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My Site 11 Group

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Dylan Smith
Dylan Smith

5i S Night Moves 20

"Night Moves" is a mid-tempo number that starts quietly with acoustic guitar. Bass and drums are introduced as the song's setting is described: 1962, cornfields, '60 Chevy. While Seger actually owned a 1962 Chevy, he felt "'60" flowed better in the song.[3] Seger uses the word "points" in verse one to reference his pointed boots and his love interest's breasts.[3] An intense summertime teenaged love affair is described, knowingly more sexual than romantic, with short instrumental lines breaking the evocative imagery, sometimes in mid-sentence. Piano, backing vocals, electric guitar and organ are added as the song's emotional nostalgia builds momentum. Then suddenly it stops, as the narrative flashes forward to some period in the future, where he hums a song from 1962. Seger has claimed in interviews that he was referencing the song "Be My Baby" by the Ronettes, though that song was actually released one year later.[10] To a quiet acoustic guitar, the narrator, awakened by a clap of thunder and unable to fall back asleep, ponders a different sense of the title phrase. Seger said this passage was inspired by late-night self-analysis and "the uncertainty night represents": "I was thinking about the whole aura of nighttime, the four o'clock in the morning moment when you assess yourself, check your weaknesses."[11] Then the rest of the instruments fall back in, for an extended coda vamp of the chorus.

5i S Night Moves 20

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During puberty, children start to secrete melatonin later at night than they did in earlier childhood. This affects their circadian rhythm. It means that your child will want to go to bed later at night and get up later in the morning.

It can be a good idea to seek professional advice if your child is having nightmares and is also really anxious during the day. Also seek help if your child has been through a traumatic event and is having nightmares about it.

Meg and Tom may fulfill our rom-com dreams, but Hugh Grant is made for our chick flick fantasies. This dashing gent starred in almost every iconic girls night movie to come out of the '90s, but Notting Hill rises above the rest. I mean, who can forget about the unassuming bookshop owner who falls for a celebrity that wanders into his shop? Classic.

This is the ultimate female buddy movie; perfect to watch with your best friend on a cozy Saturday night thanks to a) the friendship vibes, b) an epic adventure, and c) a young super-studly Brad Pitt.

More of a romance than a chick-flick (though, let's be real, there's a lot of cross over on that venn diagram), The English Patient is about a passionate love affair between a man and a married woman. It's so beautifully filmed and, lest you feel embarrassed about watching it alone on a Friday night, it won multiple Academy Awards.

Sleep is not uniform. Instead, over the course of the night, your total sleep is made up of several rounds of the sleep cycle, which is composed of four individual stages. In a typical night, a person goes through four to six sleep cycles Trusted Source National Library of Medicine, Biotech Information The National Center for Biotechnology Information advances science and health by providing access to biomedical and genomic information. See Full Reference . Not all sleep cycles are the same length, but on average they last about 90 minutes each.

It is easy to wake someone up during this sleep stage, but if a person is not disturbed, they can move quickly into stage 2. As the night unfolds, an uninterrupted sleeper may not spend much more time in stage 1 as they move through further sleep cycles.

Stage 2 sleep can last for 10 to 25 minutes during the first sleep cycle, and each N2 stage can become longer during the night. Collectively, a person typically spends about half their sleep time in N2 sleep.

You spend the most time in deep sleep during the first half of the night. During the early sleep cycles, N3 stages commonly last for 20 to 40 minutes. As you continue sleeping, these stages get shorter, and more time gets spent in REM sleep instead.

Under normal circumstances, you do not enter a REM sleep stage until you have been asleep for about 90 minutes. As the night goes on, REM stages get longer, especially in the second half of the night. While the first REM stage may last only a few minutes, later stages can last for around an hour. In total, REM stages make up around 25% of sleep in adults.

Full season registration includes the beautiful and collectible Nite Moves Tee, the shirt loved by SB locals. Nite Moves Tees are also available for purchase at the event for single night registrations.

There are two types of sleep: nonrapid eye movement (NREM), which includes four progressively deeper stages, and rapid eye movement (REM), which is when dreams occur. These stages of sleep occur cyclically throughout the night with the majority of time spent in NREM sleep.

A lot of children have restless legs syndrome but may not have the words to describe what they are feeling in their legs. Instead [they] may just appear to be restless when it is time to go to sleep at night or say their legs 'hurt.'

Night events are, as the name implies, events that occur during the night at any Hideout. Night events may be random, triggered by the player's actions, or preset. The night lasts from 20:00 to 8:00, interacting with the oven during this period is denied. Using a watch is recommended to show the time until the night ends.

Usually around night 4 or 5, a Banshee will appear over a newly formed nest in the Dry Meadow Hideout, but will not walk around. The Banshee's appearance is signaled by a flickering light, similar to the Vision at the Swamp Hideout. Upon being approached, it will vanish in a flock of birds, leaving behind an object called "?" inside the nest. This object can be extracted for essence or consumed directly as a healing item.

During the night, someone may repeatedly knock on the front door of the Hideout. If the Protagonist doesn't open the door, the knocking becomes more frantic. If the door is still not opened, the knocking will change into banging, hard enough to destroy an unbarricaded door and damage a barricaded one[1]. Should the Protagonist investigate, he will find a beneficial item at the doorstep. Items that may be found include unarmed usable Bear Traps, Molotov Cocktails, and both varieties of Pills. Be careful, there might be enemies outside the hideout.

An ambient noise similar to the Doors Opening event will play and a bright light, similar to a flare, will shine outside the hideout. The light may shine from its start until the end of the night and venturing to the center will yield a shiny stone.

In the Dry Meadow Hideout, a man will appear sitting on the edge of the bed and say he wishes to go home, or that "we" need to move. He will remain during the night, so long as the Protagonist remains near him. Hitting the man will make him disappear and will damage the player. This event is not exclusive to the night, as in the morning's Time Freeze, he can emerge out of thin air when nearing the bed and disappear when getting away, by exiting to the next room connected by a door or to the outside by a window. After you lose the sight of him, he doesn't seem to occur anymore.

In any hideout, non-barricaded doors may randomly open and close. In the Dry Meadow Hideout, a special ambient noise might play before a door leading to the player's room opens by itself. In other cases, a door might open and then close, footsteps will be heard, and another door in the same room will then also be opened then closed. Investigating will not lead the player to finding any nightly intruders.

An event exclusive to the Swamp Hideout. During the night, the power will go out and the radio will turn on by itself. A strange voice will speak in broken sentences, complete gibberish and then the radio will say "come back" in a garbled and distinctly feminine voice. After the radio dies, the power will come back on and the Protagonist will 'say' "Soon. I'm close."

During the night, the spawning of Dogs and Huge Dogs increases drastically. This event is signaled by a sudden change in ambient music. The music loops until sunrise, and is recognizable by a howling sound.

A faint rumbling noise is heard. The noise grows in volume, and a powerful force moves wardrobes, chairs and other furniture away from their positions, usually towards either the center of the room they're in or the Protagonist's position if he's in the room.

Large holes or anthills will form inside the hideout. Huge Bugs will begin to spawn from these, and Worms will start spreading throughout the hideout. Killing the Huge Bugs will prevent the worms from spreading, but may also alert more dangerous enemies; any Worms that are spawned will remain even after the night ends, and must be actively eliminated by the Protagonist. Can happen in any hideout.

An event exclusive to the Swamp Hideout. A Centipede burrows up from underneath the Protagonist, even inside the Hideout when it's well-barricaded and well-lit, and may happen several times per night. This event will only occur in the Swamp Hideout.

During the night, someone knocks on the front door. During the morning, the player may go outside and find an invitation to the Wedding that has a 4-digit code necessary to enter the locked door at the Wedding's main building. This item can be shown to Wolfman, who will remark on the constant music that can be heard from the Wedding.

A not-randomized, endgame event triggered by setting fire to the Talking Tree in the previous day. During the night, the lights will go out and a voice on the radio will ask, "Why did you do it?". The area surrounding the hideout will catch fire and from the flames, large amounts of Burning Villagers will spawn and attack the hideout. The amount of Burning Villagers becomes greater as the night goes on, reaching the point where it's guaranteed that they'll break the barricades and reach the Protagonist in mobs that can completely stop him from moving. This event continues until the night is over.


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