Add the carrots and butternut squash to the pan before adding 1.5ltrs of boiling water and coconut milk. Simmer for around 20 minutes of until the veg is soft.
Season with salt and pepper and then add to the blender before whizzing for a few seconds.
For chunky soup: Leave out some cooked carrot and butternut squash from the blender and mash it up to the desired size of chunks. Add this to the final blended mixture.
You can serve immediately with chunky bread or allow to cool before adding to an airtight container and storing in the fridge. To save it longer term, freeze the servings you want to save.
My name is Lorna Lowe and I am yoga teacher and certified Nutritionist working in Suffolk.
I offer a range of services from private yoga classes to mindfulness and nutritional advice.
Check out my Services page or contact me for more information.


Welcome to my website. I hope that it provides clear but detailed information about a range of ear, nose, throat conditions and facial plastic surgery.
The internet is a wonderful source of information for patients and doctors alike but it is important to carefully evaluate the quality of the information you are reading. This website contains more than 200 individual pages that cover a broad range of medical problems. Nearly all of the content has been written or proofed by me personally over a number of years and should be of the highest standard.
Researching your treating doctors and the answers to your medical problems can be an overwhelming task. You are not expected to be a medical professional and remember that we are here to help you. When you come to see us, ask us all your questions and make sure you completely understand the information that is given to you.
In addition to my general ear, nose and throat training I have a special interest in disorders of the nose and sinuses as well as facial plastic surgery. Please feel free to email us any questions you may have. Be aware that some questions may be too complicated to address in an email response and may need a proper consultation to adequately address them.
I do hope that you find the information in this website helpful and look forward to assisting you in any way I can.


Kafein, 1621 Chicago Ave. Every Monday night, Kafein holds an open mic night with acts ranging from music to stand-up comedy.
There were only about 10 people at Kafein's open mic on Monday night, but that didn't stop comedian Nick Dlouhy from playing with the crowd, gathering feedback.
"That was new, how'd you like it?" he asked the room after trying out a joke. When he only got one response amidst laughter, Dlouhy was unphased.
The weekly open mic, hosted at Kafein on 1621 Chicago Ave., welcomes original acts ranging from music and poetry to stand-up comedy and story readings.
Open mic host John Lamm said the mission of the program is to provide a sense of community and give artists room to grow their craft. Lamm said he first encountered Kafein during his junior year of high school, when he moved from Logan Square to Evanston and enrolled at Evanston Township High School.
Now, a little over a decade later, he's been Kafein's open mic host for about six months, taking over after previous host Brandon Cummings became the owner of the cafe.
Kafein is enforcing a new policy requiring original content after the American Society of Composers, Authors and Publishers shut down the open mic for several months last year for performing covers without proper licensing. Lamm said the program is back under the condition that no copyrighted material is performed until proper licensing is obtained.
Performers and audience members generally hail from the Evanston area, though regular performer Pierre Compere said people have come from as far as Wisconsin to perform.
Compere, who closed the show playing electric guitar in a fluffy red hat, said he is a full-time professional musician, but most of the performers at the open mic have day jobs outside their performing arts.
Dlouhy, who said he has been performing at Kafein for over two years, currently works as an instructor for a software company, though he said he dreams of making a full-time career of stand-up. As he prepared for his set, jotting down ideas in a notebook, he said he sees Kafein as a workshop space.
Audience member Sofia Garcia-Sanchez, who recently moved from Florida and is now living in Chicago, said it was her first time at Kafein.
Garcia-Sanchez added that she found out about the event by searching for poetry events online, and added that she definitely plans on coming back.
Lamm said the open mic is usually packed, and he speculated that Monday's 5-degree weather was keeping crowds away. Still, the performers were undeterred by the small turnout, taking the opportunity to joke with one another and try out new material.


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GOP lawmaker: Federal agencies need to be 'purged' of 'deep state' bias
President Donald Trump sits with Attorney General Jeff Sessions during the FBI National Academy graduation ceremony, Friday, Dec. 15, 2017, in Quantico, Va. (AP Photo/Evan Vucci) more >
By Sally Persons - The Washington Times - Tuesday, December 26, 2017
Rep. Francis Rooney said Tuesday that some federal agencies need to be "purged" of those biased against President Trump in order to know they have "a good, clean government."
"I would like to see the directors of those agencies purge it and say, 'look, we've got a lot of great agents, a lot of great lawyers here,' those are the people that I want the American people to see and know the good works being done, not these people who are kind of the deep state," Mr. Rooney, Florida Republican, said on MSNBC.
Mr. Rooney was referring to the situation at the FBI where an agent — Peter Strzok — was found to have an anti-Trump bias in text and email messages to his girlfriend. Mr. Strzok was supposed to work on special counsel Robert Mueller's investigation into possible collusion between the Trump campaign and Russia, but was reassigned by Mr. Mueller when the messages were discovered.
Republicans have said there's a larger problem within the FBI that needs to be addressed, pointing to former FBI Director James Comey's investigation of Hillary Clinton during the presidential campaign, which resulted in no charges. They say Mr. Comey made the decision not to charge Mrs. Clinton prior to all the evidence being reviewed after a letter clearing her of wrongdoing was discovered before the investigation had concluded.

redpajama_set_name: RedPajamaCommonCrawl


text:
Frisco weighs options for short-term rental regulation
News News | Jun 30, 2022
Luke Vidic
lvidic@summitdaily.com
A view of housing near the recpath and Dillon Reservoir in Frisco is pictured April 22, 2020. The town of Frisco is discussing what kind of short-term rentals has on its community.
Liz Copan/Summit Daily News archive
Frisco town councilors weighed options to address the impact of short-term rentals at its work session Tuesday, June 28.
The conversation carried over from its June 14 work session, when Frisco Housing Program Manager Danelle Cook reported about 20% of the town's residential units were short-term rentals and 45% were second homes. Cook addressed the council again June 28 to offer three options based on the council's feedback.
Council again took no action but voiced support for a cap and asked Cook and town staff to return with numbers and percentages for recommended short-term rental caps. Cook said she and her team would hold conversations with local stakeholders over the coming months to nail down specifics.
A housing report created by the town of Frisco revealed the make-up of the town's residential housing units. Housing Program Manager Danelle Cook said "vacant" meant the home was not a permanent residence and did not have a short-term rental license.
Danelle Cook/Courtesy image
For option one, the town could impose a cap on short-term rentals based on a percentage of the town's housing inventory. At last week's meeting, councilor Andrew Aerensen recommended if the town put a cap on rentals, it should do so at 2% higher than the current percentage, allowing some time for renters to apply or adjust before the cap hits. With 20% of residential units currently short-term renting, a 22% cap would allow for 792 short-term rentals of the town's roughly 3,600 residential units, Cook said. The town currently has given out 749 short-term rental licenses, she added.
That number jumped from 720 on June 14, after "word got out" that the town was discussing short-term rentals, Cook said.
"Even talking about it makes everyone panic and buy the license," councilor Elizabeth Skrzypczak-Adrian said.
For option two, the town could take the same action but subtract deed–restricted homes from the total number of residential units. The town has 156 deed-restricted residential units, Cook said. Subtracting them would decrease the count from 3,600 to 3,444 units. In this case, a 22% cap would mean 758 licenses would be available.
Removing deed-restricted housing from the equation would prevent the number of short-term rental licenses increasing when deed-restricted housing is built, Cook said. In addition, however, market-value homes converted to deed-restricted homes would decrease the number of short-term rental licenses allowed, Cook said.
As part of the June 14 presentation, Frisco's housing report compared affordable Frisco mortgages with actual mortgages.
Danelle Cook/Courtesy photo
For option three, the town could manage its short-term licenses with a ratio, rather than a percentage. For every deed-restricted residential unit, the town would permit a certain number of short-term rental licenses.
To introduce that option, Cook quoted the recent AirBnB report, which claimed each short-term rental created two local jobs.
But, she added, "Those jobs require locals to work them. Those jobs are typically low-paying. Those jobs require housing."
The town's current ratio is one residential unit for every five short-term rentals, with 156 deed-restricted units and 780 short-term rentals, she said.
Cook presented the council with several ratios, ranging from one-to-one to one-to-seven.
Cook pointed out if the town reaches its five-year goal of doubling its deed-restricted housing, the number of short-term rental licenses would double in turn.
If the town went forward with any form of cap, Cook said it could also consider creating defined license types. Her team proposed two types, but she said the town could add more varieties after conversations with local stakeholders.
The two varieties she and her team proposed were exempt and non-exempt. Exempt licenses would apply to locals who rent their permanent residence, she said, and non-exempt licenses would apply to all other types. Only 40 of Frisco's current rentals would meet the exempt status, Cook said.
Councilors were generally in support of a short-term rental cap but could not land on an option, percentage or value for it.
Councilor Andy Held said a 22% cap sounded like a "shot in the dark." He requested Cook return with more data to support a specific value.
Councilor Andrew Aerensen similarly asked for a more specific value. He said he considered Breckenridge to have waited too long to take action and set its cap too high.
Skrzypczak-Adrian asked Cook if the town could see how often short-term rentals are being used, as the town could also consider a use-it-or-lose-it standard for licenses. Cook said that would require working with rental software companies. Aerensen said the town should bring the use-it-or-lose-it standard up when the town meets with local stakeholders.
Summit County's short-term rental regulations face further adjustments two weeks before commissioners take final vote
Aspen adopts strict new building codes for homes, aligning residential construction with the city's climate goals
Habitat for Humanity wants to build manufacturing facility on old uranium-production site in Rifle
Summit County real estate sales totaled about $35.9M for the third week of November


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DRESS CIRCLE REVIEWS
Fringe Theatre
West End and Tours
The Engagement - Review
The engagement looks to tackle the issue of alcohol addiction through one woman's story of her struggles and the impact it has on her life and those around her. The play starts in a bar with Gerri with her sister Luanne and it's clear from the start that Gerri drinks a lot, though the dependency on it is not yet shown. She is waiting for her date, John, and they quickly move in together and become engaged. It is during this relationship that Gerri's addiction becomes clearer and the focus of the production.
As fast as the couples relationship moves the scenes move even faster so you don't ever see the characters and their relationship develop. The quick fire scenes prevent you learning anything about them in order to care about them. All you see is the relationship speeding along without really explaining why. There are no meaningful conversations or seeing them having fun together and thus the relationship is thoroughly unconvincing. Thinking back I know nothing about the lead except she's an addict with a rich father. As for John I only know he works for a council. The other major factor missing is any history about how she got to this point. She is an addict at the start of the show but with no history of how she got there or even any hints.
It's a weak and cliched script with weak characterisation. The actors struggle with the script and combined with at times awkward performances the lead couple are unbelievable characters. The sister Luanne was the most well-drawn character, thoughtfully played by Velenzia Spearpoint, but she had limited stage time.
The writers told the director that everything they needed to know about addiction was in the script. That may be true of the effects but it missed the story and characters around it. One final point on the script is how heavy it was. There isn't a single joke or comedy moment in the show. Given the gravity of the subject I would have expected some slight relief, especially in the couples early days.
It wasn't all bad. The detox scene was well acted and it had some beautiful and fitting music. In terms of performance this was the highlight of the show and you get a glimpse of what Lene Kqiku can do. And it was a good set with a well considered use of space. Most of the action takes place on a raised stage but they also manage a small bar (which has high bar stools. They had thought about the sight lines so the actors can always be seen).
Overall, the play was very disjointed, partly through the rapid scenes but also through the awkwardly long breaks between scenes. It wanted to tell a story of addiction but needed first to focus on the characters. You need to care for them before you care about their story. It needs to tell you how they fell in love before addiction becomes the focus of the story. A disappointing production on a subject which could have been very powerful.
Dick - Adult Panto
Pinocchio Gets Wood (Adult Panto)
Chicken Burger N Chips
©2018 by Dress Circle Reviews. Proudly created with Wix.com


(Riverview, FL)—USA Camp Association, an organization dedicated to making camps accessible to everyone through the use of technology, announced the introduction of their summer camp directory. As the holiday season draws closer, the organization is doing everything they can to help families give the gift of summer camp to their school-aged children this year. Those who are in search of a summer camp to fit their child's interests are encouraged to visit the new directory to find one in their area.
"It is estimated that as many as six million children attend summer camps each year. While some people seem to think that today's kids would rather play video or smartphone games when they're not in school, nothing could be further from the truth. Summer camps give children a chance build friendships, learn new skills, and open their hearts and minds to a whole new world beyond their neighborhoods. With the help of our camp directory, families now have an easy way to give this gift to their children this upcoming year," said a spokesperson for USA Camp Association.
Every summer, many families take their kids on summer camp tours, visiting several camps to find the right one. Then, many of those same families sign their kids up for their chosen camp between Thanksgiving and Christmas. USA Camp Association strives to make it easy for those who want to give the gift of summer camp to their children to find nearby overnight summer camps and complete the signup process. All it takes is logging on to their website and navigating to their "Camps" tab to browse the organization's current directory as well as the important details about each camp.
The USA Camp Association was built to help camps from a business and personal standpoint. Their mission is to maximize communication using technology to educate all involved in CAMP and those who don't realize they are already involved in what CAMP is.


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Wayfair teams up with Lorraine
Online housewares and home furnishings retailer, Wayfair.co.uk has launched its latest campaign with ITV host and brand ambassador, Lorraine Kelly.
In the third year of partnership, Lorraine stars in two new television advertisements for Wayfair, where – accompanied by her border terrier, Angus – she showcases the retailers' expansive range of homewares. The ads show some of Wayfair's kitchen and tableware in situ.
Above and below: Scenes from the new Wayfair ad featuring Lorraine Kelly.
Wayfair says that its TV and online advertising strategy has been instrumental in increasing its brand awareness, which is now at +60% in the UK, up 30% in the past three years.
"Working with the team at Wayfair is always absolutely brilliant, and it truly is an incredibly efficient all-in-one destination to shop for furnishing any space," said Lorraine Kelly. "Having decorated my own new home in the past year, I've been amazed at how Wayfair has something for absolutely everyone."
Lorraine reveals that her favourite room in her house is the kitchen "as it's where my family comes together." While her husband Steve does all the cooking, Lorraine states that she does her "fair share with the tidying up!"
The TV personality admits that she loves to sit in the kitchen and chat while husband Steve prepares a meal. Lorraine adds: "I always find when people come to see us that everyone always ends up in the kitchen; it's where we feel the most comfortable."
Top: Image from Wayfair's new ad campaign with Lorraine Kelly.
TAGS Lorraine Kelly, Wayfair


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Destiny 2 Nightfall Solo Guide: Savathûn's Song
[up to guide index]
(Last updated: 2018/02/27)
The strike takes place on Titan, in the Hive-infested Arcology.
Patch 1.1.3 and later: Kill everything before the boss. When fighting the boss, snipe the adds from cover, and don't die. Original guide is below.
This is a very long mission, and one of the most difficult to complete solo. Thus far it has only appeared with one set of modifiers.
There's a bit of luck involved with this strike. Hostiles can spawn and move in different ways, potentially requiring minor game plan changes on the fly. You might get lucky and have the bad guys bunched up, you might get unlucky and half of them hide behind pillars. Enemies that must be killed to advance might come after you or might go for a stroll. Sometimes you have to decide between patience or rolling the dice on an aggressive move. One of the worst moments is the dual-Shrieker dunk, which happens about 15 minutes in and has a roughly 75-second penalty for each failure.
There are a number of complicated multi-step sequences. Grab the orb, drop the orb, throw grenade, fire Coil, all while on the move into cover. Fire coil, proc Momentum, throw grenade, hit super. Fight Acolytes and Ogres while carrying an orb. You have to do these things to the point where it becomes muscle memory.
There are things that kill you instantly at close range, notably Ogre Eye Blasts. Step out at the wrong time and you're dead before you know what hit you. Happily, you then get 25 seconds to admire what hit you. The best part? If you're on a Striker Titan, you'll be killing two of them with a melee super.
The shielded Knights and orange-bar Revenant Knights will give you nightmares. These have arc shields and the ability to heal themselves while hiding behind an impenetrable force wall, which they can do surprisingly often. They take a very long time to kill with kinetic or energy weapons, and are strong enough to survive a direct hit from a rocket launcher. Sometimes they're cowardly, and hide in cover. The only saving grace is that Wardcliff Coil is often (but not always) able to kill them in one shot.
Disclaimer: I have not successfully finished this strike solo. After dozens of attempts in week 22, I got as far as carrying the final orb, but didn't make it to the dunk point. This is the only Nightfall I have utterly failed to complete. I believe the strategy laid out here is sound, but my skills were insufficient to the task.
Recommended Loadout
Equip standard loadout, but with the Wardcliff Coil. Arc energy weapons can give you a slight edge vs. the shielded Knights.
Modifiers: Momentum + Timewarp: Anomalies
You start with 14 minutes for normal, 9 minutes for Prestige.
There are 30 anomalies, for a maximum extension of 15 minutes. Anomaly locations are noted in a separate list, and not called out in the guide unless there's a handy trick to getting them.
The best class to use is Striker Titan, with An Insurmountable Skullfort. You can knock out groups of Thralls easily with Seismic Strike (shoulder charge), and use the dual Pulse grenades to deal heavy damage to immobile or slow-moving targets like Ogres and the boss. Your Skullfort fully recharges your melee on a shoulder-charge kill, and the Aftershocks ability significantly recharges your grenade on any arc-ability damage, allowing you to repeatedly charge your grenade by killing Thralls.
Gunslinger Hunter is another good choice when combined with Celestial Nighthawk. You can do massive damage to Hungering Ogres and the boss, saving a lot of time.
The Voidwalker's Blink jump can be used very effectively to dodge fire from the boss, and to proc Momentum.
The Wardcliff Coil is extremely useful for this strike, chiefly because of Knights and Revenant Knights. If you don't have the Coil, you can use a standard rocket launcher. Shoot the Knight with your energy weapon until it raises a barrier, then switch to your rocket. Fire when the barrier drops. If you just fire a rocket, the Knight may dodge the shot, and even if it doesn't the rocket won't be enough to kill it. If you don't want to use power ammo, use your energy weapon to knock its shields down, then use your hand cannon to land head shots.
You will see some players running toward or past enemies and shooting them with Wardcliff Coil while jumping, e.g. the Revenant Wizard near the start. The running and jumping is done to keep Momentum active while getting close enough to land the shot. It's usually safest to jump over or past the enemies and shoot down or sideways, rather than straight ahead, so that you don't blow yourself up if they suddenly move toward you.
Most of the things that are worth shooting with power ammo also drop power ammo. When in doubt, if it has orange-bar health, hit it with the Coil.
Starting Area
Get on your sparrow immediately. Drive outside then blast across the gaps, sticking close to the left side. (You can practice this by traveling to Titan and heading to the Arcology in the east. Go back and forth until you're confident that you can do it without slamming into the broken bridge.)
There are two Revenant Acolytes before the entrance. You don't need to kill them, as they won't follow you through, but they drop power ammo. If you throw a Pulse grenade at the one on the walkway and shoot the near one, it costs less than 10 seconds since you need to move through the room to shoot the anomalies anyway.
Arcology Entrance
Convention: you enter from the south. The exit door is in the west.
Shoot the Acolytes. Use a running Wardcliff Coil shot on the Revenant Wizard. Activate the door as soon as the Wizard is down, even if there are Acolytes. You'll hear a growl.
Shoot or melee the Thralls as they drop in, then use the Coil on the Wizard when it takes up station in the middle. Move back toward the center of the patio, killing Thralls. (The Thralls seem to scatter a bit if you move too far away from where the Wizard was, or get near the exit door, so stay in the center patio.)
Glitch: move to the western edge of the northern patio after hacking the door, and look south. You'll see another Revenant Wizard floating in. Kill it with your energy weapon. If you stand in the right place, the Thralls get stuck on the wall and can't reach you, allowing you to kill them easily. (See Modern Tryhard's week 13 video at 1:40.)
When the Wizard and all but two of the Thralls are dead, you'll hear a growl, signaling the arrival of the next wave. Move to the northern part of the patio.
A Revenant Knight and two Acolytes will drop in front of you. Throw a grenade and hit the Knight with the Wardcliff Coil. The exact drop position is somewhat random, but should be in one of two locations. Sometimes the Acolytes fall away from the Knight, sometimes they land together. If you stand on the raised area and look up, you'll see them coming in and have a clean Coil shot on the Knight.
A second Revenant Knight, which dropped in on the south side, will move into the middle of the exit door patio. You can kill this next, or put it off for a bit.
Approach #1: Move onto the wide northern stair area and shoot the Acolytes and Cursed Thralls. This site gives you a pretty open view with no risk of getting blown up from behind. When the hostiles clump up, use a grenade or the Coil. When you've thinned the ranks, run to the center patio and kill the second Knight.
Approach #2: Move into the center of the patio. Kill the second Knight, then fire-hose hostiles with the Coil.
If you run or jump past the Cursed Thralls they will self-destruct after a short delay; this can be faster and easier than shooting them. Momentum should heal any damage you take from nearby explosions.
When all but two of the hostiles are dead, the first door unlocks, and your objective updates.
As an early time check, you should have 13+ minutes left at this point (normal mode).
First Ogre Room
There are three doors between the entrance and the Ogre room. Move near the first door to trigger it, which releases a group of four Thralls that will charge at you. A few seconds later, the second door opens to release another group of Thralls, including one Revenant Thrall. You have to move near the third door to trigger it.
The third door opens to reveal a Hungering Ogre, two shielded Knights, five Thralls, and one Revenant Thrall.
Striker Titan: passing through a Rally Barricade disorients hostiles, so place one in front of the door. Run away from the door to build up speed, then shoulder-charge the first bunch. Run back a little, then run back in past the second bunch. Trigger the third door, and throw a grenade at the Hungering Ogre. Sprint around (for Momentum and to charge your melee) and shoulder-charge the second bunch of Thralls. This should recharge your grenade instantly. Throw a second grenade at the Ogre (you want to sort of jump halfway across and throw as you're landing, rather than just running out, to throw off the Knights). Pause for a second, and make sure the Ogre isn't actively blasting. Run into the room, jump up, throw a grenade at the Ogre's feet, and pop your super when you're close. Kill the Ogre and (ideally) damage the Knights. Kill the survivors with guns or the Coil. (This is an excellent example of combining class talents and exotic perks to dish out a lot of damage in a short period of time.) On normal, your super can knock off 2/3rds of his health, so two Pulse grenades plus your super should do the job.
Gunslinger Hunter: kill all the Thralls before advancing. Use your Celestial Nighthawk on the Ogre's critical point, then clean up with the Wardcliff Coil.
If your super hasn't charged, run back to the patio area. If you move back far enough the Ogre will stop shooting, and will start to wander to the back of the room. You can kill it safely from a distance with your scout rifle.
If using a melee super, get a good running start so you'll have Momentum active when you hit the Ogre.
If you need to heal, run back and forth, jumping over the doorway so the Ogre and Knights don't hit you.
The next door will open when the Hungering Ogre and both Knights are dead.
After a bit of running, you'll get to a room with four Revenant Acolytes and a ramp leading down to a couple of traps.
Head to the left of the ramp as you enter to find the first two Revenant Acolytes. Kill them with one shot from the Coil. Sprint through the ammo to reload.
Peer down over the edge to see the next two. Kill them with one shot from the Coil. (The second pair may not be closely adjacent. If that's the case, aim at the first one, hit the fire button, and quickly drag the reticle to the second one. The stream of rockets will spray them both. Sometimes you get unlucky and they'll be on opposite sides of the room.)
It's important to kill all of them, as they will follow you into the next area if you don't.
First Dunk
Run into the next area, where you are greeted by some Acolytes. Kill them, trying not to hit the Savathûn's Handmaiden. The Handmaiden won't activate until damaged or you get near the stairs, so if you're careful you can sneak up on her and kill her with a Coil shot before she has an opportunity to shoot back. Don't shoot Acolytes standing next to her as your explosive rounds can cause collateral damage.
Killing the Handmaiden exposes the Void Charge and activates the Shrieker.
Run up the stairs and grab the orb. The Shrieker can hit you behind the orb pedestal, so don't linger. This triggers the arrival of a Revenant Knight and some Acolytes near the dunk point. Drop the orb, run forward to the cover on the right, and immediately hit the Knight with a grenade. Follow up with a Coil shot. If done correctly, this will mostly kill the Knight, to the point where you can drop it with a few shots from your hand cannon.
A few seconds after the Knight spawns, another Acolyte drops in. It always appears in the same place, so it's an easy kill from the balcony.
When the enemies are dead, pick up the orb, run off the back edge of the balcony. Don't run down the stairs, or the seeking projectiles will get you. If your health is low, wait until the Shrieker pauses.
Run under the balcony to get Momentum back, and dunk the orb. You should have enough cover from the balcony supports on the way in to allow you to dunk without dying.
Sometimes the enemies will hide from you. It's not uncommon to fail to kill the Knight. So long as there's only the Knight left, and it's hiding behind a pillar, you may be able to run in, dunk, and jump clear with a little health left. If the Knight is exposed, shoot it until it hides or walls up, then run in. It may well be faster to just dunk and die then play hide & seek with the Knight.
You don't need to kill the enemies to move on. If you die here, just run through after you rez.
You can shoot both anomalies before you touch the orb. If you stand against the left wall, a little back from the bottom of the stairs, you'll have an angle on both of them. It's wise to do this in case you need to dunk & run.
Seal and Crystals
Drop down and activate the pylon. Run through the nearby door when it unblocks.
The next room has five Acolytes and a Revenant Knight.
Titan: Wound then shoulder-charge the first Acolyte you see to restore grenade energy. If you don't wound one first you'll drain your melee energy, though it should recharge in time for the next sequence.
Weaken the Knight with guns, then kill it with the Coil when it hides behind the barrier.
Shoot the crystals to drop the barrier.
You should have 12+ minutes left at this point (normal mode).
Ogres and Wizards
You only need to kill the two Hungering Ogres to open the next area. Killing other stuff is often necessary to stay alive, however. (See The HM05's Hunter video for an example of only killing Ogres.)
The first half of the room has a Hungering Ogre, a few Knights, and a whole lot of Acolytes. You want to avoid engaging anything but the ogre. The trick is to get up on the high peninsula that divides this area into two sections.
As you enter, turn left, and hug the wall. Throw grenade(s) at the Ogre as you run. A group of Acolytes will run past you headed the other direction. When you get around to the other side, jump up out of the water, and then onto the circular planter in front of you. Jump from there to a thin ledge on the wall (which you can walk along to shoot the anomaly that's hiding off the edge), and then up on top. You may bump your head if you jump straight up, so you need to come at it as if you were jumping across the part where it bends in.
Striker Titan: throw both grenades at the Ogre as you run, then shoulder-charge the Acolytes running past you. You won't kill them, so your melee won't recharge, but you won't need that for a bit, and the arc ability damage will charge up your grenade.
Once on top, kill the Hungering Ogre with your scout rifle. You want to just peek over the edge so that most of the Ogre's shots hit the peninsula below your feet and not you. (Better Devils seems to do slightly more damage per shot from this range, but Manannan SR4 has 200 RPM vs. the hand cannon's 140 RPM, and takes less time to reload. So the scout rifle seems to have an edge on DPS for the 30+ seconds it will take to kill the Ogre.) Try not to use your grenade here, as you'll need it for the next Ogre.
Titan: you can use a Rally Barricade to boost your reload speed, but do not depend on it for cover. If the Barricade expires while you're under fire, the Ogre Eye Blasts will melt you.
The peninsula is just long enough to proc Momentum, but you'll need to start at one end and jump-run all the way across. (You'll notice that your jumps are very short. Apparently there's an invisible ceiling.)
When the Ogre is dead, a second Hungering Ogre will appear at the top of the stairs on the other side of the room, and a couple of Knights will appear near the bottom of the stairs to the right. When it's at the top of the stairs the Ogre has a clean shot at you. Move to the far side of the peninsula and jump-run across to keep momentum going until it's far enough down the stairs that it can't hit you. Use your scout rifle and throw a grenade to reduce the Ogre's health.
When the Ogre gets to 75% health, a pair of Revenant Wizards will spawn in, with a few Acolytes. The Wizards have a direct line of sight to your position, so you want to shift your fire to those, hitting the leftmost one with your scout rifle to drop its shields then switching to your kinetic. After taking some damage it'll move to a lower position where you can fight it more effectively. The rightmost Wizard tends to take up position at the bottom of the staircase, where it can usually be ignored; if it moves back to the upper stairs, kill it before engaging the Ogre.
You probably want to kill Acolytes in this area, especially any standing on the upper staircase, as their fire bombs can hit you. There's usually no need to engage the Knights.
The Hungering Ogre is probably now standing right next to the wall below you, making an easy target for the Wardcliff Coil. DO NOT attack it until you're ready to kill it, as it will start walking back up the stairs when it takes damage. If the Ogre is lurking farther away, step to the edge then back to bait him forward.
Titan: wait for your grenade to be ready. Fire the Wardcliff Coil to weaken it, then get a running start for Momentum, jump, throw a grenade, and pop your super. The Ogre will knock you around, so try to land to the left of it, between it and the wall or the circular planter. Remember that slam damage falls off rapidly with distance, so get up close before you pound.
Gunslinger: if you use your Celestial Nighthawk shot on the Ogre right after it spawns, you will remove most of its health before anything else spawns in. One or two Wardcliff Coil hits will finish it off. (In normal mode you can just hit it with your super, then rush it with the Coil and run out of the room without engaging any other hostiles.)
When the Ogre dies, run like hell for the exit.
If you die while up top, you will rez back in the crystal room. You want to jump back up on whichever side doesn't have a live Ogre. The trouble is that if your Mobility isn't fairly high (i.e. you're not a Hunter) you probably can't make it up the side where the first Ogre is -- you need to jump off of the low pillar, and e.g. a Titan with a Mobility of 2 couldn't quite get enough height with Strafe Lift. It's possible to get back up the back side even with a live Ogre, but it's dicey.
More Crystals
The next crystal cave has four Revenant Acolytes. Their positions within the room are somewhat random. Blast them with the Coil, sweeping it across. Ideally you want to take out at least two with your first shot.
Ideally, there will be one ahead of you on the right, and the other three on the left. You kill or wound everything with the Coil, sprint forward and reload by picking up the ammo brick, then spin around and finish the job. In practice their positions are somewhat random, and occasionally one will charge out of the room at you (if you fire the Coil on reflex... boom).
A couple of Knights who were lurking outside the Ogre barrier may pursue you, then stand back in the tunnel and snipe at you. They usually won't follow you into the crystal chamber, but sometimes one will chase in about halfway then retreat back. They disappear when the last crystal is smashed.
If you go too slowly, the Knights will melee you in the back. If one is coming up fast behind you, you will need to blast a path through the Acolytes and jump-run straight into the room. (You can try taking a hard right as you enter the room, but that didn't end well for me.) If you don't see solid red in your radar, you can duck back, reload the Coil, and take a second shot before running in. Otherwise, try to kill something, then jump-run through to reload the Coil by picking up the power ammo drop. Jump up, spin around, and spray behind you, as the Acolytes will likely chase behind and will kill you quickly if they get a clean shot.
Hunter: fire the Coil, use dodge to reload, and fire again if needed.
This is a bad place to die, as you will usually rez back at the doorway to the first six-crystal room. Running through the previous area isn't too challenging, even with a Wizard and most of the enemies alive (thanks, Momentum!), but it takes 30 seconds to run all the way back here.
NOTE: I died here a lot. The Knights chased hard after me 80% of the time, forcing me to rush in, and the Revenant Acolytes hit really hard up close. The random positioning makes this a little bit different each time. It may be better to kill one Knight with the Coil so you don't have to force the room.
Another Orb
Step 1: clear the way
The next area has a bunch of Knights, Acolytes, and a pair of red-bar Savathûn's Handmaidens. The goal here is to run past the hostiles near the start, then get the rest to bunch up so you can AoE them. You can skip a Knight and half a dozen Acolytes this way.
Run straight ahead and turn right when you reach the back wall. Continue around, jumping into the raised terrace. Run toward the orb, jumping over the intervening enemies, aiming toward the right side (so you can use the curved wall bit for a little cover as you land). As you approach the orb, throw a grenade at the Knight near the orb. Run and jump past them, spraying the Handmaidens with the Coil as you go by. You'll get beat up but Momentum should carry you through it. Keep running past until you get to the stairs. It's safest to run all the way to the bottom, as sometimes the Knights and Acolytes will lob bombs. (If you do this just right, you'll kill nearly everything, though in practice you'll often need to finish off the Knight with another Coil shot.)
Five Thralls and a Revenant Thrall will spawn from a doorway on the right as you fly past, so kill them from the cover of the staircase (using shoulder charge on Striker Titan).
Move back toward the dunk point. The hostiles want to use this as a rally point, so any surviving Knights and Acolytes should be gathered there. If any Knights survived, sprint in to keep Momentum, jump up high, and hose them down with the Coil.
Pick up the Void Charge, drop it, and run back to the stairs. This triggers the spawn of four Thralls, and a Revenant Cursed Thralls nearby. Also, two Revenant Cursed Thralls, a Revenant Knight, and two Acolytes will come out of the doorway ahead.
Shoot the hostiles as they come up the stairs, and throw a grenade at the doorway when the Knight and Acolytes appear. Ideally the grenade takes out the Acolytes and causes the Knight to shield up, at which point you can blast it with the Coil. That won't always work out, but from the balcony you can snipe at the Knight's head with your energy weapon, then rush him with the Coil when he walls up.
Looking through the doorway, there are a few Acolytes straight ahead, and a Revenant Knight with two more Acolytes down the hallway to the left. There's an exploding barrel to the left that will kill or weaken most of the Acolytes across the hall.
The traps and narrow hallway make this an awkward place to engage the Knight. Hit it from a distance, dodging the Knight's Hive Boomer shots, then rush in with the Coil. Sometimes you can get a bit of an angle from the room across the hall where the anomaly is, but more often than not the Knight hides down the hallway. Always kill the Acolytes first, as they enjoy jumping in front of the Knight when you deploy the Coil. (The ONE TIME they act bravely...)
Step 2: special delivery
Go back and grab the Void Charge.
You can leave the Void Charge on the ground for about 20 seconds before it dissipates. A one-way trip from the orb holder to the entrance of the Shrieker room takes about 20 seconds, so if you let it dissipate it will cost you up to 40 seconds. If you find yourself forgetting, pick it up and drop it every time you reload. Note there's a diamond around the HUD indicator pointing to the orb that fills in, letting you know how close to disappearing it is.
Nightstalker Hunter: you can sneak the orb to the dunk point, saving a great deal of time. You'll be killed after the dunk, but that's hard to avoid anyway. See The HM05's video for an example.
As you run back in, you'll discover that three red-bar Ogres and eight Acolytes have spawned in. This seems to be triggered when the orb is carried beyond a certain point.
There seem to be two basic configurations for the room. In one configuration, most of the hostiles will be in the process of leaving the room. If that happens, run to the doorway to the orb room and let loose with the Coil and a grenade, then quickly get back up on the balcony and around the corner. You need to move through the center of the room so the central pillar blocks Ogre fire while you're running away -- Ogres can get to the doorway surprisingly quickly.
In the other configuration, one of the Ogres is just hanging out near the bottom of the stairs. Easy kill with the Coil. Shoot some Acolytes, but be prepared for a second Ogre to come out and play.
A good place to fight from is the left corner of the balcony, crouched to shoot under the railing. Always try to fight Ogres from the balcony, even when they're deep in the Shrieker room. The range is long enough that they may not even fire.
Melee attacks with the Void Charge equipped will temporarily stun enemies. You'll need three hits to kill an Acolyte, but they won't be firing back.
You need the Shrieker room to be completely clear before you enter. Try to keep track of how many Acolytes you've killed (should be 8). This can be a challenge if grenades or the Coil are involved. Use the 3rd-person view while holding the orb to peek around corners. Ogres and Acolytes will often hide near the Shriekers, so take advantage of the Explosive Payload perk in the Mannanan SR4 and Better Devils by shooting the floor near the front and sides of the pillars. If you see damage numbers, there's an enemy hiding.
There's an explosive barrel near the right pillar. Sometimes that can clear out a hiding enemy.
If you run in and discover that there's still a lurking Acolyte, you will probably be killed by the Shriekers if you try to make a U-turn. Warlocks can create a healing rift behind one of the pillars to give you an opportunity to kill the Acolyte and emerge with full health. Other classes are probably screwed unless you manage to kill the enemy before they hit you, although you can try to rush directly to the dunk point and hope for luck.
NOTE: I don't have an approach that consistently allows you to survive the dunk, though this will allow you to dunk before dying. Fortunately you rez nearby, so it's only about a 30-second penalty. If you die without dunking it'll cost you a bit over a minute to get back into position with the orb, plus time to set up a dunk; call it 75 seconds.
The basic plan is to run back to the staircase to quiesce the Shriekers, then sprint in to take cover behind the left pillar, aiming for the vertical stripe on the left. You'll get hit a bunch, but you'll reach the pillar before getting killed, and since Momentum will be active your health bar will continue to go up even after you stop moving. You then need to sprint to the dunk point. Note that jumping and dodging doesn't really help on the initial run in, as the Shrieker bolts home in on you.
If you watch the Shriekers closely you'll notice that they fire in a 16-shot circular pattern. After a certain number of cycles -- should be 5 or 6 if they activated as you ran into their room -- they pause for a couple of seconds. If you can time it so that they're inactive while you run to the dunk point, you should be able to survive with a tiny bit of health left.
If you stand for a while behind the pillar you'll see them stop, run for 2 or 3 cycles, then start again. So the good news is that they have down time, the bad news is that it's brief and hard to predict.
Approach #1: Run to the pillar on the left, and wait. Watch the Shrieker on the right. When it pauses, charge in. This avoids some amount of damage, and if the left Shrieker started firing slightly late, you might catch it during its full downtime. You should be able to get the dunk, and might live.
Approach #2: Run to the pillar on the left while watching the Shrieker on the right. When it reaches the end of the fifth cycle, run and dunk. If it's a 5-cycle pattern you'll run out during the break, if it's a 6-cycle pattern you'll eat most of one cycle and then get a break. You're more likely to live in the former case. (Variation: plan to run as the 6th cycle is ending, but if you see it pause after 5, immediately run in.)
Approach #3: Run to the pillar on the left, hooking around the left side, then directly to the dunk point. The idea is to avoid the incoming fire from the left Shrieker for as long as possible, and hope that Momentum keeps you alive long enough to dunk the orb. This doesn't always work, and is always fatal when it does.
There may be an advantage to doing a jump-melee-sprint sequence when heading to the dunk point. Practice this when running around so it's natural. The fire button (e.g. LMB on PC) will do a melee when the orb is equipped. Note you can perform the dunk by holding the "activate" button down as you run toward the receptacle -- you don't need to wait until you're in range.
Trivia: Hunters can suppress the Shriekers with a Shadowshot tether.
Back to the Seal
A pair of orange-bar Savathûn's Handmaidens are sleeping above the sealed entrance. Kill them with the Wardcliff Coil. The first one is easy (since they're not paying attention), the second one will do a credible job of trying to kill you quickly.
Titans should pop a Rally Barricade here to get a quick reload. Hunters can reload with dodge. Warlocks can shoot the first one, sprint to collect the heavy ammo drop and get an instant reload, then shoot the second one.
Drop through the tunnels. The goal is to run into the boss area as quickly as possible, stopping only to shoot anomalies.
Shoot the anomaly on the left, ignoring the Cursed Thrall that runs out past you. Run forward on the ledge on the left. If there's a Thrall in the doorway, kill it, as a single Thrall can block you (and you'll die). Run through the door, jump up on the mound ahead on the right, and shoot the anomaly. Continue forward on the right side, then shoot the anomaly on the left. Drop down and sprint through the door. It's safe to just run past Thralls, but if you stop you die.
If you need more power ammo, kill the Revenant Cursed Thralls.
Ideally you have at least 10 minutes on the clock when you reach the boss.
Boss Fight: Savathûn's Song
Weapons used:
Shrieker bolts. Mild seeking ability.
Axion Darts. Slow-moving tracking missiles.
Convention: you enter from the south, the dunk pillar is in the north.
There are two commonly-used safe zones for shooting the boss. The first ("south position") is to your left as you enter the room. Positioning behind the bumpy cover allows you to safely hit the boss in the middle and in the east when crouched down. The second ("east position") is behind the tall pedestal on the raised area in the east, below where the boss hovers. From here you can safely shoot the boss when it's in the center or west. There's a third spot ("west position"), at the bottom of the central hill, peeking past the right edge of a tall rock on the south side of the east-west "road", but I don't use that in this guide.
There is a short tunnel down and to the right as you enter the room. This can be used as shelter from the tracking projectiles.
When in the east position, stand back a little from the pillar so you can see incoming Thralls. Pause firing occasionally to check radar.
The boss can be damaged with melee supers, but you really don't want to be standing near it, even with the damage reduction.
You can abuse the Wardcliff Coil Ammo Glitch excessively here if you're not playing Prestige mode. Switch to Curtain Call with at least one round in the Coil, and fire a barrage of rockets at the boss or large targets like Ogres. Switch back to the Coil and pick up a single power ammo brick, then back to Curtain Call. This can be used to great effect in the last phases of the fight.
There are several stages to this encounter:
The boss is dormant until you shoot the crystal below it.
At 90% health, three pairs of Thralls will spawn in the middle and west.
At 85% health, Savathûn will clam up, teleport to the east, and reopen.
At 80% health, some Thralls and Acolytes spawn in the east near the boss.
At 70% health, Savathûn clams up. A pair of Knights and some Acolytes spawn in the east near the boss. (Also, one Revenant Acolyte from this or previous phase.)
When the two Knights are dead, Savathûn opens briefly, then clams up, teleports to the middle, and reopens.
At 60% health, four pairs of Thralls spawn in from center-north and center-south.
At 50% health, Savathûn clams up, teleports to the west, and reopens.
At 45% health, some Acolytes spawn in the west, as well as some Thralls.
At 35% health, Savathûn clams up. (This is a bit into the 'O' in SONG.) Two red-bar Ogres and some Acolytes spawn in the west and southwest, with one Revenant Acolyte in the mix. When the first Ogre is killed, a third one spawns in.
When all three Ogres are dead, Savathûn opens briefly, then teleports to the middle.
At 25% health, groups of Thralls spawn to the north and south of center. In addition to the regular Shrieker fire, slow-moving tracking projectiles (Axion Darts) will start to be launched in groups of six.
At 15% health, Savathûn clams up, moves to the north, and gains a shield. The boss will shoot Shrieker fire through the shield, but no Darts. A Void Charge is exposed, guarded by a sleeping Savathûn's Handmaiden.
When the orb is picked up, two red-bar Handmaidens appear.
When the orb is dunked, Savathûn returns to the middle. The Axion Darts resume.
As you continue to damage the boss, a few pairs of Cursed Thralls spawn in the north and south center, including a Revenant Cursed Thrall.
Note that the major boss actions are gated on 15% or 20% damage. Briefly, 15 / 15 / 20 / 15 / 20 / 15.
Fight strategy:
For the most part, this is a matter of shooting the boss from cover while sniping adds. You can significantly increase your damage output with grenades, or (for a non-Prestige run) by switching from Wardcliff Coil to Curtain Call. (Because of the "Wardcliff Coil gift", you'll get nearly a full magazine so long as the Coil isn't empty when you switch. If that gets removed, you'd want to switch weapons no later than after killing the Handmaidens at the seal, so you can collect power drops from them and the Revenant Cursed Thralls on the way in.)
Striker Titans: remember to run at the nearest wall or pedestal to charge your melee before killing Thralls. Try to throw a grenade at the boss whenever its available, so that your melee recharges your grenade. Only throw grenades at the boss.
When you shoot the crystal, all of the Cursed Thralls will rush the exit. Those that don't make it will self-destruct about 5 seconds after you destroy the crystal. You don't need to clear the room before starting the fight.
Characters without a melee super (e.g. Voidwalker and Gunslinger) should open by hitting the boss with their super. The fight is long enough that it will recharge before the end, possibly more than once.
Start in the south position. Crouch behind cover and throw a grenade or two at the boss, then shoot it until it closes and moves east. Kill the Thralls that rush you. (From this position, you can hit the boss with a grenade by pointing your reticle a little above the top of the boss' spikes. See Modern Tryhard's week 13 video at 15:10.) Continue shooting it after it moves east.
Titan: You may want to venture out and shoulder-slam a pair of Thralls that show up on the center hill when the first set of Acolytes spawn. That'll give you some energy for a grenade.
If you have a melee super, shoot the boss from the south position until it closes, then pop your super and kill as many adds as you can. Make sure you get one Knight but not both. Retreat and kill anything you missed. You may want to use your power weapon on the Knights as they heal rapidly and raise their barrier often. Titan: slam twice on the Knight farthest from the boss, then work your way in toward the boss with the next two. If you start running as soon as the boss closes you should find a Knight near the spawn door. Slam down next to the door to knock it toward the clustered Acolytes, so that your follow-up slam kills the Knight and takes a bunch of Acolytes too.
If you don't have a melee super, kill all the Acolytes and Thralls, then shoot the boss until it closes, then shoot the spawned Knights and Acolytes.
The boss will open when the last Knight dies, so save one Knight for last.
An effective way to deal with Knights is to stand behind chest-high pillars. They'll stand there lobbing shots that won't hit you. Unfortunately when their health gets low they tend to seek cover. (See Modern Tryhard's week 13 video at 16:35.)
When the adds are dead, move to the east position. The boss will briefly open before moving to the center, and will only fire one cycle, so this is an opportunity to hit it with the Wardcliff Coil if you're quick (you're unlikely to do amazing damage here though).
Throw a grenade or two at the boss and shoot it. From this position, you can hit the boss with a grenade by pointing your reticle at or slightly below the level of the grey smear near the top of the lower amber blob on the column to the left of the boss. (See Modern Tryhard's video at 17:10.)
Four pairs of Thralls will charge you; stand back slightly from the pillar so you can see them coming. Titan: use your shoulder slam on the Thralls to recharge grenades, and stimulate healing.
When Savathûn moves west, shoot it with your scout rifle from the east position. Fire a shot from Curtain Call if you have that -- your scout rifle is somewhat weaker due to the range, but rockets always deliver. You can also run around the north side of the hill, throw a grenade, then run back. Continue with the scout rifle until it closes. You don't need to worry much about the Acolytes, as those will mostly stay near the boss, but shoot anything that gets frisky.
When the Ogres appear, it's safest to snipe from the east position, though it's faster to run toward the bottom of the hill and pop a few Acolytes with your hand cannon. Hit the Ogres from outside their firing range so you don't have to stop to heal up. Ogres will usually stay in one of two positions, near Savathûn or in the southwest. Acolytes will come forward a bit farther and lob solar grenades, but generally not past the center. If you don't see any Acolytes, head toward the south position after killing the second Ogre, and you'll find a bunch.
The boss wakes up when you kill the third Ogre. It's wise to kill all the Acolytes before doing that.
If you stuck with the Wardcliff coil, when the last Ogre dies you should run to the eastern edge of the plateau that the boss hovers over. If you're a Titan, place a Rally Barricade. Throw a grenade or two when the boss appears. Three hits from the Coil should be enough to advance to the next stage. You will probably die here. If you're a Hunter, shoot, dodge to reload, shoot, run away. If you're a Warlock, shoot once and flee.
If you switched to Curtain Call, just throw grenades and launch rockets from the south position regardless of class. Save at least one round of power ammo for the next part. The advantage to doing big damage here is that you get to avoid the tracking-projectile phase. (See the Boss Damage Math section for details.)
Occasionally Savathûn will stop firing Shrieker blasts and form tracking projectiles. This is accompanied by a sound like a train stopping. You either need to shoot all of them down, shoot 2+ down and proc Momentum, or run into the tunnel (which is much closer to the south position than the east) and wait until you hear an explosion. They will hit you behind cover and go around barricades, but can't seem to navigate the tunnel. If you want to shoot them, you need to hit each of them twice.
When you hear, "here's our chance" or "it's time", the boss has moved to the far north and shielded up. Kill any nearby Thralls, then shoot the sleeping orange-bar Handmaiden with your power weapon. You can also snipe it from cover, though the boss' elevated position makes it tricky to hit the Handmaiden without getting hit by the boss in turn. (You can stand on the south side of the pillar at the east position to get a little cover from the boss.) Curtain Call will usually kill it in one shot, but not always, so clear the area of Thralls and prepare your scout rifle for cleanup.
Conservative approach: Pick up the orb, run to cover. If you move just south of the central hill and peek around the sides, you should be able to shoot the Handmaidens without getting hit by the boss. Pick up the orb again and dunk it. You will probably live. Titans with Curtain Call can use grenades and a Rally Barricade barrage, and Hunters can use a Celestial Nighthawk shot to end it instantly.
Aggressive approach: Run up and grab the Void Charge, then immediately run for the ramp. The two Handmaidens will spawn but won't start firing for a couple of seconds, but if you delay at all you'll get fried with their Darkness Blast. Jump up, dunk the orb, and die. (You need good platforming skills to pull this off -- any hitch in your movement, such as catching the edge of the platform while jumping up, will get you killed.)
If you don't have a quick-finish option, jump back down, throwing a grenade near the end of the leap, and shoot the boss from the east position. Cursed Thralls, including one Revenant Cursed Thrall, will spawn from the north and south sides of the hill. Kill these as soon as you see them. When tracking projectiles form, shoot them down or run to the tunnel. Repeat until victorious.
Wardcliff Coil Ammo Gift Abuse
You can speed up the last half of the fight by switching from Wardcliff Coil to Curtain Call, perhaps more than once. Suppose you're playing a Striker Titan:
Keep the Wardcliff Coil until the boss moves from the east to the center. You may want the Coil to clean up the Acolytes and Knights. Save one round of ammo.
Beat up the boss in the usual way (two Thrall-fueled grenades plus gunfire).
When the boss moves to the west, switch to Curtain Call. You will have 5 or 6 shots. Fire 3 at the boss. This is usually enough, but you may need to hit it a few times with the scout rifle.
Fire the remaining rockets at Ogres and Acolytes. You can take off a bit more than half of an Ogre's health with one rocket.
Switch back to Wardcliff Coil. Pick up the power ammo dropped by the Revenant Acolyte. Switch back to Curtain Call.
Move to the south position and kill the last Ogre. Create a Rally Barricade. Throw two Pulse grenades and fire two rockets, then hide in the tunnel from the tracking darts. When the grenades finish ticking, the boss will teleport to the north and shield up.
Use a rocket (and maybe some scout rifle shots) to kill the Handmaiden. It drops power ammo. Shoulder-charge Thralls to charge up your grenade.
Grab the orb and shoot the Handmaidens from cover.
Dunk the orb. From the platform, create a Rally Barricade, throw two Pulse grenades, and fire two rockets. (You probably only need one rocket, but they're not doing any good in your backpack.)
Note you can get another full magazine if you take care not to grab the power ammo dropped by the first Revenant Acolyte (the one that appears with the Knights).
For Momentum + TW:A, look for videos from weeks 5, 11, 13, 15, and 22.
Modern Tryhard - Solo Prestige Nightfall (Striker Titan, M+TW:A). Week 13.
Esoterickk - Solo Prestige Nightfall (Striker Titan, M+TW:A). Week 13. Crazy finish with zero seconds left.
Esoterickk - Solo Nightfall (Voidwalker Warlock, M+TW:A). Week 22. Uses the Wardcliff Coil Ammo Gift fully during the boss fight.
The HM05 - Solo Nightfall (Hunter, M+TW:A). Switches between Gunslinger (for Ogres/boss) and Nightstalker (to sneak a dunk).
Boss Damage Math
All numbers are from week 22, playing a normal-mode level 270 Nightfall.
The boss advances to a new phase when its health has been reduced by a certain percentage, either 15% or 20% depending on which phase it's in. Watching behavior and making some educated guesses, it looks like Savathûn's Song has about 147,000 total hit points, so you need to do 22,050 or 29,400 points of damage to get to the next phase. It's possible to do more than the exact amount of damage required, making the next phase slightly easier.
Titan Pulse grenades do an initial burst of damage, followed by an additional 7 pulses (or 5 if you go Juggernaut instead of Earthshaker). The initial damage and the last pulse are weaker than the 6 in the middle, doing 62.5% damage. A pulse grenade thrown at Savathûn's Song does 707*2 + 1131*6 = 8200 damage. That's about 5.58% of its health.
Curtain Call is somewhat hard to evaluate because of the cluster effect, but a typical hit does 3730 + 1057 + 622*2 + 88*3 + 385 = 6680 damage. Sometimes it's closer to 7,000. About 4.54% to 4.76%.
Manannan SR4, at medium range (boss in the center), does 148+93 = 241 damage per shot. At long range (shooting from east at boss in west), it does 92+93 = 185 per shot. This is with Candle PS, which has a shorter range than Impulse MS3.
From medium range, a grenade is equivalent to 8200/241 = 34 shots. At 200 rounds per minute, this takes 10.2 seconds, plus the time required for two reloads. At long range, one grenade is equivalent to 44.3 shots, needing 13.5 seconds plus two reloads.
Two grenades plus 24 shots from the scout rifle is 22184 damage, enough to advance through a 15% phase. Three grenades would be overkill. For a 20% phase, you need three grenades plus 20 shots.
Two grenades plus a Curtain Call shot is 23,080 damage, enough for a 15% phase. Two grenades plus two Curtain Call shots is about 29,760, enough to advance through a 20% phase.
Three rockets do about 20,040 damage. Three is often enough to end a 15% phase, either because the damage was on the high side or the previous phase had over-damage, but I've seen it fall short. To end a 20% phase, you'd need five rockets.
A Celestial Nighthawk Golden Gun shot does 28568 damage, or 19.4%. It's enough to end a 15% phase -- notably the the final one -- with a single shot.
Trivia: doing 147,000 damage with a scout rifle would require 610 shots from medium range.
In Prestige mode the numbers are all different. At a 330 light level, weapons do more damage, but Prestige boosts enemy health disproportionately higher. So you may not be able to advance a phase with the same number of shots.
Anomaly Locations
01 In the lower area you'd get to if you ran past the entrance.
02 Hanging above the entrance crevice.
03 Straight across, up high, on the far side of the room.
04 Up high on the side you entered from.
05 At top of inverted 'V' near the entry door, up high.
06 Above entry door (above/behind as you enter).
07 When you get to the traps, turn around and look up high.
08 The room behind you when you see the running Acolytes.
09 On the platform with the orb, to the right side.
10 After dunking, look back and way up on the right side.
11 As you enter, before you drop, straight ahead and up a bit.
12 Before you drop, behind you on the right.
13 Halfway down the pit, on the wall on right.
14 Behind a pillar, forward and left from where you land.
15 From entry doorway, straight ahead and up.
16 From entry doorway, left and much higher up.
17 Off the "cliff" edge, about halfway along. Requires jumping or an elevated position.
18 Near second Ogre, down in the water area.
More Crystals and Another Orb
19 Attached to ceiling; head to the left as you enter the crystal room.
20 As you enter the main room, against the wall and a bit back on the left side.
21 Above the first set of bad guys (where traps are), way up high.
22 Just before the orb, up high on the left, between the curvy decorative architecture bits.
Second Dunk
23 Side area off the corridor where the Knights, Acolytes, and traps are.
24 Three-pillar room, on the right side.
25 On the far side of the pillar backing the dunk receiver.
Return to the Seal
26 Before dropping down, past the pit in a small chamber on the left.
27 In the caves, before the last drop, straight ahead as you run through.
28 At start of the Thrall area, in a small room on the left.
29 Above the doorway at the mid point.
30 Before entrance to final chamber, up on the left side.
Copyright 2018 Andy McFadden. All Rights Reserved.


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Lamp Post #16 not working
Reported 8 days ago, last updated 8 days ago
Footpath light number 81 ( possibly 31} outside 43 cherry tree way not working.
Street Light Out
Reported 10 days ago, last updated 9 days ago
Trees affecting road visibility
Reported 11 days ago, last updated 11 days ago
Penis drawn onto road surface
Reported 19 days ago (sent to West Oxfordshire District Council)
Street light outside 28 Madley Brook Lane not working
21:56, 5 Jun 2019, last updated 11:50, 6 Jun 2019
Street Lights out in courtyard of Ashdale Avenue
13:51, 3 May 2019, last updated 13:12, 8 May 2019
Faulty light
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1000s of cigarette ends and empty packets in alleyway behind our house. Also old bin left and weeds etc
10:10, 21 Apr 2019, last updated 25 days ago (sent to West Oxfordshire District Council)
Sky surfer at Madley Park playing field needs greasing
17:14, 17 Apr 2019 (sent to West Oxfordshire District Council)
Furniture dumped in street
21:54, 7 Apr 2019 (sent to West Oxfordshire District Council)
Street light number 4 is out (on the green opposite 17 Campion Way)
11:51, 1 Apr 2019, last updated 11:59, 1 Apr 2019
Street light number 9 is out (on the green opposite 29 and 31 Campion Way)
Streetlight out
14:27, 18 Mar 2019 (sent to West Oxfordshire District Council)
Graffiti on wall and utility cover
2 lots of Graffiti on water treatment plant walls
Graffiti on bridge
Graffiti on bridge substructure
Graffiti on entrance pillar to Madley Park
Graffiti on Entrance pillar
Harvest Way Lights 15,16 and 17 not working
Streetlight 6 is not working (Northfield ROAD, Witney)
14:00, 7 Mar 2019, last updated 09:10, 3 May 2019
On back of Northfield row sign
18:56, 5 Mar 2019 (sent to West Oxfordshire District Council)
Street light not working
20:02, 4 Mar 2019, last updated 10:14, 5 Mar 2019
Flytipping
10:51, 27 Feb 2019 (sent to West Oxfordshire District Council)
Dog fouling no bin???
Broken glass on the bollarded road Oakmead
19:36, 31 Jan 2019 (sent to West Oxfordshire District Council)
Mattress dumped
Light out on path between Madley Brook School and children's play area
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Street light not working on footpath running from Harvest Way towards Madley Hall
"SITE"Graffiti on the bin
09:00, 4 Jan 2019 (sent to West Oxfordshire District Council)
19:46, 26 Dec 2018, last updated 10:43, 4 Feb 2019
Swastika Etched into School sign and "Site" graffiti tag
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"SiTE" tag on the bridge
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Sign light out
22:14, 13 Dec 2018, last updated 11:40, 14 Dec 2018
Failed street light at 9 Harvest Way
Several street lights not working
Several street lights not working along Lavender View.
22:42, 7 Dec 2018, last updated 13:44, 21 Dec 2018
17:20, 25 Nov 2018, last updated 11:13, 26 Nov 2018
Light out between pine rise and cedar drive by the garages. Very dark and dangerous there now.
Lights out on Larkspur Grove
Another broken street light
Street lights number 1&2 not working in Water Lane on Madley Brook Lane
21:21, 10 Nov 2018, last updated 21:38, 9 Dec 2018
Broken street lights
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TV cabinet dumped at side of footpath
00:01, 29 Oct 2018 (sent to West Oxfordshire District Council)
Lights 1 and 2 STILL out on Birch Grove.
20:03, 18 Oct 2018, last updated 22:05, 17 Jun 2019
Street lamps out
20:31, 15 Oct 2018, last updated 10:42, 16 Oct 2018
Lamp posts not working
Light out - 3 in a row, making it very dark in the area and dangerous
12:16, 15 Oct 2018, last updated 12:44, 12 Nov 2018
2 street lights not working. But the one outside number 20 needs a privacy shade fitting as it's right outside our bedroom window. The lamp is number 17. Also the lamp opposite has failed too.
Street lamp out
21:01, 25 Sep 2018, last updated 09:58, 2 Oct 2018
Another streetlight out
20:43, 23 Sep 2018, last updated 12:48, 24 Sep 2018
Bad Road Service
Street light off
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Light has not worked for months now
09:21, 28 Jul 2018, last updated 17:04, 25 Aug 2018
Harvest Way sign damaged
15:16, 12 Jun 2018, last updated 12:20, 17 Jul 2018 (sent to West Oxfordshire District Council)
Dranidge
09:31, 1 Jun 2018, last updated 14:44, 15 Oct 2018
Cars using green as parking
21:33, 22 May 2018, last updated 17:05, 20 Jun 2018 (sent to West Oxfordshire District Council)
House using footpath as car park
Damaged lamp post
Light not working outside number 9
Streetlight not switching on
Cars parked either side of speed hump
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18:04, 9 Apr 2018, last updated 12:37, 10 Apr 2018 (sent to West Oxfordshire District Council)
Car parked on path - preventing pushchairs and wheelchairs from passing
Street light no 3 not working
Dog excrement bags littered along Jubilee Way
Street light out on footpath next to 34 waterford road, next to dog walking area
19:37, 15 Mar 2018, last updated 09:07, 16 Mar 2018
Top 2 screws are missing and it's moving about.
Trees/bushes growing over the boundary wall.
Street light outside no 1 Lime Walk is not working
One street lamp out
22:20, 4 Jan 2018, last updated 12:48, 22 Mar 2018
Lamp post no 8 not working
19:06, 4 Jan 2018, last updated 12:41, 13 Apr 2018
Faulty street light
22:35, 3 Jan 2018, last updated 09:18, 4 Jan 2018
The light outside our house is constantly going on and off
17:37, 28 Dec 2017, last updated 11:04, 23 Feb 2018
The street light isn't working outside 3 Hazel Close witney
21:27, 21 Nov 2017, last updated 15:38, 1 Mar 2018
Bright street light shining in bedroom window
22:36, 1 Oct 2017, last updated 13:23, 30 Oct 2017
Street light U/S
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Weak long tree branches
13:08, 1 Oct 2017, last updated 09:26, 1 Nov 2017 (sent to West Oxfordshire District Council)
Dangerous double parking
20:07, 12 Sep 2017 (sent to West Oxfordshire District Council)
Parking on blind corner at school gates
19:14, 15 Jun 2017 (sent to West Oxfordshire District Council)
Rusty low level hut
15:05, 2 May 2017 (sent to West Oxfordshire District Council)
Bike left propped up against private wall
Pole number 3 on cherry tree way light is out
Street lights on footpath out
Street light still needs repairing
09:41, 6 Feb 2017, last updated 12:49, 13 Feb 2017
Lamp out


This week we celebrate the 150th anniversary of THE HOWARD UNIVERSITY. One of the most illustrious graduates, as well as a contributor to Howard's legacy, is Thurgood Marshall. In this Monday evening's final in his words my voice "The Robe or the Sword.


As simple as this sounds it is none the less important: SCORE TDs ON THE GOAL LINE.
Make every scoring opportunity result in a score.
The Triple Gun uses The Gun Triple as its core play BUT a great supplemental run is the QB ISO. Paul Johnson runs QB follow which is similar but in the Gun the QB is in a TB alignment which creates a possible cutback.
Notice the Smart Splits on the goal line & the seam they create.