Enemy At The Door - Series 2
Enemy at the Door is a British television drama series made by London Weekend Television for ITV. The series was shown between 1978 and 1980 and dealt with the German occupation of Guernsey, one of the Channel Islands, during the Second World War.[2] The programme generated a certain amount of criticism in Guernsey, particularly for being obviously filmed on Jersey despite being ostensibly set on Guernsey.[3] The series also marked the TV debut of Anthony Head as a member of the island resistance. The theme music was composed by Wilfred Josephs.
Enemy at the Door - Series 2
A precursor to his role as Bergerac in the detective series set on Jersey, John Nettles played a police detective ordered to work for the Germans and anguished by the conflict between his duty and collaborating with the enemy.
The review on the Screenonline website by Sergio Angelini describes Enemy at the Door as featuring "stories and characters that explore the complex issues of alienation and wartime collaboration in a multi-faceted and surprisingly subtle fashion." However, "[W]hile striving for a sense of day-to-day reality, the series was shown well before the 9 o'clock watershed, consequently holding back from showing too much of the grim reality of the situation."[1]
Moos (ムゥ) are the common main enemies in the Klonoa series. They're oblivious cat-like creatures with a cute smile and big eyes that slowly waddle along paths. They can also be used by Klonoa for double jumps, or throwing at other enemies.
Shortly before the events of the series, she was hired by a client to go to Gotham City and break into Wayne Enterprises' R&D labs to steal a prototype device. To achieve this, she began working for another client, who wished her to steal a device from Mayor Hamilton Hill's office and hand it at a rendezvous point. During her time in Gotham, Selina met District Attorney Harvey Dent and may have entered a brief relationship with him. However, she planned to use him to get close to her true target; Bruce Wayne.
As Selina left her room, there was a knock at the door. Noticing the Batsuit and equipment lying around, Selina motioned for Bruce to hide with it. Upon opening the door, she found Harvey, having brought coffee and breakfast for the two of them. Either intentionally or indirect cause, Bruce was seen by Harvey through the door. Believing that they had slept together, Harvey suffered a mental breakdown.
If Bruce chose to take the blame for the robbery, Catwoman helps the Pact break into the Bodhi Spa, though is horrified by the group's brutality, with Harley urging the members into carrying out horrific acts. Despite this, she is unable to prevent them from killing the staff, believing that doing so will put her at risk. Whilst they and a number of men steal the virus from the lab, she stands guard, though hides above the door to prevent being seen. When Batman arrives, having managed to escape the cryo chamber, she makes her presence known to him and offers to help fight the Pact, in repayment for taking the blame for the theft. However if he chooses not to let her, she can leave to save herself from the Agency's attack.
Tower B is a long, vertical gauntlet of platforms with waves of enemies and multiple bounce pads, following the theme of introducing their place in combat and movement moving forward. At the bottom of the arena is a giant Shredding fan. A Malicious Face appears as the final enemy before the exit door.
Players will additionally gain a slight movement speed increase while inserting Armor Plates, which means you can sprint through doors while plating. These changes help get you to safety more quickly.
Veterans of the Call of Duty franchise may have felt the outdoor space within the Sattiq Cave region looked familiar before Season 02, and the upcoming change to this point of interest all but confirms those suspicions.
Enemy of the Bane was the sixth and final serial of series 2 of The Sarah Jane Adventures. It was written by Phil Ford and directed by Graeme Harper. It included the return of villains Mrs Wormwood and Kaagh, and also introduced the Black Archive, a collection of very dangerous alien technology that UNIT guards with maximum secrecy and security.
Most notable was the surprising return of another character with a long history in the Doctor Who series: the Brigadier. Lethbridge-Stewart had not appeared on television since the Doctor Who story Battlefield in 1989. This was the final televised appearance of the Brigadier before Nicholas Courtney died in 2011. His character was then retired through his passing away during the events of The Wedding of River Song.
When the Bane attack, Mrs Wormwood uses her phonic disruptor on them. It emits sound which penetrates their ears and stops them in their tracks. The Bane grab Sarah Jane by the leg, but Mrs Wormwood saves her, attacking the Bane with a metal pole. The three head back to Bannerman Road, shocking Luke when he opens the door.
The episode starts immediately where the last one ended. Isobel says that it is nice to see Elena again and asks Jenna to let her in, but Elena says no and closes the door. Jenna is devastated by finding out that Elena knew that Isobel was alive all along, and goes upstairs and starts to cry. Later, Alaric comes (Stefan and Damon told him about Isobel), but soon after, Jenna exits the house. Then John tells Alaric that "if he was honest with her, none of this would have happened". Alaric punches John after that. Elena tells John that this is all his fault. Meanwhile, Caroline calls Stefan and tells him Matt now knows about vampires, but she can't find him anywhere. Soon after, Stefan comes to the Gilbert House and talks with Elena. John calls them to go downstairs. Isobel is there, John had invited her in. She tells them that she has information about Klaus. She didn't find him, but she heard rumors that the doppelgänger exists. She says that she also has a safe-house for Elena, but Elena refuses it.
Unlike other battles, killing the entire enemy crew won't defeat the Flagship. Instead, a message will state that the AI took control of the ship. The Flagship will then behave like an automated ship: undamaged systems are treated as manned (even those that are hacked), and damaged systems are all progressively repaired at a set rate, except those with fire or a breach in their room.
Like any other ship, the Flagship consumes 1 drone part to deploy its hacking drone. This means it is possible (yet difficult) to avoid being hacked entirely by shooting down 10 hacking drones in a row with Defense Drones. However, this approach is very unreliable due to Drone Targeting Glitch (all images) and overall possibility for a defense drone to miss its target; additionally, many other projectiles (including missiles) are being shot at your ship, which can destroy or distract the defense drones. See another approach to handle enemy's hacking.
You can use a defense drone to shoot down the Boarding Drone. Otherwise, it can be helpful to open internal doors and power your oxygen system to level 2: this will keep oxygen in the room, so your crew can fight it more easily.
You can counter their mind control with your own (level 1 is enough). Bear in mind that enemy boarders will always try to join your mind-controlled crew, and this can be used to your advantage. They will single-mindedly bash down blast doors without fighting your crew, so follow them around the ship for easy crew fights. Even if you have mind-control, you may want to delay using it for this reason. Beware that once enemies are in the same room as your mind-controlled crew, you cannot choose who will be targeted by your mind control! In this situation, you may want to vent your crew out the room to separate them, before using mind control.
As always with boarding defence, proper use of venting is crucial for controlling enemy crew movement and stacking the fight in your favour. You can also use venting to force your mind-controlled crew into a different system.
With hacking, cloaking, and a teleporter: hack and cloak missiles, while boarding the ion and beam weapons. This neutralises the Flagship's offence. You can then board missiles and gradually kill off the enemy crew, who will have difficulty escaping to the medbay since hacking locks the doors.
Hacking by itself can be an effective way to kill crew, depending on your weapons setup. Hacking shields hampers enemy movement, creates a kill zone, and makes it easier for your weapons to destroy the missiles. Once missiles are down, send some lasers into the shields room. This has a good chance to start fires. Naturally, the Fire Beam and Fire Bomb can be even more effective. Once fires spread, enemy crew will not be able to put them out and will all eventually die.
You can also use mind control to kill enemy crew. Level 2 mind control in the shields room will eventually thin out most of the Flagship crew. Mind control is an effective way to prevent crew putting out fires in the shields, or to prevent them repairing the missile weapon.
1st Lt. Bloch undertook the task of wiping out 5 enemy machinegun nests that had held up the advance of Allied Forces. Gathering 3 volunteers from his platoon, the patrol snaked their way to a big rock, behind which a group of 3 buildings and 5 machinegun nests were located. He attacked the first machinegun nest alone charging into furious automatic fire, kicking over the machinegun, and capturing the machinegun crew of 5.
Pulling the pin from a grenade, he held it ready in his hand and dashed into the face of withering automatic fire toward this second enemy machinegun nest located at the corner of an adjacent building 15 yards distant. When within 20 feet of the machinegun he hurled the grenade, wounding the machine gunner, the other 2 members of the crew fleeing into a door of the house. Calling one of his volunteer group to accompany him, they advanced to the opposite end of the house, there contacting a machinegun crew of 5 running toward this house. 1st Lt Bloch and his men opened fire on the enemy crew, forcing them to abandon this machinegun and ammunition and flee into the same house. 041b061a72