Content Ratings General (G) Teen (T) Mature (M) Adult (A) Overview All ages May not be suitable for children under the age of 13 May not be suitable for children under the age of 17 Content that is generally recognized as appropriate only for or that is legally restricted to persons at least the age of majority in their region. Violence Minimal cartoon or fantasy violence Mild to moderate cartoon, fantasy, or realistic violence Frequent, intense or graphic cartoon, fantasy, or realistic violence Extreme depictions of graphic violence appropriate only for or legally restricted to persons at least 18 years of age. Jan 19, 2016 Rail Maze 2 is the latest game by Spooky House Studios - creators of big hits: Rail Maze and Bubble Explode. With online levels there is virtually. Find reviews, trailers, release dates, news, screenshots, walkthroughs, and more for Rail Maze here on GameSpot. LILAC MAZE By Liz Katsuro This very easy Rail Fence pattern is suitable for a brand new beginner, and can be made in any two colors you. More Rail Maze videos. Rail Maze 2 adds even more fun and challenge to Rail Maze world. Additional Levels, new graphic environments and much more in version 2.0 of Rail Maze.
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If you miss any targets, they will locate at the top of the screen and start shooting at you and dropping bombs until they start moving again. You also have the ability to jump, which adds even more fun to the game. It allows you to adjust the graphic quality, as well as the volume and sounds. What is great about Bugatron is that it is very easy to control and play, but still offers many interesting features that make it very addictive and interesting, thus making it worth trying. It supports Windows 95, 98, 2000, and XP and allows you to play for 60 minutes. Experience and remember the classical Galaga and Galaxy games in the new classical 3D space shooting aliens game. Relive the same classic gameplay while you're progressing along the levels. Includes many levels to keep you entertained and various weapons and upgrades. Blast through level after level of menacing bugs with Bugatron, a Direct3D remake of the classic 80's shooting games. 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Multi-tasking amidst distractions can be a real productivity killer. As a system administrator, I spend a lot of time waiting for programs to load, services to start, or scripts to finish. It's easy to jump from one thing to another - like checking for new email while waiting for a server to boot up. The danger to this approach is that you might find yourself caught up in another issue then remember twenty minutes later: 'Uh-oh, I was supposed to send out a confirmation note that the system is back up.' With that in mind, I use notifiers when possible to alert me to new messages, appointment reminders, and other things I need to be aware of. It may sound paradoxical - wouldn't notifiers REDUCE your productivity by yanking your attention in one way or another? However, for me 'no news is good news' and the lack of any new mail alerts helps me to stay focused. Alerts which contain the subject or sender information of incoming items can also help me 'screen out' that which I don't need to know or act on right away. And finally, if I receive 37 new emails from our system monitoring server within a couple of minutes, I can immediately guess I need to drop whatever I'm doing and go put out a fire. Subscribe Giving notice is a handy free tool that can help keep you up to date on the current status of your email. 'Options' lets you set whether to use Gmail as your default mail client for clickable 'mailto' links, as well as configuring the web browser Notifier should use to access your Gmail account (in case the default browser is not the desirable choice). When you receive new email, the icon turns blue and you'll see. Most of us have at least an email account or two with rapidly growing number of unread emails that. Count on the Gmail icon on. Notifier, Holo Notifier. Gmail Notifier Pro is a Gmail notifier for Windows that can check multiple Gmail accounts for new mail and display notifications. Also supports Google Calendar, Google Reader & Google News. Buttons in your Gmail toolbar. When you select an email. You can change your buttons so that they show the name of the button instead of an icon. This simple, free tool alerts you when you've got mail in your Gmail account. The novice-friendly Gmail Notifier is easy to install and set up, requiring only. It shows a preview of new items so you can quickly determine their relevance, and you can auto-sign into your Gmail account to review new items. While Chrome offers built-in I find having a separate notifier application works better; the Chrome option requires the browser to be running and signed into Gmail which can hamper functionality. If you have configured your Gmail account to 'Always use https' (and I highly recommend this for security purposes). This change sets the appropriate https URL for Google Mail (they also include a second patch to undo the registry change made by the first, if necessary). To check / apply this setting to your account, log into Gmail then look for and click the Settings icon (which resembles a gear) in the upper right. ( Figure A) Figure A Choose Settings. You will see the menu shown in Figure B. Figure B Look at the 'Browser connection' section. If it is set to 'Always use https' or you would like to make this setting then do so, scroll to the bottom, click 'Save changes,' and ). ( Figure C) Figure C Click 'Gmail Notifier (for PC users)'. ( Figure D) Figure D Click 'Download the patch.' You'll be prompted to save a.zip file containing the registry edit files you need. ( Figure E) Figure E. Windows users can. Mac users can. Since I'm using Windows 7, I'll access the Windows download page to run through the process. ( Figure F) Figure F Click 'Download Gmail Notifier for Windows.' If using Chrome on Windows 7, as I am, you'll be prompted to save the application. ( Figure G) Figure G Save GmailInstaller.exe, and then run it. You'll be presented with the standard installation box. Figure H Review the EULA then click 'I agree.' The standard installation is selected by default. ( Figure I) Figure I Click Next. ( Figure J) Figure J Choose the install location (or leave the default) then click Next. ( Figure K) Figure K You can leave the default Start menu folder as is, then click Install. When the program finishes installing you will see the box shown in Figure L. Figure L You can click 'Close.' A separate box will appear prompting you to log into your Google account. ( Figure M) Figure M Enter your Google username and password, and check 'Remember my credentials' if this is a secure system under your control (this box will appear every time the application starts up so you can update your password here if needed). Observe the new Notifier icon in your system tray. ( Figure N) Figure N In my example the icon is greyish in color, since I have no new email. However, new email gives the icon a blue outline like you see in Figure O. Figure O You can right-click the Notifier icon to reveal the options show in Figure P. Figure P • 'View Inbox' will open your Gmail account using your default browser. • 'Check Mail Now' will look for new messages. • 'Tell me Again.' Will repeat the last alert in case you missed it. • 'Options' lets you set whether to use Gmail as your default mail client for clickable 'mailto' links, as well as configuring the web browser Notifier should use to access your Gmail account (in case the default browser is not the desirable choice). When you receive new email, the icon turns blue and you'll see a popup similar to Figure Q. Figure Q As soon as you read the new email, the icon goes back to its original greyish tint, at least until your next unread message arrives. Also read: • • • Related Topics. The gmail app should show unread badges on its own, without having to use Nova Prime + Tesla Unread. By default, using TW as your launcher, the Gmail app has badges. You just need to go into the app and make sure the “show notifications” switch is checked on then you can also configure the notification sound, and whether or not you want it to vibrate on incoming emails/notifications. If it’s not showing notification badges, and all of the above is set correctly, then I’m not sure what to tell you other than the normal stuff like uninstall/reinstall the app clear the phone’s system cache, etc. The gmail app should show unread badges on its own, without having to use Nova Prime + Tesla Unread. By default, using TW as your launcher, the Gmail app has badges. You just need to go into the app and make sure the “show notifications” switch is checked on then you can also configure the notification sound, and whether or not you want it to vibrate on incoming emails/notifications. If it’s not showing notification badges, and all of the above is set correctly, then I’m not sure what to tell you other than the normal stuff like uninstall/reinstall the app clear the phone’s system cache, etc.I don't see a count badge with my gmail app icon with those options set, using the TW launcher. Ever since the Priority Inbox feature started up, I no longer get email notifications unless it's an email from one of my contacts. You have to switch back to the old style Inbox to receive the notifications, I think, if it's still possible to switch back that is. Posted via S6That may be what the deal is. I still use the plain old normal inbox format for my gmail, both on my phone and on the web interface, and I've never had an issue with getting unread badges with the gmail app, either on my older S4, and now on my S6. The consistent and accurate unread count badge on the gmail app is one of the main reasons I use that app for all of my email addresses, work email included. It might not be the best email app out there, but I find it more than adequate for everything I need to do from an email standpoint. I can't get badges with TW either and I am using plain old gmail. I get the notification on the top, but no new mail count badge. I just assumed they did away with it as I have always had it until the S6. FYI - I even did a reset on the phone a couple of weeks ago for that very reason. Once again, I'm an *****. I was positive that the unread badges were there even when using TW Launcher, but I just changed back to TW to see, and I don't have the badges on my gmail app icon when I did that. Sorry for confusing anyone here. Long story short - for me. Just another reason I prefer using Nova Prime + Tesla Unread. There's only a few apps I want badges on, and email apps are the main thing (obviously). It's a little different now than it was when I took that screen shot, but it's still basically the same. I keep trying new layouts every once in a while, but I just keep coming back to that one. Easy enough on the eyes, and all my most-needed stuff out right in front of me so that I don't have to dig for it.That's good. In all this year's with Android phones I bought lots of, paid or premium versions, launchers included Nova Prime. Just received yesterday the Google Platform Upgrade 6.0.1 and maybe tonight I play around with some launchers, including Google Launcher, just for fun to see what's 6.0.1 brings to the table. Of all my launchers I'm being using Lollipop from the same developer of the old and famous Holo Launcher. Check out the screenshots, using three home screens. At 60 years old I need big icons. 9 October 2012 • Microsoft Windows, PlayStation 3, Xbox 360 •: 9 October 2012 •: 9 October 2012 •: 11 October 2012 •: 12 October 2012 PlayStation 4, Xbox One •: 25 August 2015 •: 27 August 2015 •: 28 August 2015, Mode(s) Dishonored is a 2012 video game developed by and published. Set in the fictional, plague-ridden industrial city of Dunwall, Dishonored follows the story of, bodyguard to the Empress of the Isles. He is framed for her murder and forced to become an assassin, seeking revenge on those who conspired against him. Corvo is aided in his quest by the Loyalists—a resistance group fighting to reclaim Dunwall, and —a powerful being who imbues Corvo with magical abilities. Several noted actors including,,,, and provided voice work for the game. The game is played from a perspective and allows the player to undertake a series of assassination missions in a variety of ways, with an emphasis on player choice. IGN is the Dishonored resource with reviews, wikis, videos, trailers, screenshots, cheats, walkthroughs, previews, news and release dates. GameStop: Buy Dishonored, Bethesda Softworks, Xbox 360, Find release dates, customer reviews, previews and screenshots. More Dishonored videos. Missions can be completed through stealth, combat, or a combination of both. Exploring each level opens new paths and alternatives for accomplishing mission goals, and it is possible to complete all missions, eliminating all of Corvo's targets, in a non-lethal manner. The story and missions are changed in response to the player's violent actions or lack thereof. Magical abilities and equipment are designed to be combined to create new and varied effects. During its three years in production, several versions of Dishonored were developed. Before the creation of Dunwall—inspired by late nineteenth-century London and Edinburgh—the game was set to take place in medieval Japan and seventeenth-century London. During development, test players discovered methods of exploiting the available powers and abilities to achieve unexpected outcomes; instead of restricting these techniques, the designers attempted to redesign levels to accommodate them. Dishonored 's music score was produced by composer to represent London in the nineteenth century. Dishonored received positive reviews, focusing on the missions' individual narratives and the freedom available in completing them. Criticism fell on the overarching narrative, which was considered predictable, and problems in controlling the player's character. The game won several awards, including the 2012 award for Best Action-Adventure Game and the 2013 award for Best Game, and was repeatedly recognized as the best action-adventure game of 2012 and one of that year's best games. Dishonored was initially released on 9 October 2012, for,, and, and was later supplemented with additional content focusing on the assassin Daud and his quest for redemption. And versions of the game were released in August 2015, and a sequel,, was released in November 2016. Contents • • • • • • • • • • • • • • • • • • • • • Gameplay [ ] Dishonored is an played from a perspective with an emphasis on action and the use of gadgets and the environment to eliminate opposing forces. The game world is a series of self-contained, mission-focused areas designed for multiple avenues of exploration in terms of in-game movement and powers. Between missions, the player is taken to a central hub called the Hound Pits pub where the player character Corvo can meet with his allies, receive mission briefings and alternate objectives, and convert recovered loot into new equipment and upgrades. In-game areas include loading docks, royal estates, poverty-stricken streets, and a bathhouse. The player can their progress anywhere, and the game includes a checkpoint save system. Saving is disabled during combat. The game has four difficulty levels which modify the effectiveness of and mana (magic) potions, and enemies' awareness, damage delivered, and responsiveness. In the easy setting, health regeneration is possible. Dishonored features elements, such as the ability to upgrade powers and to make moral choices with a focus on non-linear consequences. The game is designed to allow the player to complete it without killing any non-player characters (NPC), including boss characters and mission targets. An example of a non-lethal situation given by co-creative designer involved the player completing a side mission for a character, and in return that character had two of Corvo's targets kidnapped and enslaved. Each mission contains multiple ways to explore and reach targets. Movement through and exploration of levels is designed to support the player character's abilities, rather than specific paths that are aimed at a particular gameplay style, such as hacking or sneaking. Specific elements of missions, such as changes to the color of a target's clothing and mask in one mission are randomized, requiring the player to explore the game area to find the target each time the mission is played. The player's actions are not judged to be good or evil, but instead are tracked by a 'chaos' system that records the amounts of friendly fire, violence, and deaths the player causes. This modifies the game world, affecting the story without punishing the player or forcing them to choose one style of play over another. For example, an NPC who disapproves of violence may refuse to support the player, or may even betray them. The game reacts to the chaos caused in scripted ways, such as changing dialogue, and dynamic ways, such as increasing the presence of rats and plagued citizens and adding new scenes. This can affect the active mission and future missions. The system also influences which of the game's two endings is reached, with variations based on which characters live or die. Using violence allows missions to be completed in less time than using a stealth approach, but violence consumes more in-game resources such as health and mana potions, which are required more often in direct combat. Abilities and powers [ ]. Gameplay emphasizes combining different abilities to overcome or bypass obstacles. The player summons rats, slows time so that they can attach a weapon to a rat and then possess that specific rat, before walking it to the enemy, killing them. The player then teleports to subdue a difficult-to-reach enemy. (0:34) Dishonored features six active powers, four passive powers or enhancements, and forty bone charms which grant the player supernatural perks, such as the ability to increase the duration of rat possession. Initially, only three bone charms can be active at any time; up to six can be active through optional upgrades. Smith and designer stated that it is impossible for a player to accrue all of the powers and abilities in a single playthrough. The player requires mana to use these abilities; mana partially regenerates after use to allow 'Blink' and 'Dark Vision' powers to be used, but mana potions are required to regenerate more mana, restricting the use of higher cost abilities like 'Possession' and 'Bend Time'. Magic and ranged weapons are assigned to the player character's left hand control and a sword is assigned to the right hand control. The main supernatural powers are unlocked and purchased using runes—artifacts carved from whale bone—and each can be upgraded. Actress voiced the young princess Emily Kaldwin, her second video game voice acting role. The main character of Dishonored, whom the player controls, is, the former bodyguard to Dunwall's Empress Jessamine Kaldwin (). Corvo becomes an infamous assassin after he is framed for the empress' murder. He is skilled in stealth and combat, is armed with unusual gadgets, and possesses great supernatural powers. The game designers chose Corvo to so that players could project themselves onto the character. Corvo is aided by the Loyalists, led by Admiral Havelock (), and members: Piero Joplin ()—an inventor who builds Corvo's mask and supplies him with gadgets; Treavor Pendleton (Derek Phillips)—a member of parliament; Samuel ()—a commoner who ferries Corvo to and from his missions; Overseer Teague Martin (Joel Johnstone); and Callista Curnow ()—the caretaker for the Empress' daughter Young Lady (). Other characters include Granny Rags ()—a former aristocrat now blind and deranged after years of living on the streets; Daud ()—leader of a group of assassins known as 'the Whalers'; and Slackjaw (Al Rodrigo)—a gang leader. And provide the voices of the loudspeakers found throughout the city relaying government propaganda. () offers to help Corvo in his quest. Described as a mixture of God and the Devil, The Outsider imprints his mark on Corvo, imbuing him with magical abilities, and provides him with a mechanically altered human heart (April Stewart) that tells Corvo secrets. The Outsider also grants his mark, and special abilities, to other characters. Smith described the character as an amoral figure who grants abilities, but leaves the choice of how to use them up to the recipient. Designer served as one of Dishonored 's two creative directors. Bethesda Softworks first announced Dishonored as a first-person, stealth, action-adventure game for Microsoft Windows, PlayStation 3, and Xbox 360 platforms on 7 July 2011. Dishonored is the first game Bethesda published after Bethesda parent bought Arkane in August 2010. Arkane Studios founder Raphaël Colantonio and developer Harvey Smith were the game's creative directors, and Deus Ex designer Ricardo Bare was its lead technical designer. Visual design director Viktor Antonov, who designed 's, and art director Sebastien Mitton led the art team. Smith, Colantonio, Antonov, and Mitton spent three years in pre-production. Bethesda approached Arkane and asked them to develop a new game and a new intellectual property. The team already had ideas for developing a similar game, but until Bethesda approached them, Arkane had no specific ideas. Mitton contacted Antonov in May 2009 to ask for his help to establish an artistic identity for a new intellectual property. The full Arkane team—including their offices in Lyon, France, and Austin, Texas—worked on the game. The game supports a different interface for Microsoft Windows users to that for the console versions, and also supports the use of Xbox 360 controllers on Windows PCs. Smith described the team's philosophy of allowing its developers who are passionate about a particular release platform to develop software for it; those passionate about PC will work on developing that interface, while Xbox 360 aficionados were allowed to develop the. Dishonored was officially on 28 September 2012. Gameplay [ ] The development team researched unexpected ways the player could combine Corvo's special powers, such as combining a high jump with the ability to teleport in order to travel greater distances than either ability allowed independently. Instead of restricting these exploits, the team tried to design levels to accommodate them. The designers did not consider all of the powers they conceived during development, such as a power to become a shadow that could move along walls, to be suitable for the game. Some existing powers went through several revisions: a version of 'Bend Time' caused the player to unfreeze enemies when touched; 'Possession' allowed the player to control a victim remotely without inhabiting their body, but this offered less challenge. Balancing the effectiveness of the player's powers was considered difficult. Colantonio said, 'we wanted to give [the player] very strong powers, to make [the player] really a badass, but at the same time we didn't want the game to be too easy.' Each power has a duration, mana cost, and other variable properties that allowed the team to effectively scale even the most destructive of abilities by making them costly to use frequently or limiting the time they remain active. Dishonored 's stealth system was originally based on that of the, which uses level lighting and shadows to determine whether an enemy can detect the player character's presence. However, it was decided that it was unrealistic that an enemy could stand directly in front of a player hiding in shadows and not detect them. It was also considered that making certain areas dark hid the designers' work and contrasted poorly with well-lit areas. Much of the ambient dialogue was written to be lengthy and add background detail to the game world and to entertain stealth players who may be in a single area for a long time. Conversely, main story dialogue was written to be short to compensate for the player being able to interrupt or kill the character who is speaking. To design the missions, the designers began with a cohesive area, which they filled with activities for the player. They defined paths to the target areas, and developed and expanded them. They then populated the areas with NPCs, which they assigned to patrol routes and functions. The designers would then observe how players interacted with the level, using their abilities and powers to test whether the area provided a suitable challenge for the available powers, and then redesigned the level as needed. At first, the levels featured little directional information to emphasize the player's ability to traverse them as they choose, but in testing, players became lost or obeyed NPC commands to not enter an area, leaving them unable to proceed. In response, the developers introduced more visual cues and verbal hints to direct players. Some features and ideas were removed during the design process, including a mental institution where Corvo would have faced sound-sensitive patients. Discussing the use of violence and the consequences of in-game freedom, developer Joe Houston recounted his experience while watching a tester play a mission to infiltrate a masquerade ball; Houston determined that not killing the NPCs opened up more objectives and interactions, but the tester systematically killed every NPC in the level, which Houston found disconcerting. The team came under pressure to excise a scene from the end of the game where Samuel, in response to a player killing indiscriminately throughout the game, can betray Corvo by alerting enemies to his presence. Smith explained 'Everybody just wants to be told in a video game that you’re great, no matter what you do. If you slaughter everybody – you killed the maids, you killed the old people, you killed the beggars – you’re great, here’s a medal, you’re a hero. We decided that sounds psychotic. It doesn’t match our values. What we wanted was to let you express yourself in the game, but to have the world react to that, at least in some way. [Samuel], betraying you and firing off that flare, was something we had to fight for.' Dishonored 's mood was partly inspired by the works of nineteenth-century artist, depicting London at night. Dishonored was originally set in medieval Japan, but the idea was dropped early in the game's development because of the difficulties presented in marketing the setting, and because no member of the design team knew much about the culture. Arkane moved the setting to London in 1666, considering that the city was recognizable to Europeans and Americans. Later designs inspired by added gameplay mechanics such as floodlights, electrified barriers and 20th-century technologies that it no longer resembled London, and Arkane opted to develop a fictional city. The city of Dunwall, designed to be a 'contemporary and cool' 'period piece', was inspired by late-19th and early-20th-century London and Edinburgh. Describing why London had been an initial setting and remained a significant inspiration, Smith said: Because it was the last year of the plague, and the year of the great fire of London, which of course ended the plague by burning the slums down. In this kind of game you’re always looking for a way to up the tension and frankly make the world a little more perilous, and justify why there aren’t giant crowds of people at the market. Then people had the idea for swarms of rats, and we were talking independently about possession, and we wondered if you should be able to possess rats and if they could clean up corpses so you don’t have to hide them. All these pieces just worked together. Antonov described his inspiration from London as 'a big metropolis, it's messy, it's chaotic and intense. and it's both exotic and familiar to Americans and to Europeans'. He highlighted the importance of that familiarity to different cultures because 'you want to communicate to a lot of people when you make a new piece of fiction'. He said that Edinburgh provided a sense of containment and a variety of architectural designs, which were combined with a futuristic vision which Antonov said was not comparable to the brass, rivets, and steam of design. Antonov and Mitton traveled to London and Edinburgh for research, taking photographs of people, places, and objects. The pair avoided the busier streets and focused on side streets and alleyways that would better suit the game's world. Mitton stated: 'We were trying to design the game from a rat's viewpoint. if we have a small city, from a constrained viewpoint, what are all the different angles that we can explore?' Inspiration also came from the artwork of,, and. The world map was designed as a single piece of art and was sectioned so the designers were clear on where each mission takes place. In-game characters were inspired by illustrations from adventure and pirate stories such as (1922), the work of, and mugshots from Edwardian London and Australia. An anatomy expert helped ensure the of character faces represented Great Britain, while Arkane maintained a sense of realism and political incorrectness. Mitton established defining groups for characters such as rich, poor, and hostile with specific anatomy and posture designs, and animators created stylized movements for each social class and specific characters to help convey emotions. The city guards, for example, have small heads, low shoulders, and big hands, with animations that blend human and monkey movements. Antonov and Mitton employed a textile carpet designer in Russia to design and paint some of the in-game art. The designers conceived the Tallboys as. Stilts were later added after Mitton noticed someone cleaning their office façade while wearing stilts; the town crier role was replaced with loudspeakers throughout Dunwall. The Tallboy design evolved into a that would light street lamps with whale oil tanks, but after further development, the designers considered that their tall, mechanical legs allowed them to burn the dead and deal with plague-infected citizens while remaining above them and avoiding infection, leading to their final design as a guard armed with a bow. Mitton suggested adding a phosphorus canister to the Tallboys' backs for aesthetic reasons, but Smith suggested whale oil, which in turn led Mitton to design the whaling ships to give the whales a visible presence in the city. For other technologies, designers conceptualized using 18th-century technology to build modern items and vehicles, and creating 18th-century items using modern tools. The Heart is a human heart modified with technology and the supernatural, that helps the player to find collectible items in the levels, and 'plays a part related to informing [the player's] decisions about when to apply violence or not, making it a really interesting, more subtle part of the power fantasy.' The Heart provides contextual verbal feedback to the player, offering insight into a particular location, the secrets or history of a character, and its own origins. The Heart was originally designed as a method of identifying assassination targets using vibration and sound mechanics. The design then developed into the concept of the Heart speaking and feeling alive and having its own agenda. As a result of player-conducted testing of the game, the designers decided that a more direct navigation system was required. The Heart's gameplay role continued to change, and it continued to provide narration on its perceptions of different characters, which helped to reinforce the narrative themes and to differentiate the city's social classes in a more subtle alternative to having the characters provide expository dialogue. Colantonio and Smith were concerned that optional use of the Heart would result in some players missing the information it provides, but they considered that it was a part of giving the player the freedom to choose how to play. The Hound Pits pub, which acts as a base for the player, was initially a larger structure. Filling out the interior of the pub required too many stairs and rooms, and the large amount of climbing made navigation confusing. The team found retaining the large exterior they wanted while creating and disguising a smaller interior that was easier to traverse challenging. The pub's exterior was shrunk to resemble an building, but the interior remained labyrinthine so Colantonio required that a chain be placed outside Corvo's bedroom, allowing him to reach the roof quickly. In frustration, the designers decided to simply close off the third floor entirely. The art team continued to receive requests throughout development, requiring them to extend pre-production until the end of the development cycle. Each design was hand drawn. Music [ ] composed the game's score—an ambient, violin-heavy presentation designed to represent 19th-century London. Licht's score is designed to make the player feel unsettled, and not provide comfort. He described the music as an 'evil fog' that fades in and out of the game without being initiated by any scripted moments or to warn of impending danger, instead creating the impression of ever-present danger. As Dishonored features few cinematic scenes that allowed for long interactions with any particular character, Licht found himself limited in developing specific character themes, and instead focused largely on composing ambient music. Samples of Licht's ambient themes were used in the game's few cinematic scenes, although Licht was not involved in scoring them. Licht conceived the score as a mixture of older music befitting the period setting, and 20th-century techniques such as reversed sounds. Dishonored 's credit song, 'Honor for All', was written by Licht and his nephew Jon, who also provided the track's vocals. It was written as a reward for players who had finished the game. Release [ ] Dishonored was released on Microsoft Windows, PlayStation 3, and Xbox 360 platforms in North America and France on 9 October 2012, on 11 October in Australia and 12 October in Europe and the United Kingdom. Celebrating the North American launch, Smith, Colantonio, and other Arkane Studios staff members from the company's office in Austin, Texas, signed copies of the game at a local store. A Game of the Year edition, containing all released (DLC), was released in October 2013. The Definitive Edition, a remastered version of the game featuring improved graphics, and all released DLC was released on the PlayStation 4 and Xbox One in August 2015. Marketing [ ] External media Audio at Video at at YouTube at YouTube at YouTube Bethesda Softworks developed a spin-off game, Dishonored: Rat Assassin, which it released free of charge on 30 August 2012. The game requires players to use a knife and crossbow to kill rats while avoiding bombs. Rat Assassin was well received for the variety and quantity of content provided, but received some criticism for dark visuals, that made it difficult to see the rats. The game drew frequent comparisons to another mobile game,. As part of the game's promotion, Bethesda employed to develop the ominous 'The Drunken Whaler', a modified version of the sea shanty '. Copilot decided to use ordinary children to sing the lyrics instead of a professional youth choir, aiming to achieve a dark, haunting quality to the music. However, they found it difficult to recruit children from local schools to sing about slit throats and hungry rats, and instead used child actors, adult singers who could imitate children, and the children of their friends. Instruments included violins, detuned and distorted guitars, and a 'whaler stomp' created by the team, who stamped on wooden boards to create a pulsating sound. 'The Drunken Whaler' appeared in the game's trailer and attracted a positive reception during its presentation at the 2012 (E3). Following its debut, the trailer was watched over 850,000 times on YouTube, and it was awarded the Best Trailer award. A set of three animated videos, titled Tales from Dunwall, serving as a prequel to Dishonored, were released in September 2012. The videos show the discovery of whale-oil fuel, the Outsider granting his mark to a small boy in search of revenge, and Piero creating Corvo's mask. All three videos were created by animation studio and marketing firm Rokkan, narrated by Chloë Grace Moretz, and scored by Daniel Licht. Each Tales from Dunwall episode received a gold for achievement in advertising. In the same month, the game was used as inspiration for prosthetic makeup effects on the television reality show. Downloadable content [ ]. He reprised his role as the assassin Daud in Dishonored 's story-based. A variety of pre-order incentives were announced for the game, including a Dishonored-themed, 72-card deck of cards, a USB whale-oil lamp, and a smartphone decal. DLC incentives offered in-game packs for the player character, including the 'Arcane Assassin', 'Shadow Rat', 'Backstreet Butcher', and 'Acrobatic Killer' packs that offer enhancements for the player character's abilities, money, and a statue of one of the game's creatures. 'Dunwall City Trials', the game's first post-release DLC, was released on 11 December 2012, and contains 10 challenge maps. The player must defeat waves of enemies, complete time-trial challenges, and perform a series of drop assassinations in which the player kills a target by dropping from a location above the target. Two story-based campaign DLC packs were announced in October 2012 for release in 2013, and follow the assassin Daud as he seeks redemption for murdering Empress Jessamine in Dishonored 's main story. The first expansion, The Knife of Dunwall was released on 16 April 2013, on PlayStation 3, Xbox 360 and Microsoft Windows. It features Daud (again voiced by Michael Madsen) as a playable character, with his own abilities including: 'Void Gaze', which combines the functions of Corvo's 'Dark Vision' with those of The Heart, guiding Daud to runes and bone charms; his own version of 'Blink', which allows him to pause time; and an ability which allows Daud to summon his assassin followers. Additionally, Daud also has his own gadgets, such as stun mines, a concealed wrist-mounted bow, 'Chokedust' grenade, which dazes enemies; and arc mines that disintegrate enemies. The Knife of Dunwall 's plot runs parallel to that of Dishonored 's, providing Daud's perspective on events, and introduces new locations, such as a whale slaughterhouse and Dunwall's affluent legal district. The Knife of Dunwall also features an additional difficulty level, 'Master Assassin', which is made available after completing the content. Dishonored designer Ricardo Bare served as the content's creative director. The second and final expansion is titled The Brigmore Witches and was released on 13 August 2013. The Brigmore Witches follows Daud's quest to stop the eponymous witches from enacting a powerful ritual that will doom him, and concludes with Daud's ultimate fate at the hands of Corvo in the core game. The DLC carries over player choices and upgrades from a The Knife of Dunwall saved game. Reception [ ] Pre-release [ ] Dishonored was displayed for the public at the 2012 Electronic Entertainment Expo (E3), and received four nominations from the for Best Action/Adventure Game, Best Console Game, Best Original Game, and the overall Best of Show award. The game was also recognized at the event for: 'Game of Show' by, and Joystiq Editor-in-Chief Ludwig Keitzmann, and was nominated by Destructoid and EGM; 'Best Action Game' by GameSpy, and EGM, and nominated by Destructoid; 'Best of E3 2012 Editors' Choice Award' by; and 'Most Original Game' by G4TV. Other recognition included: 'Best of Show' by; 'Best of E3 Selection' by Yahoo Games and; 'The Best Game at E3' by Cinema Blend; and 'Top 10 Game of E3' by magazine and; listed the 'Blink' ability as one of the 'Top 27 Game Ideas' at the event. Jurors from the and the selected 'Regent', a piece of artwork for the game by artist Sergey Kolesov, to be one of 16 works for the 2012 Into the Pixel art exhibition. At the 2012 trade fair in August 2012, the game won the award for 'Best of Gamescom' and 'Best Console Game' for both the PlayStation 3 and Xbox 360 platforms. For the same event, named Dishonored as its 'Game of the Show'. Attendees of the 2012 named it the number-one game of the show. Critical reception [ ] Reception Aggregate scores Aggregator Score (PC) 91% (PS3) 90% (X360) 89% (PC) 91/100 (PS3) 89/100 (X360) 88/100 Review scores Publication Score 9.5/10 8/10 4.5/5 8.75/10 9/10 9.2/10 9/10 Dishonored received positive reviews from critics. Aggregating review website provides an average rating of 90.57% based on 14 reviews for the Microsoft Windows version, 89.61% based on 32 reviews for the PlayStation 3 version, and 89.09% based on 38 reviews for the Xbox 360 version. Provides a score of 91 out of 100 from 29 critics for the Microsoft Windows version, 89 out of 100 from 35 critics for the PlayStation 3 version, and 88 out of 100 from 56 critics for the Xbox 360 version. Dishonored 's plot received a polarized response, with many reviewers praising the standalone stories driving each mission, but criticizing the game's overarching narrative. 's Cam Shea said it is 'a shame that Dishonored's story isn't greater than the sum of its decidedly memorable parts', and added, ' Dishonored is a game you'll talk with your friends about'. Eurogamer 's Dan Whitehead, 's Arthur Gies, and 's Patrick Klepek criticized the end of the game for its generic missions, 'late narrative missteps', and abrupt ending. Klepek also criticized the repetitive ambient dialogue in the missions. Whitehead also stated that the unique, inventive, and distinctive missions allowed for memorable gameplay that subverted the overarching story. 's Alexander Sliwinski was disappointed by the abrupt ending, and that the story did not explore much of the developed world of Dunwall, but said that the overall experience left him wanting more. In contrast, 's Susan Arendt wrote that the story was well paced, and 's John Keefer stated that it was emotionally immersing and is 'role-playing at its story-driven finest', but added that some plot points were not properly explained or developed. The gameplay was generally praised for giving players freedom to use differing methods to complete objectives and to explore the levels. Keefer wrote that in-game mechanics like the powers and equipment are not essential and did not detract from the story, but served as optional bonuses in levels that can be completed with creativity and cleverness. He also said that some missions offered too much freedom without guidance, leaving the player lost on how to proceed. According to Gies, the game can initially seem unstructured from a level-design perspective, but after exploring them it becomes clear about how much thought went into different actions a player can take, allowing them to experiment instead of focusing on rigid objective-driven design. GameSpot's Chris Watters enjoyed the various pathways and methods of traversing each level with 'compelling abilities', particularly the 'Blink' power, and the freedom of choice which he said made Dishonored 'one of the truly remarkable games of [2012]'. Arendt said that the game's flexibility was also a shortcoming, with certain playing styles favoring certain abilities that when fully upgraded, preclude the desire to explore levels for further enhancements and resources. 's Joe Juba also wrote that the game punishes players for taking certain paths, particularly one of violence, which results in more difficult gameplay and a perceived less satisfying ending, encouraging stealth over alternatives. Kotaku 's Jason Schreier contrasted Dishonored with other contemporary video games, and said that where other games may require a player to find a specific solution to defeat an enemy or solve a puzzle, Dishonored 'feels like entering a designer's playpen', providing the player with an array of tools and then allowing them to experiment with how they interact with, or break, the world. Reviewers also said that the game's variety encourages replaying. ' Alex Dale praised the variety and replayability of the game, and said, ' Dishonored doesn't demand you see everything it has to offer, although it is compulsive enough to ensure you will'. William Colvin wrote that the game's only shortcoming could be that it offered too many options, and Watters stated the game achieves a rare feat of being 'compulsively replayable'. Problems in the player's control of Corvo were raised; Whitehead noted the controls were unresponsive when used in contextual situations. Sliwinski said that the controls worked well. Reviewers criticized the AI, which some found inconsistent. Whitehead criticized his experience of enemies that can see Corvo from a great distance yet sometimes remain unaware of him while in his enemies' peripheral vision. Juba criticized the inconsistent detection by enemies that lead to unpredictable and unreliable stealth mechanics that could force stealth-focused players into a combat situation, for which their character is not built. According to 's Jake Gaskill, the AI worked well in combat, with enemies employing different tactics and effectively countering attacks, but when not alerted, enemies would ignore actions directly in front of them. Watters also mentioned lulls in enemy intelligence, but he said that it remained tenacious enough to keep the enemies formidable. The game's visuals and design were generally praised; Gaskill said that the art style is unique and the game world is both vivid and fully realized, and Gies stated that the game has a 'unifying vision and design that stands apart from its contemporaries as something different'. Colvin described Dishonored as 'a triumph for the medium. that sets the benchmark for visuals, story, and character performance', and that it is 'easily the best looking game you'll play this year.' Juba found the 'steampunk-inspired' technology designs fascinating, and stated that the visual style and art direction offer a distinct aesthetic that accompanies the 'dark and disturbing' lore found in the city. Reviewers likened Dishonored to well-received games from the early 2000s such as Deus Ex and the Thief video game series. 's Tom Hoggins said it is like the 'thinking man's games [from] the turn of the century which cherished player choice and control', comparing it against contemporary 'noisy, brash thrill-rides obsessed with military ooh-rah and barely interactive set pieces'. Dale called Dishonored 'one of the greatest games of this generation', and wrote that it excelled by drawing inspiration from older games and allowing players to figure out solutions without advice. Dale also called it the first true stealth game for a long time, and the closest comparison to Thief in the current generation of games. Schreier stated that the game '[blends] the do-what-you-want structure of Deus Ex with the masterful world design of BioShock.' The first installment of the story-based DLC The Knife of Dunwall was praised for its level design, which encouraged exploration to find hidden content and alternative routes through areas. The modifications to certain abilities, particularly Blink were similarly well received for the changes they brought to the gameplay from the main game. The story, however, was generally criticized. Noted that the deadly assassin Daud had no motive for seeking redemption, and allowing him to be played as a non-lethal character created a disconnect with the narrative. IGN considered that it felt like only half of a complete game, lacking any urgency in its story and featuring a disappointing conclusion. The Brigmore Witches ' story received a mixed response, with Destructoid saying that it offered a more gripping narrative, while Polygon stated that it lacked the same tension as The Knife of Dunwall, and the ending felt rushed and unsatisfying. However, the gameplay was generally considered an improvement, providing more intricate level design and nuanced world building that produced gameplay requiring a more thoughtful approach. PC Gamer appreciated that the levels each had a distinct theme, and adequately provided for both stealth and violent gameplay, while Polygon said that only the last level improved over the preceding DLC, introducing new mechanics that forced changes in stealth players. Sales [ ] In the week before its release (30 September – 6 October), the game was the third best-selling game on, based on pre-orders. During the first week of sales in the United Kingdom, Dishonored became the second best-selling game on all available formats behind (in its third week), the number-one selling PC game, and the biggest launch of an original game in 2012, exceeding. It was the UK's 24th best-selling game and the second best-selling original game of 2012. In North America, Dishonored was the fourth best-selling game of October 2012, selling 460,200 physical units, exceeded only by, and. During the 2012 Thanksgiving holiday weekend (23 – 25 November), it was the number-one game on Steam. Awards and accolades [ ] Dishonored was named Best Action Adventure Game at the 2012 and was nominated for Best Graphics, Best PS3 Game, Best Studio (Arkane Studios), Best Xbox 360 Game, and Game of the Year. It won the for Best Environmental Design. For the 2013, the game was nominated for Adventure Game of the Year and Outstanding Achievement awards for Art Direction, Game Direction, Gameplay Engineering, and Story. The nominated Viktor Antonov, Sebastien Mitton, Jean-Luc Monnet, and Julien Roby for Outstanding Real-Time Visuals in a Video Game. Dishonored also won the Audience Choice award at the 2013, and received four nominations for Best Game Design, Best Narrative, Best Visual Arts, and Game of the Year. Dishonored won Best Overall Action Game and Best PC Action Game in IGN's Best of 2012 awards, and was nominated for Best Overall Game and Best Action Game on both PlayStation 3 and Xbox 360 platforms. Game Informer named it the Best Action game and one of the 50 best games of 2012. Additionally, named it their Game of the Year, named it the Best Original Game, named it one of their favorite games of 2012, Jeux Video listed as the number 2 PC game of 2011, and named it Best Action Game. The game was named the Best Action/Adventure Game as part of the 2012 Game of the Year awards, and 's Best of 2012 series listed Dishonored as the Best Action/Adventure Game, Best PS3 Game, and Best Xbox 360 Game. The 2013 awards saw the game win the Best Game award and receive nominations for Game Design and Story. At the, Dishonored received six nominations for Game of the Year, Best Newcomer, Best Storytelling, Studio of the Year (Arkane Studios), Best Visual Design, and Best Gaming Moment for 'Lady Boyle's Last Party'. Also named Arkane Studios as the Studio of the Year. In 2014, IGN listed it as the sixty-seventh best game of the contemporary, and it was 32nd on PC Gamer 's list of the Top 100 PC Games. Dishonored appeared on several lists of the best games of 2012, and was placed at number one by,,,, Edge, the,, and (jointly with ); number three by,, and Paste magazine; number five by; number six by GameSpy, and Joystiq; and number ten. Also listed it as one of the ten best games of 2012, while Eurogamer readers' voted it as the top game of 2012. In 2013, GamingBolt ranked Dishonored as the 95th Greatest Video Game Ever Made, and in 2015, listed it as the 23rd best PC First-Person Shooter ever made, while PC Gamer named it the 6th greatest PC Game. List of awards and nominations Year Award Category Recipient Result Ref. • Gaudiosi, John.. From the original on 17 February 2013. Retrieved 17 February 2013. • ^ Gies, Arthur (26 July 2012).... From the original on 12 April 2016. Retrieved 25 December 2013. • ^ Gies, Arthur (8 October 2012)... From the original on 10 November 2012. Retrieved 8 October 2012. • ^ Hoggins, Tom (8 October 2012).... From the original on 8 October 2012. Retrieved 8 October 2012. • Hindes, Daniel (20 August 2012)... Next Publishing Pty. From the original on 12 April 2013. Retrieved 24 September 2012. • ^ Plante, Chris (26 April 2012)... From the original on 12 April 2013. 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It chronicles Macbeth’s seizing of power and subsequent destruction, both his rise and his fall the result of blind ambition. Macbeth and Banquo, who are generals serving King Duncan of Scotland, meet the Weird Sisters, three witches who prophesy that Macbeth will become thane of Cawdor, (100 of 388 words). The play begins with the brief appearance of a trio of witches and then moves to a military camp, where the Scottish King Duncan hears the news that his generals, and Banquo, have defeated two separate invading armies—one from Ireland, led by the rebel Macdonwald, and one from Norway. Following their pitched battle with these enemy forces, Macbeth and Banquo encounter the witches as they cross a moor. The witches prophesy that Macbeth will be made thane (a rank of Scottish nobility) of Cawdor and eventually King of Scotland. They also prophesy that Macbeth’s companion, Banquo, will beget a line of Scottish kings, although Banquo will never be king himself. The witches vanish, and Macbeth and Banquo treat their prophecies skeptically until some of King Duncan’s men come to thank the two generals for their victories in battle and to tell Macbeth that he has indeed been named thane of Cawdor. The previous thane betrayed Scotland by fighting for the Norwegians and Duncan has condemned him to death. Macbeth is intrigued by the possibility that the remainder of the witches’ prophecy—that he will be crowned king—might be true, but he is uncertain what to expect. He visits with King Duncan, and they plan to dine together at Inverness, Macbeth’s castle, that night. Macbeth writes ahead to his wife,, telling her all that has happened. Lady Macbeth suffers none of her husband’s uncertainty. She desires the kingship for him and wants him to murder Duncan in order to obtain it. When Macbeth arrives at Inverness, she overrides all of her husband’s objections and persuades him to kill the king that very night. He and Lady Macbeth plan to get Duncan’s two chamberlains drunk so they will black out; the next morning they will blame the murder on the chamberlains, who will be defenseless, as they will remember nothing. While Duncan is asleep, Macbeth stabs him, despite his doubts and a number of supernatural portents, including a vision of a bloody dagger. When Duncan’s death is discovered the next morning, Macbeth kills the chamberlains—ostensibly out of rage at their crime—and easily assumes the kingship. Duncan’s sons Malcolm and Donalbain flee to England and Ireland, respectively, fearing that whoever killed Duncan desires their demise as well. Fearful of the witches’ prophecy that Banquo’s heirs will seize the throne, Macbeth hires a group of murderers to kill Banquo and his son Fleance. They ambush Banquo on his way to a royal feast, but they fail to kill Fleance, who escapes into the night. Macbeth becomes furious: as long as Fleance is alive, he fears that his power remains insecure. William Shakespeare's play The Tragedy of Macbeth, or Macbeth, is one of his shorter tragedies, and was probably written between 1599-1606. Shakespeare penned the play during the reign of James V1, who was a patron of the playwright's acting company. Of all of his plays, Macbeth may best reflect Shakespeare's. Macbeth with detailed notes and analysis, from Shakespeare Online. From a general summary to chapter summaries to explanations of famous quotes, the SparkNotes Macbeth Study Guide has everything you need to ace quizzes, tests, and. At the feast that night, Banquo’s ghost visits Macbeth. When he sees the ghost, Macbeth raves fearfully, startling his guests, who include most of the great Scottish nobility. Lady Macbeth tries to neutralize the damage, but Macbeth’s kingship incites increasing resistance from his nobles and subjects. Frightened, Macbeth goes to visit the witches in their cavern. There, they show him a sequence of demons and spirits who present him with further prophecies: he must beware of Macduff, a Scottish nobleman who opposed Macbeth’s accession to the throne; he is incapable of being harmed by any man born of woman; and he will be safe until Birnam Wood comes to Dunsinane Castle. Macbeth is relieved and feels secure, because he knows that all men are born of women and that forests cannot move. When he learns that Macduff has fled to England to join Malcolm, Macbeth orders that Macduff’s castle be seized and, most cruelly, that Lady Macduff and her children be murdered. When news of his family’s execution reaches Macduff in England, he is stricken with grief and vows revenge. Scene-indexed HTML of the complete text. Macbeth (/ m ə k ˈ b ɛ θ /; full title The Tragedy of Macbeth) is a tragedy by William Shakespeare; it is thought to have been first performed in 1606. Prince Malcolm, Duncan’s son, has succeeded in raising an army in England, and Macduff joins him as he rides to Scotland to challenge Macbeth’s forces. The invasion has the support of the Scottish nobles, who are appalled and frightened by Macbeth’s tyrannical and murderous behavior. Lady Macbeth, meanwhile, becomes plagued with fits of sleepwalking in which she bemoans what she believes to be bloodstains on her hands. Before Macbeth’s opponents arrive, Macbeth receives news that she has killed herself, causing him to sink into a deep and pessimistic despair. Nevertheless, he awaits the English and fortifies Dunsinane, to which he seems to have withdrawn in order to defend himself, certain that the witches’ prophecies guarantee his invincibility. He is struck numb with fear, however, when he learns that the English army is advancing on Dunsinane shielded with boughs cut from Birnam Wood. Birnam Wood is indeed coming to Dunsinane, fulfilling half of the witches’ prophecy. In the battle, Macbeth hews violently, but the English forces gradually overwhelm his army and castle. On the battlefield, Macbeth encounters the vengeful Macduff, who declares that he was not “of woman born” but was instead “untimely ripped” from his mother’s womb (what we now call birth by cesarean section). Though he realizes that he is doomed, Macbeth continues to fight until Macduff kills and beheads him. Malcolm, now the King of Scotland, declares his benevolent intentions for the country and invites all to see him crowned at Scone. Macbeth: Entire Play The Tragedy of Macbeth|| Entire play ACT I SCENE I. A desert place. Thunder and lightning. Enter three Witches Exeunt SCENE II. A camp near Forres. Alarum within. Enter DUNCAN, MALCOLM, DONALBAIN, LENNOX, with Attendants, meeting a bleeding Sergeant Exit Sergeant, attended Enter ROSS Exeunt SCENE III. A heath near Forres. Enter the three Witches Drum within Enter MACBETH and BANQUO Witches vanish Enter ROSS and ANGUS To ROSS and ANGUS To BANQUO Aside Exeunt SCENE IV. Enter DUNCAN, MALCOLM, DONALBAIN, LENNOX, and Attendants Enter MACBETH, BANQUO, ROSS, and ANGUS Exit Flourish. Exeunt SCENE V. Macbeth's castle. Enter LADY MACBETH, reading a letter Enter a Messenger Exit Messenger Enter MACBETH Exeunt SCENE VI. Before Macbeth's castle. Hautboys and torches. Enter DUNCAN, MALCOLM, DONALBAIN, BANQUO, LENNOX, MACDUFF, ROSS, ANGUS, and Attendants Enter LADY MACBETH Exeunt SCENE VII. Macbeth's castle. Hautboys and torches. Enter a Sewer, and divers Servants with dishes and service, and pass over the stage. Then enter MACBETH Enter LADY MACBETH Exeunt ACT II SCENE I. Court of Macbeth's castle. Enter BANQUO, and FLEANCE bearing a torch before him Enter MACBETH, and a Servant with a torch Exeunt BANQUO and FLEANCE Exit Servant A bell rings Exit SCENE II. Enter LADY MACBETH Enter MACBETH Looking on his hands Exit. Knocking within Re-enter LADY MACBETH Knocking within Knocking within Knocking within Exeunt SCENE III. Knocking within. Enter a Porter Knocking within Knocking within Knocking within Knocking within Knocking within Opens the gate Enter MACDUFF and LENNOX Enter MACBETH Exit Re-enter MACDUFF Exeunt MACBETH and LENNOX Bell rings Enter LADY MACBETH Enter BANQUO Re-enter MACBETH and LENNOX, with ROSS Enter MALCOLM and DONALBAIN LADY MACBETH is carried out Exeunt all but Malcolm and Donalbain. Exeunt SCENE IV. Outside Macbeth's castle. Enter ROSS and an old Man Enter MACDUFF Exeunt ACT III SCENE I. Enter BANQUO Sennet sounded. Enter MACBETH, as king, LADY MACBETH, as queen, LENNOX, ROSS, Lords, Ladies, and Attendants Exit BANQUO Exeunt all but MACBETH, and an attendant Exit Attendant Re-enter Attendant, with two Murderers Exit Attendant Exeunt Murderers Exit SCENE II. Enter LADY MACBETH and a Servant Exit Enter MACBETH Exeunt SCENE III. A park near the palace. Enter three Murderers Enter BANQUO, and FLEANCE with a torch They set upon BANQUO Dies. FLEANCE escapes Exeunt SCENE IV. Hall in the palace. A banquet prepared. Enter MACBETH, LADY MACBETH, ROSS, LENNOX, Lords, and Attendants First Murderer appears at the door Approaching the door Exit Murderer The GHOST OF BANQUO enters, and sits in MACBETH's place GHOST OF BANQUO vanishes Re-enter GHOST OF BANQUO GHOST OF BANQUO vanishes Exeunt all but MACBETH and LADY MACBETH Exeunt SCENE V. Enter the three Witches meeting HECATE Music and a song within: 'Come away, come away,' & c Exit Exeunt SCENE VI. Enter LENNOX and another Lord Exeunt ACT IV SCENE I. In the middle, a boiling cauldron. Enter the three Witches Enter HECATE to the other three Witches Music and a song: 'Black spirits,' & c HECATE retires Enter MACBETH Thunder. First Apparition: an armed Head Descends Thunder. Second Apparition: A bloody Child Descends Thunder. Third Apparition: a Child crowned, with a tree in his hand Descends Hautboys A show of Eight Kings, the last with a glass in his hand; GHOST OF BANQUO following Apparitions vanish Music. The witches dance and then vanish, with HECATE Enter LENNOX Exeunt SCENE II. Macduff's castle. Enter LADY MACDUFF, her Son, and ROSS Exit Enter a Messenger Exit Enter Murderers Stabbing him Dies Exit LADY MACDUFF, crying 'Murder!' Exeunt Murderers, following her SCENE III. Before the King's palace. Enter MALCOLM and MACDUFF Enter a Doctor Exit Doctor Enter ROSS Exeunt ACT V SCENE I. Ante-room in the castle. Enter a Doctor of Physic and a Waiting-Gentlewoman Enter LADY MACBETH, with a taper Exit Exeunt SCENE II. The country near Dunsinane. Drum and colours. Enter MENTEITH, CAITHNESS, ANGUS, LENNOX, and Soldiers Exeunt, marching SCENE III. A room in the castle. Enter MACBETH, Doctor, and Attendants Enter a Servant Exit Servant Enter SEYTON Exeunt SCENE IV. Country near Birnam wood. Drum and colours. Enter MALCOLM, SIWARD and YOUNG SIWARD, MACDUFF, MENTEITH, CAITHNESS, ANGUS, LENNOX, ROSS, and Soldiers, marching Exeunt, marching SCENE V. Within the castle. Enter MACBETH, SEYTON, and Soldiers, with drum and colours A cry of women within Exit Re-enter SEYTON Enter a Messenger Exeunt SCENE VI. Before the castle. Drum and colours. Enter MALCOLM, SIWARD, MACDUFF, and their Army, with boughs Exeunt SCENE VII. Another part of the field. Enter MACBETH Enter YOUNG SIWARD They fight and YOUNG SIWARD is slain Exit Alarums. Enter MACDUFF Exit. Alarums Enter MALCOLM and SIWARD Exeunt. Alarums SCENE VIII. Another part of the field. Enter MACBETH Enter MACDUFF They fight Exeunt, fighting. Alarums Retreat. Enter, with drum and colours, MALCOLM, SIWARD, ROSS, the other Thanes, and Soldiers Re-enter MACDUFF, with MACBETH's head Flourish Flourish. About this journal Established in 1957 and published in association with The Pacific Sociological Association, Sociological Perspectives offers a wealth of pertinent articles spanning the breadth of sociological inquiry. The journal includes contributions by leading scholars addressing the ever-expanding body of knowledge about social processes related to economic, political, anthropological, and historical issues. Now published six times per year, each issue offers up-to-the-minute articles within the field of sociology. SPX Instant Screen Capture v.7.0 SPX captures an image from your monitor(s) - ready for two or more monitors! Send it directly to clipboard, file, e-mail, ftp. UPS’s stock suffers its biggest plunge in two years after disappointing results, as a bigger-than-expected spike in e-commerce business came at a cost to the. Download SPX Graphic Editor 3.0 for free - With a full range of graphical tools and functions. |
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