Information and entertainment portal
Site search

Homefront the revolution resistance stash. Walkthrough Homefront The Revolution. Neighborhoods, People, Resources, and Rock-Paper-Scissors

"God forbid to see a Russian rebellion, senseless and merciless!"

Alexander "Our Everything" Pushkin

This game was expected. She was hoped for. She was expected as a revolution in the genre and in the entire gaming industry. Although its name did not often appear in the headlines of announcements in magazines and on websites, but every time we were given to understand: something stunning was expected. Say, just wait, and they ( Elixir Studios) will show you. They, they say, cannot do otherwise, because they have a stunning engine in their hands Totality and myself Demis Hassabis, frog's nest chick, comes from the company Bullfrog. At one time, this company thundered with its fantasy flight sims (Magic Carpet), cyber-special forces simulators (Syndicate) and fascinating “tycoons” (Theme Park). Demis Hassabis is an old-school game designer, chess prodigy, soul-guy; he can't let you down, so don't worry. We did not worry, expecting a brilliant game for granted. We have been waiting for her for five years - from autumn 1998 to autumn 2003.

And you know what I'll tell you after looking at the game with my own eyes? Not everyone here did as promised, not at all. In the final product, at most thirty percent of what the developers and personally Demis promised us was implemented. Now that the game is on the shelves, I can't understand how it was possible to believe in the promises made by the developers left and right in the early stages of the game's development - even then it looked on the verge of fantasy. But Elixir Studios should not be blamed for deliberately, quietly chuckling, misleading us. Everything is much simpler: the guys overstrained themselves. They took on a burden that was too much for them to bear. Gradually falling into a panic, they cut off from the game everything that they could not really implement - scale, AI, cities, freedom of play - until the cat, figuratively speaking, was left with only ears.

It was these “ears” that went into print under the name Republic: The Revolution. If everything had been implemented as expected, then she would have been entitled to an unconditional crown, but now, chopped off on all sides, she only pulls for a medal. Trying to please outwardly, it, alas, catches little with its content. Maybe it's because of the octopus interface. Maybe because of the lack of a pause in the game. Of course, fans of the genre will like the game in this form, because it has practically no competitors in the field of political games.

So, in this guide you will find:

General information about the game and its basic principles.

Opening the role-playing system of the game.

Principles of different types political actions.

So, listen - the revolution begins.

In the early nineties of the last century great empire- The Soviet Union - broke up into many small republics, one of which is your native Novostrana (Novistrana). She was definitely not lucky with the leader - Vasily Karasev, a former KGB member, became the president in Novostrania. Almost immediately after coming to power, he began to show the manners of a dictator. Before he decides to become a sovereign and irremovable leader, there are only a few weeks left. The people are silent and waiting.

You are a young Imyarek with the face of a complete rascal. You have been sharpening your teeth on Karasev for a long time: when he served Where It Is Necessary, he took your parents Where It Is Necessary, namely, in an unknown direction. Now in your soul you only have revenge, you decided to create your own party and bring it with an iron hand to victory over Karasev. Today a revolution is born (solemn clay-like music plays)!

Game concepts

First difficulties

Sending seventy percent of a design document to the trash has never been good for any other game. But this is not so bad: in the end, it was possible to make a popular product from what was left. Unfortunately, we have to admit that it was not worth putting the chess genius above the Republic, because the game interface (following the well-known motto Interplay) can be briefly described as follows: “From geeks to geeks”. It is very difficult for ordinary people to get involved in it - it is anything but intuitive. It's almost impossible to understand him. Even with time it is hard to get used to it, and for a long time at night you will remember it in dark, heavy dreams. It is impossible to deal with the interface by pausing the game - there is no pause in the game.

The physics of the game allows such situations.

But that's not all. Surprise surprise: there is no tutorial mode in the game at all. In every modern strategy that wants to have big sales, there must be a training mode. But Republic: The Revolution doesn't have it. Instead, those who want to learn are shoved under their noses with a few static pictures that describe the purpose of the controls. The most interesting thing is that these pictures were not originally planned by the developers - in order to add them to the game, its release had to be delayed again. Happy owners of boxed versions - do not rejoice ahead of time. According to the latest intelligence, even the paper manual that comes with the boxes has a lot of holes and omissions.

So anyone who wants to play politics will have to play brave interface tamers first. So that you do not suffer too much during taming, I will try to describe its elements and prevent you from stepping on the rake that I, starting to play, gathered myself.

Game time and political promotions

The key concept of the game, which you need to know about from the very beginning, is a political action. In fact, this is any action that you (a person with a cunning face is your “avatar”) or your comrades-in-arms do at the player’s command. At the same time, an action is not necessarily a demonstration or a rally. This can be a bribe, and persuasion of a neutral or enemy character to join your party, and even intelligence. In addition to you, the party can have up to five members - all of them have different actions available. At the same time, their set for each person depends on his class and level, political and life preferences: for example, a street bandit is prone to criminal acts - blackmail, attack, organizing riots. A journalist can organize attacks on the enemy in the press, and a priest can arrange an impassioned sermon denouncing the rival party. As the level increases, the number of shares available to the character grows, and each successfully completed action gives you and the party members precious experience and a path to growth.

When you give an order to someone from your party, he gets on the schedule. Here you need to talk about the time in the game. It is divided into days, but the basic division here is the time of day. The game takes place in real time, but every day is very clearly divided into three time periods: before lunch, after lunch and at night. Any action takes one time period, at which time the party member is busy with his work and is unavailable. In this case, one feature should be noted. Your game avatar (the head of the party) can perform up to three actions per day - according to the number of time periods in a day, but your party members can only carry out two actions per day, since one time period goes to their rest. Promotions are not free, they require resources for themselves, but more on that below.

Now we need to talk about the schedule. The schedule is a diagram of planned and ongoing actions. In theory, they can be planned at least a week in advance, but in practice this will not be necessary due to the constantly changing situation in the game.

To summarize:

The game is based on political actions.

Every day in the game is clearly divided into morning, afternoon and night.

Every day, the head of the party can hold up to three actions, and subordinates - up to two.

Promotions can be planned in advance.

Neighborhoods, People, Resources, and Rock-Paper-Scissors

Each game city (Ekaterina, Pugachev, Berezina) is clearly divided into a number of districts (numbering from a dozen to two dozen). The district is the base unit by which your electorate support is determined. Each promotion applies to only one area. You can only get a stock that would affect support throughout the city towards the end of the game, and it costs a lot. For most of the game, you will use "single-district" actions, take control of a specific area, and only then take on another.

The inclination of the inhabitants of the area to a particular party is displayed as a pie chart with sectors. The gray sectors represent the percentage of neutral residents.

It is very important to have an understanding of the basic idea of ​​interaction political forces in the game, because this idea is most directly related to districts. The game has three political ideas(concepts, ideologies) is power, influence and money. At the same time, the “rock-paper-scissors” principle works: power suppresses influence, influence suppresses money, and money suppresses power. At the same time, strength is indicated in the game in red, influence is blue, and money is yellow.

Each area in the game corresponds to a certain direction. The working areas, painted in red on the map, are the patrimony of power. Middle-class neighborhoods are impact-oriented and marked in blue. Wealthy districts (yellow) are responsible for the money. This must be taken into account when planning promotions. How? The principle is simple: knowing that organizing a vandal attack is a forceful action, you must understand that this measure will work most effectively in middle-class neighborhoods (influence). If you organize a vandal attack in a working district, then there will be no modifiers to efficiency - efficiency remains at an average level. In turn, the inhabitants of rich areas of the attacks of vandals will have very little effect.

Understanding this effect is the key to allocating resources efficiently and making the right moves. The modifier to efficiency is small - twenty percent. That is, an action in a suitable area will give plus twenty percent efficiency, in a neutral one - average efficiency, and in the wrong - minus twenty percent. This suggests that, if necessary, no one will prevent you from holding a promotion in the wrong place and at the same time receiving your own (albeit not particularly large) dividends.

Some actions can be carried out not in relation to districts, but only to individuals. This is true in relation to bribes, threats, luring other people's party members, attacks, gifts. Each person also has its own “color” at its core, depending on the class. Financiers and celebrities - one, the military - the other, journalists - the third. But here, modifiers do not affect the effectiveness of the impact, but the probability of its success or failure and the possibility of persuading a person in a discussion (an entire subsection is devoted to the discussion below).

Each party also has its own focus. But here it may not be so rigid, but exist in the form of a wind rose, a kind of circular diagram - on it all three forces can be at the same level, one of them can protrude ahead or vice versa - lag behind the others.

As you may have guessed, each promotion also has its own element at its core. Thus, the formation of gangs, threats and other dark deeds are “red” power actions. Bribes, intelligence and gifts are "yellow" cash shares. Finally, rallies, attacks in the press are actions of influence, “blue”.

Your party has three types of resources at its disposal, and they look familiar: this is again power, influence and money. Each action requires for itself a certain amount of resources, sometimes different, and most of all - profiling (that is, exploration will require money, and demonstration - a lot of influence and a little money). In turn, districts in which you have some kind of influence bring you resources (and again - profiling). This is how the economy of the game works - you make an effort to get support in the districts, from there resources come to you, with the help of which you continue to make your efforts - the flywheel has turned. If you waste resources and end up without resources and support, you will lose. But if you plan your political career and conquer most of the city, then the passage of the plot will be very much easier for you.

You will have to remember which color works against which and memorize: “red against blue”, “blue against yellow”, “yellow against red”. If you are lost in the eternal rush of the game, then it's okay - when planning an action, you will be reminded whether it is profitable to use this action against a given area / person or unprofitable.

Outcome:

And I tell you - there is such a party!

The game operates on the principle of three driving forces - power, influence and money, each of which is strong in relation to one and weak in relation to the other. Areas, people and actions are focused on them.

Resources in the game are spent on promotions and are gradually credited to your account from areas in which you have influence.

People, squares and secret benches

Intelligence stocks are needed to find out a whole bunch of things: political preferences the population of the area (without intelligence, you will not see diagrams), the habitats of neutral key characters or political rivals, the location of secret places. Everything is clear with the first: a diagram is a diagram. You need to find characters in order to gain access to them and the ability to apply actions to them - recruit, beat, etc. If you don't find the right character, you won't be able to do anything with him - so don't neglect intelligence. Fortunately, there is no need to look for plot characters - they appear on their own.

The discovery of "places" in the area belongs to the category of secrecy. Most of the actions should be carried out not just in the district, but in some place in it. For example, for business negotiations, you can choose a street cafe, a bench in a park or on the street. For a rally, you can choose a convenient courtyard, park, street, etc. A secluded place is necessary for a forceful action or intimidation.

Based on what criteria should a place for an action be chosen? Based on privacy criteria. Each place in the area has its own level of secrecy (this is the level of the white column on the location mark on the map). If there is almost no secrecy, then the place is clearly visible and open to all winds and prying eyes. If the secrecy is high, then the bench is well disguised, the cafe is unknown to anyone, and the wasteland is not visited by anyone. Need to look for places with high secrecy? Yes, if we are talking about negotiations, a bribe or a quiet tap on the head with a bat. If implied open shares like rallies or distribution of leaflets, you need to choose the most open and accessible place where there is no secrecy at all. In a secret place, a member of the rival party will more readily accept a bribe, and in an open area you will collect more people to the rally (and gain more fans).

But remember - you will not necessarily find everything at once when reconnaissance. If intelligence is done by an inexperienced person, and does it clumsily, then he may miss important characters or not find secluded places. Repeated reconnaissance is often not only necessary, but also necessary. If you want to help your character in the quest, you can use the “god-poke” tactic. About her - below.

Findings:

When you explore, you'll find out Political Views in the area, you can find NPCs and places to hold promotions.

Places for holding actions are more or less secret. More secret places are needed for secret actions, and unclassified places are for open ones, in which it is important to communicate with the inhabitants of the area.

How to play it

Now that you know the basics of the Republic world, I will try to tell you how to start playing this game with the least difficulty.

Political platform

At the start of the game, you will be prompted to select your preference profile for power, influence, and money through a series of questions. Along with this, your role-playing profile will be formed (look for information about the role-playing system of the game in the corresponding section). Unfortunately, you won't be able to create your own character, so when you're shown who you've responded to and which slogan is right for your party, you might be in for a surprise. But in fact, all this introduction is practically irrelevant - the direction of your party will quickly change with the course of the game. In just two in-game weeks, if you hire the military and bandits and start terrorizing the city, your party can turn from liberal to fascist. But in fact, it is important to maintain a balance, applying all forces equally. You will also understand this in time, and on your preference diagram, all three forces will be at the same level.

I would advise you to take a much more careful approach to choosing a name for yourself and your party - these words will constantly come up to you in the game. If you can't think of anything, don't bother and name your party "Gamers".

After all the formalities with the party lines, you ended up in the city. First of all, save the game. Now remember: you don't have to start right off the bat. Spend some game days to get used to the interface, to learn how to control the skittish camera and give commands. Then you can download the game and start playing in earnest. This will make it very easy for you to progress through the story - especially in combination with the easy game mode. I do not recommend trying medium and hard mode at once - you will almost certainly lose.

3d city view

There are two main views in the game - a 3D camera view of the city and a 2D view of the schematic map of the city. First, let's talk about the 3D view and how to work with it.

The camera hangs at the level of the roofs of houses and looks at the streets. First, learn how to quickly move the camera around the city, rotate it, zoom in and out, quickly move in the right direction, and navigate the areas. Camera control is implemented rather clumsily. Rotation is performed by holding down the right mouse button. You can go down and look at a specific person or object by double-clicking on it. Clicking on the person once will bring up the magnifying glass and paper icons. A magnifying glass is an opportunity to bring the camera closer to a person and “hook” on him. If you click on the paper, then the person under your cursor will send you, say whatever comes into his head, or comment on the political situation. I must say right away that it is completely useless to interview people on the street, since all necessary information available from the map.

Don't be scared. After a couple of days of training, you will get used to this interface. real game happens right here on the map.

By double-clicking on the action icon, you will switch to the cinematic view, in which the camera will “illuminate” the action and independently change the position and angle of view. Often the angles are not the best, so I recommend exiting the cinematic mode, lowering the camera to the ground, move it to the place of the action and look at the action up close, controlling the camera with your own hands.

You can zoom in on buildings, cars, kiosks, and even temple graves. At the same time, information about what you brought the camera closer to will crawl out at the bottom right of the screen. As a rule, it does not carry a payload, but serves only entertainment purposes. If you bring the camera closer to clothes hanging on clotheslines in the yard, the game will say: “Hey, you have whole country who needs to be freed, you don’t have time to rummage through someone else’s underwear.”

As for "no time" - this is said very correctly. Game periods (three periods - one day) replace each other every four minutes of real time, the clock goes on incessantly, and you can’t just walk around the city admiring it. The game flows, and you constantly need to analyze information, make decisions and give commands. Paradox: theoretically, there is an opportunity to lower the camera to the level of the head of its inhabitant and wander through the streets, but in practice you will not be able to do this - there is no time. With the ability to stop the endless cycle of days and just walk around the city, the game would be much better. That is why I advise you to save the game in advance, wander around the city to your heart's content, admire it, and then load the game from the very beginning, switch to map mode and start the game. Why exactly there? Because the view from the camera to the city is not really needed. It is used only in discussions, when tuning stocks and for “god poke” - and these are very clumsy concepts designed to force the player out of the map and force him to do at least something in the city itself.

SECOND PAGE

game card

You will have to do “at least something”, but the rest of the time (three-quarters of the total playing time) you will spend looking at the game map. On it you will issue commands, on it you will watch for signs of your victory or heresy emerging among your followers in order to crush it in the bud. On it you will follow the movements of your own and other party workers around the city. On it you will plan the action and choose a place for it. Everything you will do on it. There are only three things you can't do - tune the action, hold a discussion, or poke the roofs of the houses with your “god cursor”, indicating to your scouts where to look for pheasants. But, to be honest, the first two actions could well fit on the map, and "God's poke" for the game is an unnecessary arcade element. I will talk about all this below.

Switching to the map and back is easiest to do using ... the mouse wheel. Yes, it sounds strange, but it's true. Logically, the mouse wheel should be responsible for the increase, but here it is a switch between the map and the three-dimensional view. The whole map will not fit on the screen, and you will not learn how to move around the map right away. In games with classic, time-tested controls, you only need to move the mouse to the edge of the screen to move. In Republic, created by the wild imagination of a chess prodigy, this requires either use the cursor keys (up-down-right-left), or press the right mouse button at the edge of the screen.

Only on the map you can create a schedule of promotions. To do this, you need to select a character, click on one of the promotions available to him and select a venue. This is where the differences begin. If the action is aimed at a person, then you will need to select a person on the map, then the area and the place where you will meet him (in order for the action to “go to business”, do not forget to click on the checkmark at the bottom left of the screen). If the action is aimed at the area as a whole (posting posters), then you just click on the area (do not forget about the tick, do not forget!). If you are going to organize a manifestation, then you will also have to choose a place in the area. The planned action will appear on the map as a pale green square with an icon. By clicking on the square, you can view information about the action or remove it from the schedule (pictogram of the film box). A successful promotion becomes bright green, after a while the promotion icon on the map disappears. If the action is ineffective, then it will be displayed in a poisonous pink color, and if it failed (the frightened was not afraid, the seduced was not tempted, the bribed did not take a bribe), then the icon will be bright red.

All enemy actions are reflected on the map as very small and almost imperceptible rhombuses (the color of the rhombus is the color of the party conducting the action). Seeing such a rhombus, one must immediately become alert, find out what the party wants, and organize opposition.

The faces on the map are the characters. At the bottom left of each muzzle is a square. Either it is empty (the character is neutral), or it contains the icon of the party to which it belongs. If the muzzle moves, the character either goes to the action or returns from it. If it's moving fast, don't be alarmed, it's the subway. If two muzzles are nearby, then they either do something together (fight or talk), or simply by the will of fate they are nearby and do not know anything about each other.

Pie charts reflect the political sentiments of the area's residents. If the circle is not visible, then the area is not explored - send a scout there.

Despite the fact that the map in the game is implemented, in general, not bad, after a while it becomes difficult to navigate in the diversity of events taking place on it. There are buttons on the minimap that turn off the display of individual symbols on the map, but you don’t have to use them - each symbol is important, and without them you can skip important information(for example, about the movements of the enemy or about his actions). You will have to get used to the motley map. Take comfort in the fact that politics is a complicated thing.

Parts screen

On the game clock at the top left of the screen, there are several more controls - a clock and several buttons.

The game clock is ticking even when you are reading a newspaper or information on game plot, considering the scheme of your party or considering what characteristic to improve for your political worker, who has been raised in level. These relentless hours are one of the most frustrating elements of the game. In normal games, when the player reads a mission quest or levels up, time will be paused. Here the clock goes on and on: reading a pack of newspapers and a story mission can easily kill a whole game day. This leads to the fact that the plot simply flies past the player, because reading the plot information under the flowing time is pure masochism.

If you want to skip a game day quickly (for example, while leveling up your characters at the end of the first city story), then you can speed up the game time. Acceleration only works on the map and when the mouse pointer is removed from the clock.

To the right of the clock are several buttons. One of them is to call the parties screen (on it you can view the status of your party, the characteristics of its members, the amount of experience required to move each party member to the next level). Here you will also find all available information about other parties and their members. While on the parties screen, you can also transfer the party headquarters from one house to another (for example, if the house has high privacy parameters or contains large quantity party members).

Next to the button for calling the game screen - a list of textual information: read newspapers, viewed notes and story missions. If you don’t know exactly what is required of you (and this is a common thing when there is not enough time to read information about the plot), then you can always read a short task that you need to complete to advance the plot - it is always above all others in the list.

Tuning and why it is not needed

Another unsuccessful game concept should be recognized as fine-tuning stocks - tuning. When you push a speech, you have the opportunity to shift the focus towards arguments or emotions. When you write different words on the fence using spray cans, you have the opportunity to focus on the overthrow of the existing order or on nationalism. By putting up posters, you can tell from them about freedom, solidarity or prosperity. You can implement all this during the promotion, simply by moving the slider at the bottom of the screen.

It would seem that this is bad? The fact is that the opportunity for tuning is presented only for five to seven seconds in the very middle of the action. So a person called the stickers, so they took to the streets, approached the pedestals, looked around, laid out their things (it's been three hours since the start of the action) - and then a slider appears on the screen for a few seconds.

If you do not have time to perform several actions in these short five seconds, the slider will disappear from the screen, remaining at the point that it was. And the actions are:

1. Remember in which area the action takes place.

2. Look at the ideological affiliation of this area on the map, find the pictogram of the action on it.

Here we take a detailed look at the passage of Homefront: how to destroy enemy helicopters, cars, equipment, tanks, how to use the Goliath - and many other things.

The first chapter of the passage of Homefront. What are we fighting for

Immediately after the video, the main character wakes up. Follow to the door, where another cut-scene will begin. As you ride the bus, Connor and Rihanna will appear, saving GG. Pick up the gun and get out. Follow inside the house, running away from enemy vehicles. From here, go to the courtyard and deal with the first two opponents. Be sure to pick up a rifle with which your task will be greatly simplified.

Video walkthrough of the first chapter of Homefront 1:

Follow Connor and Rihanna, remembering to periodically destroy enemies not only inside the store, but also outside it. When you get to the gas station, throw a grenade to kill everyone at once. Follow further, make your way through the hole and hide immediately so that the tankers do not notice you. Too many enemies! When Connor says, then run across to the other side of the street and enter the courtyards. Climb up, inside the tree house, and then get down to business: for some time it is necessary to cover the backs of the allies. After firing the flare gun and falling, rise to your feet and kill the opponents near the plane. Despite their abundance, you have several options for where to hide. To bypass the armored car, follow up the stairs on the left side and climb into the window. C-4 will be here.

Tree house

Follow Connor to the territory of the civil quarter. After meeting with Boone and talking, go inside the house and kill the opponents. As soon as the tear gas grenades fly, then go outside and get to Hopper. From it you will receive a remote control with which you can control Goliath. After selecting the target, wait for the pointing to end, and then press the indicated key. Destroy all enemy vehicles that appear on the location.

The second chapter of the passage of the game Homefront. Liberty

When you wake up, you must follow Boone, who will show what really happened. This place is safe and hidden from invaders. Talk to a few people, and then go back to Boone to regroup. Grab the weapon on the table and then head downstairs to where Hopper is waiting for you.

Together with allies, get to the building and go inside. At the end, you will need to throw a grenade, which will allow you to destroy the turret. Get as close as possible. To do this, you need to move behind Boon when the gun is turned in the other direction from you. When you are close, immediately throw 2-3 grenades.

Then return again to the building and find that on its other side, a patrol roams the street. Look out the window and shoot the commander in the head, and then finish off the remaining opponents. Go to the marker where Rihanna is waiting for you, but instead you will see an injured Boone. Leaving him and Rihanna alone, go to the camp, where, within homefront walkthroughs need to sort out the situation. Be sure to pick up the weapon hanging on the wall.

When you reach your destination, kill the opponents, focusing on Connor. If you don't want to be sieved with a machine gun, then move along the other part of the street until you find yourself at the alley on the left side. Kill the enemy here, follow through the house and throw some grenades under the tank of the turret. Use the underground passage to get to the camp, where you have to find Arnie. When you meet him, then make your way to the warehouses. There will be a trap here!


Arnie's betrayal

Grab your pistol, then shoot the two soldiers on the left side. Use the ladder to climb up and pick up another weapon. Clear the center, then take the beacons lying on the table.

Follow the marker on the field, where Connor will start shooting at the opponents. Hide behind covers and kill some soldiers. Flank two guns and throw grenades at them. You will not be able to hide from helicopters, so go down to the corpses and hide.

The third chapter of the passage of the game Homefront. liquidation

The moment has come when it is necessary to place several beacons on the location, mined in the enemy camp. Go towards the vehicle where the marker points, and then pick up the sniper rifle. Follow Rihanna to go up to the roof. As soon as Hopper launches a rocket at the enemy, start destroying the rest of the enemies. Soon your ally will launch another rocket that will fly in your direction.

Move forward through the fire to reach the tower with Connor. Here you must fall down. Waking up, take control of the Goliath again and destroy the opponents. From time to time, follow to use a sniper rifle to destroy the ordinary Koreans, located on the roof. If this is not done, then they will stop the Goliath from working using EMP devices. Be sure to destroy the helicopter and the jeep. When the helicopter appears and starts launching rockets, it is best to take cover behind the Goliath. If this is not done, then you will certainly be destroyed even before you have time to properly aim and at this homefront walkthrough will break. Keep killing enemies next to the restaurant. Use Goliath as often as possible, protect vehicles from EMP devices by destroying opponents inside the tower. Climb inside through the hole in the wall.


Walkthrough Homefront: Enemy Helicopter

Once on the territory of the department store, kill the opponents. A shotgun will be lying next to your deployment. Be sure to grab it and don't forget, it's highly effective in close range collisions. When you destroy everyone, then move up, to the second tier, and then go outside. You will see a moving column of trucks. You need to have time to throw at least one beacon! Run to the right to go down and then get to the gas station. Hurry up to hook the beacon.

After meeting with Connor and Rihanna, go inside the room. There is a fire burning here, so you need to move as quickly as possible, using the fire escape for evacuation. Once on the roof, you can again use the Goliath to finish off the remnants of the invaders. Then go down and climb into the truck. With the help of Goliath, fight off the pursuit of combat vehicles and helicopters.

The fourth chapter of the passage of Homefront. Wall

Return inside the building, or rather, into its ruins. Boone is dead, so there is nothing else to do - follow Connor until you find yourself in an ambush. First, destroy the enemy with the rocket launcher, standing on the balcony, and after that deal with all the other opponents. When the armored car appears, you will again be able to use the Goliath. Use it to finish off the vehicles and missilemen on the roof of the building. Move along the street, and then go inside the house as soon as you see the tank. To deal with him, you need to go around with Rihanna and attack from the side.


Execution of civilians

Follow down into the channel for the flow of water, then go to the resistance unit. After regrouping with them, get to the wall and lower the barrier down. Get inside the booth and interact with the lever when the enemy can't interfere. A little further on, you will again need to remove the barrier, but doing this is not as easy as the first time.

Enter inside the house and kill opponents. After that, knock out the door and shoot the barrels in slow motion yellow color(they will explode and allow you to destroy opponents, saving on ammunition). Finish off the remnants of the invaders to continue homefront walkthrough. Be sure to destroy the rocket men on the roof! There are two of them, but the third one hid inside the building - shoot through the window. Run towards the checkpoint and remove the second obstacle. After meeting again with Rihanna and Connor, climb onto the roof of the building, where the rocket launcher is lying around. Blow up the Goliath that has the explosives on it. Follow below and get into the armored car, behind the machine gun. Destroy absolutely all opponents until the cut-scene starts.

The fifth chapter of the passage of the game Homefront. Center

Once on the farm, you will understand that the locals are not entirely happy to see representatives of the resistance on their territory. Your task is to hijack a helicopter. Let's get started! Go towards the marker, killing the so-called survivalists along the way. Pick up the sniper rifle that Connor will give you (this is the upgraded version) and follow your friend directly to the farm. Act silently, or you will have to fight with a huge crowd of opponents.


Farm

After getting out on the field, kill the enemy on the windmill and continue homefront walkthrough. A little further you will need to remove another enemy. Inside the garage you will need to hide from the helicopter. If you look closely, you will see a two-story building in the distance. You must make your way inside, killing two soldiers who do not allow you to approach. Inside the house, kill the enemy using a knife, and deal with the rocket man on the tower. Go towards the river.

This will get you to the bridge where you need to kill some Survivalists without worrying that anyone will notice you. A little later, Koreans will appear, who must be killed along with other characters. At the end, kill the rocket man who is located on the tower, and then run towards the church for observation. Inside the building, act as carefully as possible. Do not rush, because there is no cover in this case!

Once on the bell tower, get ready to use the sniper rifle. When Connor gives the command, then shoot at the enemy. You don't have to do it before he says. As soon as the allies in the truck are on the take-off platform, then jump down and run in their direction. Again, there is no need to run headlong. There are many opponents here. Do not pay attention to the fact that you are in a hurry - no one will fly away without GG. When you get close to the turntable, then climb up to the helm and fly away.

The sixth chapter of the passage of Homefront. On Guard

You have taken control of the helicopter. Follow trucks carrying fuel. On one, if you remember, the same beacon is installed. The guards had already been destroyed by machine guns and missiles. Fly around the windmills if you don't want to take unnecessary damage on the vehicle. To fly through the tunnel, it is best to land and fly under the ceiling, without touching the obstacles on the road (cars). After leaving the tunnel, destroy the armored vehicles around trucks trying to avoid being hit by missiles.

Now based on homefront walkthroughs you have to carry out the seizure of trucks. On the left side, approach the last of them and press the Hopper's landing button - he will sit in the driver's seat. Fly up to the second car, where you will already drop Rihanna. Finally, follow to the first truck, which will be managed by Connor. Ready! Escort the cars, staying close to them. Using heat traps, you can protect the helicopter from anti-aircraft guns.


Air cover for allies

After reaching the city, deal with the obstacle on the bridge. As your allies move through the streets, protect them from rocket launchers, armored vehicles, and another helicopter. When you need to hide from your pursuers, then destroy the bridge behind you. While Hopper is setting up charges, protect your partner. After a while, the chase will stop, and you will be able to deliver fuel to the allies.

The seventh chapter of the passage of the game Homefront. Golden Gate

After regrouping with the soldiers, jump into Connor's helicopter and go to the Golden Gate. As you may have gotten used to, what was planned will go downhill. The rocket men hiding under the bridge will shoot down half the army's helicopters. Fly under the gate and deal with them. If you can't aim on the move, then the best option would be firing from an underbarrel grenade launcher.

When you land, then proceed to destroy the enemies at the checkpoint under this bridge. barracks with right side use to hide from the tank. Run from one to the other, where you take the rocket launcher from the soldier and shoot the tank. Use the ladder to climb the bridge. Take any weapon and start killing Koreans. On the road, finish off the last opponents and meet with partners.


Walkthrough Homefront: "Somewhere I've seen this before"

Ahead of them were two rocket men, attacking the convoy and preventing it from getting ahead. Climb up and deal with both, then follow the tanks until you are in front of the towers. A spinner will appear and kill GG. you will fall down the bridge. Run along the only route, shooting back from opponents and turntables. Climbing up again, using the stairs, you will find yourself behind enemy lines. Kill the Koreans and destroy the guns. Use the Javelin to blow up the enemy helicopter.

Pick up a machine gun and run to the air defense. While Hopper is hacking the anti-aircraft gun controls, protect your partner. A little later, you will have to control a drone that will allow you to destroy the enemy convoy. Get into the armored car and drive away from here. At the end of the game, you will need to use a suppressor that will allow you to hide from Goliath's projectiles. In parallel with this, shoot back until you finally destroy it. This is where we end homefront walkthrough.

After the introductory video, we wake up on our couch. We approach the door, where we are tied up and sent to who knows where the Korean invaders. While we are riding the bus, we understand that the Koreans have come here not to joke: every now and then someone is killed around and driven to hard labor. But for our happiness, Connor and Rihanna save us. We take a pistol, get out of the bus and run into the house, fleeing from enemy equipment.

We run out into the yard and kill two Koreans, we take a rifle from one of them. Then we follow the partners, shooting enemies in the store and outside. Having reached the gas station, we throw grenades at it in order to immediately destroy all the enemies at once. We run further, climb into the hole. It is better to immediately hide from the enemy tank and soldiers and not stick out, there will be too many of them. At Connor's command, we cross the road right behind the enemies. Having passed the yards, we climb into children's house on the tree. At this point, you need to be fully equipped, because. will have to cover our partners for quite some time. Soon we will be ejected from there by a charge from a rocket launcher. We fall down and, having shook ourselves off, we continue to shoot back near the wreckage of the fallen aircraft. There are many enemies, the benefit is where to hide: there is various garbage around. To pass the armored car, we climb up the ladder to the left through the window and select C4.

Admit it, as a child, you also dreamed of such a tree house?

Follow Connor to the Civil Quarter. Having met Boone, we talk with him, after which we run into the house and fight off the invaders who have come. When will it fly into the house tear gas, get out and run to Hopper. He will give us a control panel for the aiming from the Goliath. Choose desired target, wait for guidance and press the rocket launch button. We do this with all the equipment that comes to our souls.

Part 2. Freedom

We are recovering after an air strike in some house. We follow Boone to understand what is happening. It turns out that we are in one of the safe suburbs where people are hiding. You can walk around, chat with them and look around. When we walk up, we go to Boone to regroup. We take weapons from the table and go down the stairs to meet Hopper. We follow the squad into the building. At the end of the street, you need to blow up the cannon with a grenade, but for this you need to get closer to it. We follow exactly Boon at the moment when the gun will look in the other direction. Having got close enough, we throw a couple of three grenades. Next, we run into the building. On the other side of the house there will be an enemy patrol. Through the gap in the window we remove the patrol commander and the rest of the enemies in the yard. I'm going to meet Rihanna. Arriving at the place, we find that Boone is injured. We leave him with Rihanna and head to the camp for reconnaissance, not forgetting to hang ourselves with weapons from the wall.

Having reached the camp, we attack the enemies at the command of Connor. In order not to fall under the distribution of a machine gun, we go around it from the other side of the street until we reach the left lane. Having dealt with the enemy in the alley, through the house we go out into the street and throw a grenade under the tank of the gun. Through the underpass we get into the camp, where you need to find Arnie. Having met with him, we go to the warehouses, where it turns out that he led us into a trap. We grab a pistol, remove two Koreans on the left and quickly climb up the stairs. We select weapons and clean the administrative center. We take beacons from the table.

Upon reaching the field, Connor will give away our location by opening fire on the enemy. We hide behind covers and shoot back. We go around two sentry guns from the flank and undermine them with grenades. There is nowhere to hide from helicopters, so we jump into a mass grave and pretend to be a corpse.

Part 3. Liquidation

It's time to install the beacons that we took from the camp. We get by car to our destination, take a sniper rifle and follow Rihanna to the roof. When Hopper launches a phosphorus rocket directly at the enemy, we proceed to clean up the territory. Soon Hopper will launch a second rocket, only right at us, referring to the fact that this is a misfire. We run among the fire to the tower to Connor, from where we all fall down with a roar. Having come to our senses, we take control of the Goliath and attack the enemy. From time to time we remove from the sniper rifle the soldiers on the roof that will slow down the Goliath with the help of EMP. Do not forget to undermine the Hammer with a helicopter that came to the aid of the Koreans. It is better to hide from helicopter missiles behind the Goliath itself, otherwise it will simply kill us before we have time to aim at it. Next, we continue to clear the territory from enemies already near the restaurant. We also actively use the Goliath and save it from EMP attacks, killing enemies already in the tower. Let's go through the hole in the wall.

We go into the department store and clean it. It is best to arm yourself with a nearby shotgun. At close contact with the enemy it is especially effective. When everyone is killed, we go up to the second floor and go outside. The column of trucks has already started moving, and we need to install at least one beacon. On the right side, we quickly jump down and run to the gas station, where we catch up with the outgoing truck and hook the beacon on it.

... well, without chases, of course.

After regrouping with Connor and Rihanna, we go into the room. There is a fire in it, so it is better not to hesitate and quickly get out of the fire escape. After reaching the roof, the Goliath will again become available to us. We finish off the last enemies, after which we jump off the roof and get into the truck, which is too lazy to wait for us. To break away from the Hummers and the helicopter, we use the Goliath tip.

Part 4. Wall

We return to the house, which no longer exists. The Koreans completely burned out the suburbs and killed Boon. Without thinking twice, we run after Connor and are ambushed. First of all, we remove the grenade launcher on the balcony, then all the others who fall under the hot hand of revenge. When the Hammer arrives, Hopper will send our Goliath to help. With it, we destroy the car and grenade launchers on the roof. Then we follow along the street, after which we run into the house when an enemy tank comes up against us. To destroy it, we follow Rihanna around and hit the tank from the side.

Scorched earth and a murdered comrade are a great incentive for revenge.

We go down into the drainage channel and follow it to the resistance soldiers. Having united with them, we head to the wall, which we need to overcome. First you need to lower the barrier. We run into the booth and lower the lever, making sure that the enemy will not interfere with us at this time. A little further, it will be necessary to lower the barrier again, but just like that it will not work out. We run into the building, clean it and break out the door. In slow motion, we shoot at the yellow barrels in order to save ammunition and finish off the remaining enemies. We remove two grenade launchers on the roof and the third one through the gap in the window. We run to the checkpoint and lower the second barrier. Teaming up with Rihanna and Connor, we go up to the roof, where we pick up an RPG and undermine the Goliath, stuffed with explosives. We go down and climb into the "Hummer" in the place of the machine gunner. Shooting at everything that moves, we take off with a whistle from the city and keep our way to the farm.

The Great Wall of Korea, and you thought.

Part 5. Center

Arriving at the farm, we understand that the local population is not particularly happy with us. The task is to steal a helicopter. We begin to fight to break through to him, destroying the survivors. We take an improved sniper rifle from Connor and follow him to the farm itself. You need to be extremely quiet, otherwise it will be tight. Having gone out into the field, we remove the enemy on the windmill, a little later than another one. I run to the garage to hide from a helicopter flying by. In the distance you can see a large two-story house, we need to somehow get into it, having previously removed two sentries from there, otherwise we won’t be able to get closer. Entering the house, we kill the enemy with a knife. A little later, we remove the grenade launcher on the tower and head to the river.

The farmlands were especially successful.

On it we get to the bridge, where we can destroy the survivalists with a bold soul, without fear that they will notice us. Later, the heroes of the occasion, the Koreans, will also enter into a mess. We shoot both those and others in our path. In the end, we remove the last grenade launcher on the tower and head to the church, from where we will conduct surveillance. Inside the church, you will need to be extremely careful and not climb on the rampage, because. we'll be without cover.

Having reached the bell tower, we lie down in the place of the sniper and kill the enemies at the command of Connor. It is not worth shooting ahead of time. When our partners fly into the truck on the takeoff area for the helicopter, we jump off and run to them. There is no need to rush too much, there will be too many enemies, despite the fact that we will be constantly rushed. When we reach the helicopter, we sit at the helm and fly away from this place.

Survivalists don't seem to be particularly bored.

Part 6. On Guard

Taking control of the helicopter, we begin to catch up with Korean fuel trucks, one of which we once installed a beacon. We destroy the guards of the convoy with the help of a machine gun and missiles. It is better to fly around windmills, otherwise our helicopter can be damaged. To fly through the tunnel, we land and fly under the very ceiling, so as not to hurt the lying cars below. Departing from the tunnel, we destroy the "Humvees" near the trucks, at the same time dodging their missiles.

Now we need to capture these same trucks. We fly up from the left side to the very last tank and press the button to drop Hopper into the driver's cab. Then we fly up to the second one and drop off Rihanna. After we go to the first truck and land Connor. The trucks are captured, now you need to escort them without flying too far away from them. From anti-aircraft missiles that will fly at us, we will save ourselves by releasing heat traps.

Having reached the city, we destroy the blockade on the bridge. While our partners will move along the streets, we actively protect them from grenade launchers, Hummers and a helicopter crawling out from everywhere. To break away from the chase, you need to undermine the bridge behind you. While Hopper is laying charges, we protect him, after which the pursuit of us stops, and with peace of mind we can deliver fuel for the benefit of the American army.

And we can fly.

Part 7. Golden Gate

Having met with the army, we sit down to Connor in a helicopter and fly to liberate the Golden Gate. But as always, the whole plan goes downhill. Grenade launchers under the bridge will destroy almost half of all helicopters that will be with us. We fly under the Golden Gate and destroy the vile Koreans. If it is difficult to aim on the move, you can use an underbarrel grenade launcher.

Having landed, we begin to clean up the checkpoint under the bridge itself. We take cover from the suddenly appeared tank in the barracks on the right. We run over to the second barracks, take away the RPG from the Korean and destroy the tank. We climb the stairs directly onto the bridge itself, arm ourselves with any proposed weapon and proceed to clear the Golden Gate. Having climbed onto the highway itself, we finish off the last enemies and regroup.

The path for the convoy is blocked by two grenade launchers. We climb the hill and destroy both, after which we follow the convoy of tanks until we run into watchtowers. At this time, a helicopter will hit us, and we will fall onto the lower level of the bridge. We run along the paved path, at the same time hiding from the helicopter and shooting the enemy. Having climbed back onto the platform along the stairs, we get behind enemy lines, from where we remove opponents and undermine guard guns. We destroy the arriving helicopter with the help of the Javelin.

Taking a heavier machine gun, we break into the air defense site and try to capture it. While Hopper is trying to hack the anti-aircraft gun control console, we protect him. A little later, we take control of the UAV and destroy the enemy convoy, after which we jump into the Hammer and make our legs. Towards the end, the enemy "Goliath" will leave for us. To escape from his missiles, we constantly use a suppressor, while shooting at the Goliath until it explodes.

"I've seen this somewhere before."

Let's watch the final video.

Revolution
The revolution

After you have completed your military practice, the authorities place you in civilian life. Tired of the way home, it's time to think about how to earn some money to somehow spend your life, you decide to find a job. Yep ad! The Announcement says that the Corporation needs new employees in the Service Department. Well: ... let's go to work!
The taxi delivered you to the entrance of the Corporation building. Before entering, you must talk to the guard. After he has verified your identity, you are allowed to enter. Walk up the stairs and march to the table. The door will open in front of you. Now you can go directly to the Viewing Room.

MAIN HALL A corridor and an open door at the end of it. You are now in the Main Hall of the Corporation. Go to the table and take your EDR (Electronic Device Recorder). This device will help you receive messages from the Corporation and from the Service Department and other useful information, such as mission objectives or environmental facts. Note that if you don't collect EDR, you won't know how to proceed.

ECONAISSANCE You are now in one of the Inner halls of the Corporation. Up the stairs you found the Hall. Wow, here you meet Juana, your first girlfriend. After small talk with her, go to your apartment located on the lower level of the courtyard. In the locker - your personal Eco suit! Dress up and introduce yourself to Training Center. You must complete a study session to enter the service rank
Service Center.
MAINTENANCE, training Before you start training, my advice is: save often. Remember? This is a training mission! There are three sections that you must complete in order to complete the training stage. The first two are similar, but the obstacles you face will be different.
To complete the first section, you must learn some useful moves in various conditions. Jumping or crouching under pipes, climbing stairs or similar activities will be the tasks of this study section.
The second section is building in a similar fashion as the first, but this time you have to combine what you learned in the first section with a new task: environmental hazard. Steam, hot water, electricity and emptiness are what you will encounter in this tutorial section. Here the rooms have no water, only the floors and bars. If you take the wrong step, you will almost certainly suffer fall damage. Your health depends on the length of the run before the jump!.
The last section will introduce you to the use of pipelines. Completion of the third section concludes your course of study. You are now ready to start your work. Enter the elevator and paddle towards the Service Center.

SERVICE CENTER This is where you will be working from now on. The large room in the middle is the Main Room. This is the place where information from all service departments is processed. For any failure appearing in one of these areas, a maintenance worker is sent immediately to fix the problem. Go to the Main Room to find out your assignments.

SERVICE CENTER Come on, let's choose your new assignment. Fuck knows what kind of birds are stuck in the Corporation's Ventilation System, and your mission is to clear the ventilation of them.

Ventilation. Take a shotgun and kill one of the chickens! There's more! In the first area there are no creatures other than birds. Passing the first Control Room you will reach the Ventilation Pit. Watch, keep your weapon ready, you're eyes open, especially on the vents. Enter the second Control Room using the ventilation shaft. The doors won't open, so you'll have to find another way. Continue with your normal inspection raid. Through the third Control Room you will enter the last open area. Around the corner you will find the entrance to the Main Ventilation Shaft. The bird is stuck here too. Do not poke your head in and out, use the ventilation shaft located at the top of the room. You will be taken to one of the Premium Corporations. Here you will receive a new assignment.
DIORAMA Your normal raid is much more difficult this time.
A mistake by the Diorama maintenance workers allowed the invisible blenny to break out of their habitat and spread throughout the entire Diorama, becoming a menace. Not only are they dangerous due to their venom, but they are also nearly invisible. You must see them. Maybe they are hanging around somewhere, in rooms or along corridors. Some of them may still be in their usual habitat, the centerpiece of the Diorama complex. Access to the block of invisible dogs is blocked, and you must use one of the air holes in the ceiling to get inside. After you clear the entire block, the soldiers will open the doors.

SERVICE CENTER You have received a new assignment! Unknown problems have appeared in the Garbage Chute Area. Due to this fact, the elevator was stopped until the block was cleared. You will have to go there using the maintenance shaft from the inside of the elevator.
Opening a maintenance shaft above one of the many courtyards. Jump onto the pile of debris if you choose to jump down from the edge of the platform - you won't pick up the bones! because the high voltage will tear you apart!.
Make your way through the trash courtyards, be careful of those angry Creatures that will attack you without asking your last name. Spare clips for the shotgun lie along the way until you reach the Hangar. In the farthest corner, you will find more ammo and a shield. Continue your check and go to the Incinerator.
in the control room of the Incinerator, turn on both crushers. Continue on until your path is blocked by a broken catwalk. There doesn't seem to be any way to get through, and you'll have to head back to the last control room (the one you left behind on your way to the broken catwalk). Here you have to switch the direction in which the conveyor belts turn. Push the button and climb up onto the conveyor. If switched to the proper direction, you will ride to the last courtyard. Kill the last Beasts that stand in your way and use the local terrain to climb up the other side of the catwalk. Walk in the room and ride the elevator to the SERVICE CENTER, proving your skills as a cool service worker, you will receive special assignment.

Steel panthers. Scientists couldn't prevent what they didn't know. The Panthers got smarter and stronger and fled. The scientists were forced to retreat to safety, leaving the panthers to roam the lab rooms in search of tasty treats.
You must clear this place of panthers. None of them should be alive. Check the rooms one by one. As the doors have closed behind you, the only way is to look behind the consoles in the last room to find the exit. Use the maintenance shaft to enter the Trial Room, inaccessible due to the locked door. Enter the Trial Room, kill the last panthers that shy away, walk to the small room at the end of the sloping floor. Upon entering, you will notice a ventilation hole on the left wall. Jump on the table and climb into the mine. The shaft ends in a corridor near the elevator
If you have killed all the panthers, the elevator will take you to the Center, otherwise you will have to go through it again to shred all the panthers.

MERGING POINT Your new assignment is pieces of iron. These robots are very dangerous, so you must kill them with the first shot. Their powerful weapons can send you to the forefathers. Take the Freight Elevator in the middle of the level and at the Confluence Point. Follow the platform rail and at the end of it you will notice a locked door. Turn right on the corridor that leads to the room where you will find the command console. Activate this and wait until the platform comes close and jump into open doors. You are now entering the Storage Area.

WE ARE ROBOTS, the mission is as simple as three rubles: kill all the robots. In this Storage Area, no obstacles will stand in your way except crazy robots. Make your way to the opposite side from where you left this place using the monorail.
BIODOME 1 The monorail will leave you at the entrance to the building of the first biodome. Proceed through the main hall, and from here to the biodome dome. Water flooded full complex biodom and you have to flush. The maintenance room is located under the biodome floor, but it didn't flood because the door closed when the water level started to rise.

, "Ridin"" was nominated for 4 MMVAs and won 1 of them for best rap video. "I"m the Man" was also nominated for 1 MMVA making Belly the only artist that year to be nominated in 5 categories.

track listing

The People (disc one)

The System (disc two)

References

The Revolution (TV series)

The Revolution is an American health and lifestyle talk show with some reality television components. It aired weekdays at 2:00pm () on the ABC network from January 16 to July 6, 2012. Created by producer J. D. Roth , the series replaced the soap opera One Life to Live.

History

Television

Danny Lipford first hosted a local cable home improvement program, Remodeling Today, in Mobile , in 1988. The program would grow throughout the region , with nearly 25 affiliates by 1997. In 1998, Lipford was reached by Today's Homeowner magazine to partner for a nationally syndicated program. The program would premiere in June 1998 as Today's Homeowner with Danny Lipford. Soon after, the program expanded to over 100 television markets. In 2001, AOL Time Warner bought the Times Mirror magazine group and discontinued the magazine. Lipford licensed the Today's Homeowner brand and took over the show again. today, Today's Homeowner airs on over 210 stations nationwide. In 2008, it was nominated for a Daytime Emmy Award in Outstanding Special Class Writing.

On the program, Lipford is joined by Allen Lyle, Joe Truini, and Jodi Marks. Features include home improvement tips, projects, products, and trends.

¿¡Revolucion!?

As part of the Rencontres internationales du documentaire de Montréal film festival, first screenings occurred on November 10 and 14, 2006 at the Cinéma ONF in Montreal . The general opening happened on December 8, 2006, at Cinema Ex-Centris , also in Montreal. This version showed the original Spanish spoken by the subjects, as well as narration and subtitles in French.

Production

In April 2005, director Charles Gervais heard of the news that Hugo Chávez decided to distribute one million free copies of major 17th century Spanish novel Don Quixote de la Mancha to Venezuelan citizens. This gave him the inspiration to fly to Venezuela and examine from within this "revolution" in the making. Also, after filming the medium-length documentary Quand la vie est un rêve on the Haitian youth, Gervais wished to focus on something more positive.

Revolution (B-Boy Anthem)

"Revolution (B-Boy Anthem)" is a single by Oakland Hip Hop group Zion I , released in 2000 through Ground Control Records. "Revolution" was the opening track and the lead single for the group's debut album mind over matter, and also spawned the group's first music video. The single features two remixes of the song, the "Armageddon Mix" and the "Dirty Dirty Mix".

track listing

A side

  • "Revolution (B-Boy Anthem)"
  • "Revolution (B-Boy Anthem) (Armageddon Mix)"
  • "Revolution (B-Boy Anthem) (Dirty Dirty Mix)"
  • b-side

  • "Revolution (B-Boy Anthem)" (Instrumental)
  • "Revolution (B-Boy Anthem) (Armageddon Mix)" (Instrumental)
  • "Revolution (B-Boy Anthem) (Dirty Dirty Mix)" (Instrumental)
  • external links

  • "Revolution" music video
  • Revolution (cycling series)

    The series consists of four or five meetings each year, held between October and February, on Saturday evenings. The series showcases various top cyclists, both British and other international riders, regularly attracting a large number of spectators. The recent success of the British team, including Chris Hoy's triple Gold at the 2008 Summer Olympics and double Gold winning performance at the 2012 Summer Olympics has meant that the events now regularly sell out in advance.

    concept

    The series was founded in 2003, with the main aim of providing regular track cycling events for fans to attend in Manchester . Previously, track cycling fans were generally only able to attend one international event in Manchester each year, usually a round of the UCI Track Cycling World Cup Classics series, or as in 2000, the UCI Track Cycling World Championships . The only other events held regularly at the velodrome were events such as the British National Track Championships , which have a lower profile and therefore attracted smaller crowds.

    back

      Lyrics list:

      lyrics

      Revolution 9, The Beatles

    Revolution 9

    back

    photo: Public Domain / S.C. Air National Guard

    Mig-21 Versus F-16: How Did An Aging Jet Down One of the World's Top Aircrafts

    Edit Feb 28, 2019

    back

    photo: AP / Charles Krupa

    Political Crisis Worsens For Canada's Trudeau

    Edit Feb 28, 2019

    Canada "s opposition party"s leader called for Prime Minister Justin Trudeau to step down after a former justice minister detailed how government officials inappropriately pressured her to help a major construction firm avoid a bribery trial, according to The Washington Post... The allegations have added to a tense political atmosphere as Trudeau faces the largest crisis to hit his tenure months before an October election....