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May 13, 2008. I've got Nero 8 installed on my PC (pirated of course lol) and it's always worked fine for me. But I installed Vista SP1 yesterday and ever since, whenever I try to burn a DVD, Nero doesn't allow me because it says I haven't activated third party patents. I remember getting this problem once the first time I ran. If you install nero 9.2.6.0 before on your PC just remove it. And conitnue the following steps 1. Install nero 9 with this serial: 8M01-249K-1T0E-3A1A-C7AA-MUZ3-8EL4-2U9W 2. Close any running nero application and start the original betamaster keygen (download links below) 3. First you have to select the license type to 'Site', and press buttons called 'Remove all Nero serials', 'Reset white list', 'Reset extra codes', 'Use extra codes' (as shown in the picture) 4. In the product line select the first ('Nero 9'), and click the button called 'Add to white list'. Probably a warning message pops up but DO NOT CARE for it. Then select the second from the product line and do the same. (You have to do this for all product, from the 'Nero 9' to the 'Nero Media Home 4 Essentials') 5. If you done everything, exit the keygen, start Nero ControlCenter 4, and see license tab. You should have the site serials listed, just like in the first picture. Exit the ControlCenter, then start Nero Recode (or any Nero product that needs Patent Activation) to test that we have an activated Nero 7. You get a license window, just tick the agreement and click OK 8. In Nero Recode, click 'Recode DVDs and Videos to Nero DIgital'; you can see there are no activation windows or anything else, so we activated our Nero successfully. OR Mar 01, 2009|. AnyDesk Premium 3.6.3 Crack is a comprehensive software solution that accesses all your programs, documents and files from anywhere, without having to entrust. Look at most relevant Activation code for share 3.6 websites out of 1.47 Million at KeyOptimize.com. 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Build your magic ability and utilize spells and potions. 19 tournaments featuring multiple fights and some of the nastiest bosses ever to grace a Colosseum. Hundreds of duels. New moves including 'win the crowd' and 'psyche up'. Faster game-play and full-screen graphics. No quibble 7 day money back guarantee. Shroud Hearth Barrow interior A typical Nordic stone barrow, the outer ring is lined with coffins holding ancestral remains. The door into the barrow is on the inner wall. The entryway door opens to a winding wooden stairway going down. At the landing is a shelf holding a potion, a petty soul gem, and a small burial urn to loot. The path continues downward, heading southeast with dead to loot on either side of the passage. A coin purse is tucked into the bottom crypt on the left. The passage ends in an intersection where a ghost may be behind the gate to the right, warning you to leave, and another room is to the left. Go into the room on the left. Once inside, you will notice four levers: two on either side of the door. Activate the levers closest to the door to open the iron gate on the other side of the passage. The lever on the far right activates a trap. Before you leave, there is a burial urn stuck in the rubble in the right-hand corner of the room and a copy of the is on the embalming table. In the next room, there are doors on either end. One is an apprentice-locked door, and the other an iron portcullis with a pull-chain. Open the locked door first. Directly inside is triggering a. Skyrim is jam-packed full of quests. Door puzzle solution and walkthrough for the Bleak Falls Barrow dungeon. Then activate the Keyhole below to open the. Oct 04, 2016 Watch video Bleak Falls Barrow - The Elder Scrolls. Skyrim: Welcome to IGN's. On the stone door are a set of rings with symbols and a keyhole in the shape of the. Bleak Falls Barrow is a quest available in The Elder Scrolls V: Skyrim. This section contains bugs related to Bleak Falls Barrow (Quest). How to Solve the Golden Claw Round Door in Skyrim. Are you stuck on the puzzle in Bleak Falls Barrow in Skyrim? The door gets quite a few of us stuck on our first play through. If you want to know how to solve the puzzle, start at step 1. Dec 31, 2011 I have the Golden Claw, but it doesn't give me the option of activating the keyhole.just the three outer rings.nhelp? However, the spears are well enough ahead that they do not present an issue if you proceed slowly into the room. Ahead is an unlocked chest rigged with an adept-locked trap. The cable will activate a dart trap if not disarmed before opening the chest. After looting the chest go back out to the portcullis. Pulling the chain will lift the gate and trigger a spear trap. Wait until the spears retract back into the wall and proceed through without incident. At the bottom of the stairs are two more iron doors. The door to the right is tension cable rigged to trigger when opened. Wait until the flames extinguish and proceed through. At the other end of this room is a. In order to operate the door, and continue exploring the barrow, you will need the. This can be obtained by giving, the innkeeper in,. In order to find the journal, go back to the last room and open the other door. This leads to adventurer. The antechamber has a small burial urn on the south wall. The next room is Wyndelius' chambers. He may be sleeping when you arrive. If he is awake he will attack you. In his room, there is an and a large table serving as a desk. The journal you need is on the table. Also on the table is a small satchel, the, and two books. Next to the fire are a pair of random, a random potion, and a pair of random on the shelf. Now, backtrack out of the barrow to take the journal to Wilhelm. Initiate a conversation about the barrow and then give him the journal. If you have not initiated the related quest, giving Wilhelm the journal will activate and update the quest in your journal. Once you have the Sapphire Dragon Claw go back to Shroud Hearth Barrow to the puzzle door room. The combination is located on the palm of the claw; starting with the outer ring Moth—Owl—Wolf. Once the door recedes, a table is straight ahead with an empty random soul gem and a random helmet. The passage turns left and descends passing a sideboard with a random mace on top and into a hall containing five sarcophagi: two around the perimeter and three up on a raised dais. On a pedestal in the middle of the dais is the spell tome. As you move about the room, the portcullis you came through will shut behind you, blocking off exit. Another portcullis at the other end of the room is closed as well. A small illuminated alcove to the right of the dais has a lever which activates the portcullis; its gate will open automatically as you move about the room. When that happens, will emerge from the coffins and attack. After the draugr are done, use the lever to open the portcullis. When it lifts, a large urn is on the left and a winding staircase is just ahead. Before heading to the staircase, notice the on the floor with water below at the base of the stairs. Stepping on the grate will cause it to collapse and dump you in the water. A pull chain directly across the grate locks it into place. However, at the bottom of the pool the grate is covering are some skeletal remains with a coin purse and a random greatsword. You will also see a handle on the wall while underwater; leave it be. It will close the grate on top of you and you must pull the handle again to open it. Shroud Hearth Barrow interior The stairs lead to a door on the second level and yet another door on the third. Open the uppermost door first. It is master-locked and inside is an expert-locked chest and a random soul gem is beside it. Go back down a flight to the first door. Just inside is a pressure plate triggering a poison dart trap. At the bottom of the stone stairs is a second pressure plate that triggers a. A is waiting just around the corner. The skeleton is positioned correctly so that if you sneak down the stairs, you can use the pressure plate battering ram to smash him. On the left is a sideboard with a random on top. The next door opens onto the balcony of a large room. To the left is an urn. Next to the urn are two sarcophagi, each with an activating handle next to it. If you are up to it, pulling each handle will expel a draugr and a skeleton, respectively. To the right is a hole in the stone showing a chest in a well lit room. The doorway is actually a sarcophagus around the corner to the right, opened by a handle on the wall beside it. Standing in oil Looking through the wooden bulwark, you will spot five skeletons down below, all conveniently standing in an. Use a flame spell or take advantage of the oil lamps hanging above the skeletons to neatly incinerate them. The chest is unlocked, and the room contains a random potion, a random empty soul gem, a random sword, and a small burial urn. When your plundering is complete, head down the platform stairs. Cross through the pit and up the stairs to the balcony on the other side. More draugr will awaken to impede you. A small burial urn is in the rubble at the top of the stairs. A random mace can be found on a broken table tucked in the northwest corner of the balcony. The next door opens to a stairway with a at the base that triggers a trap. At the top of the stairs, a draugr is waiting. The tripwire can be used to kill the draugr, or simply jump over the wire to avoid the hassle of running through the swinging blades. (Revisiting this area will require you to still have the Shroud Hearth Barrow key to open the door at the top of these stairs). A chain just inside the room at the top of the stairs will stop the blades. More draugr will awaken as you enter the room. A pressure plate triggering a trap is right at the mouth of the passage heading east. More draugr are in this passage as well. The draugr guarding the door will have a Shroud Hearth Barrow key for you to pick up. On the right before the door is a burial urn. The key will open up the expert-locked door that leads to a room with an underground stream and a stone bridge. Before going further into the room, jump into the shallow water to your left and activate the chain, which raises the gate. A coin purse and draugr body to loot are underwater against the back wall. Before going up the stairs, take the stone walkway to the bridge. Cross the bridge to the alcove with a filled random soul gem and a pair of random gauntlets. Further on, a leveled sword is behind the waterfall at the end of the room. Back across the bridge and up the stairs you will find a pressure plate in the middle of the room that seemingly does nothing and four rotating totem pillars. Ignore the pillars for now and enter the doors ahead. A draugr is waiting in the next room along with a second pressure plate. A medium coin purse is on the table to the left along with a burial urn and a pair of iron boots. A small urn is on the shelves to the right. Step on the pressure plate. Revolving doors will open on four alcoves revealing a totem statue. Note which totem is revealed in each alcove from left to right ( Whale—Eagle—Snake—Whale). This is the combination for the pillars in the outer room. Back in the outer room, activate each totem pillar, again from left to right, in the combination revealed. Once the totems are correctly aligned, step on the pressure plate to lower the wooden bridge across to the next room, as well as to open the portcullis. Across the bridge Across the bridge, a throne is to the left and a random potion of healing and a random war axe are on a table to the right. A draugr is also waiting in the passage ahead. A spike wall pressure plate is just inside the doorway, but a little off-center. Sidle your way past it on the right. Just past the gate, to the right, is an alcove with a large urn on one side and a random filled soul gem and random dagger on a shelf on the other. An apprentice-locked door opens to a room with a on a pedestal. The pedestal is actually a, and removing the ingot will trigger another flamethrower trap. If you are quick, stand to the far left of the pedestal, grab the ingot, and quickly move backwards behind the corner to avoid the flames. Alternatively, shoot the ingot off of the pedestal and wait for the flames to stop. Back in the main passage, a tripwire triggering is across your path. Jump over it, or trigger it, backing up quickly to avoid the damage. At the top of the incline a small burial urn is to the right, and a random potion of magicka and random bow are on the table. The next set of doors leads to Shroud Hearth Depths. Shroud Hearth Depths [ ]. Shroud Hearth Depths coffin room Ahead of you is a great hall. However, before you descend the stairs to enter, look to your left for a random potion of healing, then proceed. The great hall you enter has a large stone temple in the center and thirteen sarcophagi arranged around it—a bad omen. Stepping into the room causes the gate behind you to close and the enemies to start emerging. There are six skeletons and seven draugr, one of which is boss level. An advantage here is that the enemies do not all emerge at once; they will rise to replace the fallen. Once all have been defeated, both the way back and the way forward will be opened. Take some time to loot the corpses before heading up the wooden plank to a very narrow tunnel. The tunnel opens to another large room with a boss chest, front and center. The chest has a novice-locked tension cable trap that triggers a dart trap from the ceiling. A large coin purse, a random weapon, and a piece of random armor are also lying by the chest. A random potion of healing is lying in the rocks on the left-hand wall, and more random armor and weaponry, as well as a small burial urn with a large coin purse tucked behind is on the table to the right. Make your way past the chest to hear the telling chanting of a. The wall holding a part of the shout is directly ahead. Shroud Hearth Depths treasure awaits After collecting the shout, there is an adept-locked chest in the water. The most direct route to it is to stand on the edge of the wooden platform leading to the word wall, and face northwest. Jump down into the water and turn around to face southeast. In a small alcove, just under a large support beam for the platform, is the submerged chest. To the left of the word wall is a broken bridge. Using the shout, you can reach the small alcove to find a random filled soul gem and a quality greatsword. There is also a large coin purse tucked away between the sword and the soul gem. If it is not readily apparent, use your cursor until the 'Take Coin Purse' prompt appears. If you lack Whirlwind Sprint, you can hug the wall in between each pillar and jump your way to the alcove, or you can try using shouts, spells or arrows to knock these items from the bridge, though either method is difficult. The exit is across the intact stone bridge to the right. This leads back to the barrow and into a small, circular room with a pull chain. The chain opens a hidden door leading into a partially collapsed tunnel. The tunnel ends in another pull chain and secret door. There is also a random warhammer in your path as you approach the end of the tunnel as well as a small urn by the secret door. This secret door opens into Wyndelius Gatharian's chambers. Backtrack to the entrance of the barrow. Bugs [ ] • If the dragon claw door does not work, check for possible fixes. • The word wall may not glow, rendering you unable to learn part of the Kyne's Peace shout. • Sometimes the pressure plate for the puzzle does not work if there is something on or very close to the plate. Moving the item/body away fixes this issue. [ verification needed — Needs testing to determine cause] • In the room with the Oakflesh spell tome, there are two triggers that will close the gates in the room—one on the raised platform and one on the lower portion. If you trigger one, open the gates, then trigger the other, the escape lever will be blocked off and you will have no way out of the room. • This bug is fixed by version 3.0.6 of the. 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ALSO, i find that if I REALLY tighten down on the magazine tub cap the gun's action doesnt work. Is this common in this gun?Doesnt make any sense to me.l Im used to 870's where you just crank down on the cap real tight. Thanks for any help. - Dave ETA: some info from remington: OF COURSE the picture doesnt come up. Good lord, how can you make all these shotties to sell, bitch about how much the sales of American Shotties are down and not take the time to provide proper instructions to put together the current design of your shotgun.. 750 bucks on a new gun, you would think it would have intructions that reflect the actuall parts in your gun. A new in the box 1100 I bought a few years back had the oring stuck to the barrel with the preservative. It was destroyed because I didn't do as the instructions said by disassembling and cleaning the entire gun before trying it out. That being said, the orings are not a big deal and can be bought at the hardware store by the pocket full if necessary. I haven't destryed more orings since then. I change mine about once per year just cause I am cleaning the gun anyway. That gun had a few jams in the first outing as well. I brought it home, cleaned it really well, and lubed it. I don't recall another jam in its time with me. I hope your experience with your new gun works out as mine did. Be patient my friend. Click to expand.As I stated in my first post, you only need it for light loads. I finaly got around to finding out where the cut off point was for mine and it seems that anything, including or lighter than 3dram-1oz, the BSA is needed. I didn't buy this gun to shoot 'mouse fart loads' so it has not been an issue. My 1187 Super-Mag is the Special Purpose model with the stainless magazine tube. I'm not sure if that matters. As for O-rings. I run size 021 made from Viton. (not Buna rubber) Viton is impervious to petroleum based lubricants and most synthetics. I ordered a hundred count bag from a bearing/seal supply house. They cost a whopping $7 dollars for the whole bag. I also run them in my 1100. I hope you get your problem resolved. Best wishes.chas. IMPORTANT DISCLAIMER Although The High Road has attempted to provide accurate information on the forum, The High Road assumes no responsibility for the accuracy of the information. All information is provided 'as is' with all faults without warranty of any kind, either express or implied. Re: Remington 11-87 super magnum issue. Tue Oct 16, 2012 5:26 pm. Do you have your barrel seal activator in? If you dont have one, contact remington and they will send you one. It is needed to cycle 2.75' loads with the super mag. It is a thin aluminum ring with a lip on it. Without the ring you cant shoot. Magazine Cap. Ejection Port. Safety Mechanism. SHOTGUN SHELL. PICTURE 2 This picture shows the parts of the ammunition. MODEL 11-87™ SUPER MAGNUM™ OWNERS PLEASE NOTE: A BARREL SEAL ACTIVATOR IS. Neither The High Road nor any of its directors, members, managers, employees, agents, vendors, or suppliers will be liable for any direct, indirect, general, bodily injury, compensatory, special, punitive, consequential, or incidental damages including, without limitation, lost profits or revenues, costs of replacement goods, loss or damage to data arising out of the use or inability to use this forum or any services associated with this forum, or damages from the use of or reliance on the information present on this forum, even if you have been advised of the possibility of such damages. The notion of the turkey gun may not be as deeply rooted in camp lore as the deer rifle, but gobbler junkies are increasingly aware that it sometimes takes more than just any ol' shotgun to send a longbeard to its final roosting place. Differences between a scattergun specifically designed to devastate a big tom and a more generalist model are plenty, and these characteristics can give the turkey hunter an advantage in a game that is severely stilted in favor of the feathered. By souping up its standard semi-automatic Model 11-87 platform to create the, Remington offers a shotgun decidedly designated for springtime showdowns. Remington introduced the gas-operated 11-87 action 20 years ago to serve as the Model 1100's big brother. The 12-gauge Super Magnum version can digest the mightiest 3 1/2-inch loads but still function with the tamer stuff, as long as it's not too paltry. A port bleeds a small portion of the propellant gases but ensures enough pressure is retained to cycle the bolt and chamber the next round via a split-ring valve. The system reduces recoil while regulating bolt speed to prevent undue wear. Gone from the Super Magnum is the gas cylinder collar normally found on the 12-gauge 11-87, replaced by a barrel seal activator that nestles between the piston and barrel seal rings on the magazine tube. Installing the barrel seal activator lets the gun run with 2 3/4-inch ammunition, but Remington says a 3-dram, 1 1/8-ounce load is the lightest that will function reliably in the Super Magnum. The barrel seal activator should be removed when shooting more powerful 3- and 3 1/2-inch loads. Harnessing the superior firepower offered by magnum payloads is one way the SP-T Thumbhole gives the caller an edge over the called, but it's not the gun's only feature intended to tip the odds toward the hunter. Anyone who has hit—or missed—his share of strutters knows shotguns must be aimed—not hastily pointed—at turkeys. In this regard the properly wielded turkey gun is more like a rifle than a shotgun, and the SP-T Thumbhole borrows a few qualities from its single-projectile brethren to help hunters hit. Prominent in the gun's profile is a thumbhole buttstock. A high, Monte Carlo-style cheekpiece allows the shooter to look straight down the barrel, where TruGlo rifle-style sights provide a means of precisely directing a cloud of No. 4s toward a gobbler's bulbous head. The rear sight sits on a ramped base ticked with witness marks and is fully adjustable for windage and elevation. Its rather deep, but narrow, U-shaped notch is highlighted by two green, fiber-optic inserts. The red, fiber-optic front sight is dovetailed in place atop a similar ramp. Though the sights are positioned quite high on the barrel, the raised cheekpiece brings the eye in perfect alignment with them, and the fiber-optic rods appear as bright, contrasting dots. A setup like this makes it clear when the proper sight picture is attained and can be tweaked to move a pattern's center, which can vary by load, to point of aim. For those hunters who like to target turkeys with an optic, the gun's receiver is drilled and tapped in four places for a Weaver rail. Of course, even the best sight system is useless if you can't hold the gun steady when a boss tom is hollering in your face, and there is a strong case to be made for embracing the thumbhole buttstock in this situation. When the thumb engages the circular hollow, its fleshy base is supported by the web of material joining the swelled pistol grip to the rest of the buttstock. This inherent shelf, in conjunction with the grip's steep angle and flared lower portion, lets the shooting hand assume a relaxed, but sturdy, position. Gobblers have a knack for ruining the best-laid plans by approaching from the worst possible angle—usually the strong side—where the second arm and hand awkwardly offer little help in keeping the gun up. The thumbhole design eliminates strain to the shooting hand while allowing it to take a more active part in supporting the gun. Both the buttstock and fore-end are constructed of laminated wood and, along with the gun's barrel, receiver and magazine cap, cloaked in a Mossy Oak Obsession finish. The camouflaged parts are dipped in a warm ink bath to receive the pattern and then sprayed with a sealant. The result is a durable, matte finish that protects the wood and metal while offering a degree of corrosion resistance. Turkey guns take more of a beating than most sporting shotguns, and mine seem to get wet a good deal of the time, too. It was no different with the SP-T Thumbhole last spring, and the gun looks nearly as good now as it did when I took it out of the box. The buttstock is fitted with an R3 recoil pad, which helps lessen some of the blow dealt to the shoulder by magnum loads, but I was certainly aware of a jolting thump every time I touched off a 3 1/2-incher. A sling comes with the SP-T Thumbhole and attaches neatly to the studs on the buttstock and magazine cap; the latter rotates to eliminate twist. The SP-T Thumbhole's 23-inch barrel is threaded for the Rem Choke system, and a.665-inch extended, Turkey Super Full tube is included with the gun. Since the choke tube is rated for lead shot only, I patterned Remington's 3 1/2-inch Nitro Turkey loads that deliver 2 ounces of No. 4 shot with a muzzle velocity of 1,300 feet per second. That much lead flying through the air—coupled with a trigger that broke at a little more than 4 pounds and the TruGlo sights—made for lethal patterns on paper out to 50 yards. Such performance was welcomed when a gobbler hung up at what I later learned was 42 long paces. I wouldn't have taken that shot with just any shotgun, but it appeared to be no problem for the SP-T Thumbhole. The sights found their target, the pellets found their mark, and I found a genuine turkey gun. The fore-end and buttstock are made from laminated wood, which provides strength and is less expensive to manufacture than synthetic components. An ink dip gives the gun its finish, and a sprayed-on sealant adds durability. This Cardholder Agr eement ('Agreement') outlines the terms and conditions under which the AchieveCard Prepaid MasterCard has been issued to you. By activating and using the Card, you agree to be bound by the terms and conditions contained in this Agreement. “Card” means the AchieveCard Prepa id MasterCard issued to you by First California Bank, Ranc ho Mirage, California. 'Issuer' means First California Bank or its deposit ory institution affiliate. 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February 2018
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