the ask diy gardening episode guide includes recaps for every episode from every season and a full list of where you can watch episodes online instantly.
another gravel slope awaits you on the other side of the area, but if you don't make it across this time you'll slide off the edge of the cliff to your death. make your way along the outside of the area and climb the pillar to jump across to a new section of ground, but instead of continuing you'll want to drop off the ledge to the right to find a lower section with the traveling inkwell with
have a sim call for pizza. when the pizza delivery guy comes don't accept the pizza the pizza delivery guy will eventually leave the pizza on the front porch, and the pizza will never get stale. you can stack as many pizzas as you want, so if your sims get hungry, just tell them to get a pizza from the front porch.
switch to the dragonrend shout and shout the dragon down to the ground. you should have no trouble timing the shout before the dragon breathes fire, as dragons make a distinct, slow pattern before using it. when the dragon's on the ground, run backward to the door at the end, the door that you originally came out of and that leads to the palace
checkpoint 12 the cable car will take you up to above ground. run up the next ladder to get the ammo and the medium armour, which you probably need by now. there's another ladder leading down from where you arrived. when you hit the ground you'll be attacked by giant slaves and sniping pirates. once they've been dispatched you'll meet three
go in at the ground floor and use the elevator to ride up to the upper floor. up here, use the tech panel and match the code to open the bars. misdemeanor mistake - behind the hotel near the monarch theater are a couple of thugs trying to break in. use detective mode, then x-ray on the soda machine to find a combination lock. the numbers are on
the action will d both ground guards on the inside of the gate to go around to the outside of the gate, through the garage door and out the back door running right behind the two guards who hang out in the garage. all this and none of them ever trip the alarm. they just come out lined up like ducks. after the duck shoot i go back out through the garage, come back around to face the recently
not only does it contain sniper ammo, welrod ammo, and a war diary , but there is also a panel that you can disable to sever the communication line. return to ground level and climb to the top of the communications building. there is a grunt on the roof that you likely killed a while ago who holds a weapon part sniper 5/15 . now go through
hop onto the grassy slope and slide to the bottom. jump against the grooved wall on the left side when you reach the bottom. hop across each of the walls in turn as you wall run down this corridor. when youre back on solid ground, hop across the first groove and drop into the second one. look away from the huge object and enter the glowing
the one on the porch has a flashlight so wary of him. go after the courtyard guard first. it should be simple to sneak up and grab him since his entire area is in the dark. once he is down for the count, turn to face the door you came from. when the guard on the porch turns around, go up either of the stairs and grab him from behind. the left
villa p was built to complement naturally-occurring stone walls and sloping fields north of bressanone, italy. the design, created by italian architecture company bergmeister wolf architekten, is
move down the stairs for a short scene and then cross over the water pipe, avoiding the watery slope. drop to the right to find a walkway with a barricade and blast through to find the diaries of a madman: belief. you can now drop to the ground for some salvage in the east courtyard and look up to the south to spot a net with more salvage.
if you get past the lattice to find a porch behind it, a guard will be yammering on his cellphone. this is a problem even in non-usa countries, apparently. sneak up aft and grab him, then lead him alongside the stairs before neutralizing 'im. shoot both porchlights as well -- don't let the home fires 'burn' here if all goes well, the 2nd and only other enemy inside the house won't find sam
take it to the shiny fan on the roof to the right to drop into the office and grab the token. red brick - fast build - from the first robber, go up to the rooftop and float left either with the farmer's chicken or the jetpack. smash the ac units in the front of the roof to find three solar panels. assemble them all to start a fan. ride it up to
- the prison island - take the note and health from the dock. walk along the wharf until you notice a revenant in the distance - hide behind the cranes and take him out. next, target the sniper on the water tower, followed by the sniper on the balcony. run up the slope and enter the doorway that opens onto the room with the dead shark. climb
turn to your right and hit use on the panel that says fire. watch as the helicopter is destroyed by their own missile. then hit fire 2 more times on the panel. after the third time run down the ladder and out/away from the building. watch as the missile destroys the bunker you where in and the building in front of it. go into the new hole in the building and activate the gate. walk through it
let's get to know houston's minute maid park, the train and that odd blue house let's get acquainted with the ballpark that will play host to games 1 and 2 of the alcs