Nekhbet was an early predynastic local goddess in Egyptian mythology, the patron of the city of Nekheb. She became the patron of Upper Egypt and one of the two patron deities for all of Ancient Egypt when it was unified. One of Egypt's earliest temples was the shrine of Nekhbet at Nekheb, it was the companion city to Nekhen, the religious and political capital of Upper Egypt at the end of the Predynastic period and also during the Early Dynastic Period. The original settlement on the Nekhen site dates from the late Badarian cultures. At its height, from about 3400 BC, Nekhen had at least 5,000 and as many as 10,000 inhabitants. Nekhbet was the tutelary deity of Upper Egypt. Nekhbet and her Lower Egyptian counterpart Wadjet appeared together as the "Two Ladies". One of the titles of each ruler was the Nebty name, which began with the hieroglyphs for of the Two Ladies.... In art, Nekhbet was depicted as a vulture. Alan Gardiner identified the species, used in divine iconography as a griffon vulture.
Arielle P. Kozloff, argues that the vultures in New Kingdom art, with their blue-tipped beaks and loose skin, better resemble the lappet-faced vulture. In New Kingdom times, the vulture appeared alongside the uraeus on the headdresses with which kings were buried; the uraeus and vulture are traditionally interpreted as Wadjet and Nekhbet, but Edna R. Russmann has suggested that in this context they represent Isis and Nephthys, two major funerary goddesses, instead. Nekhbet was depicted hovering, with her wings spread above the royal image, clutching a shen symbol in her claws. Nekhbet is a bird-like monster in Final Fantasy 12. Nekhbet appears in Rick Riordan's The Throne of Fire as a minor antagonist. Nekhbet is the name of a pet vulture in the anime Tenshi ni Narumon. Hans Bonnet: Nechbet. In: Lexikon der ägyptischen Religionsgeschichte. Nikol, Hamburg 2000, ISBN 3-937872-08-6, S. 507f. Wolfgang Helck, Eberhard Otto: Nechbet. In: Kleines Lexikon der Ägyptologie. Harrassowitz, Wiesbaden 1999, ISBN 3-447-04027-0, S. 199.
Alexandra von Lieven: Grundriss des Laufes der Sterne – Das sogenannte Nutbuch. The Carsten Niebuhr Institute of Ancient Eastern Studies, Kopenhagen 2007, ISBN 978-87-635-0406-5. Alexandra von Lieven: Der Himmel über Esna – Eine Fallstudie zur religiösen Astronomie in Ägypten am Beispiel der kosmologischen Decken- und Architravinschriften im Tempel von Esna. Harrassowitz, Wiesbaden 2000, ISBN 3-447-04324-5. Marcelle Werbrouck, Fouilles de El Kab II. 1940, S. 46ff
Marathon Infinity is a first-person shooter video game, the third in the Marathon Trilogy of science fiction by Bungie. The game was released on October 15, 1996 and included more levels than its predecessor Marathon 2: Durandal; these were larger, formed part of a more intricate plot that spanned both space and time. Marathon Infinity, unlike Marathon 2, was released only for the Apple Macintosh. However, Bungie released the source for Marathon 2 in 1999, allowing the development of the open-source Aleph One engine. In 2005, Bungie released the trilogy to the public as freeware, allowing the games to be downloaded. In 2011, Bungie released the source code for Marathon Infinity itself; the story in the single-player version of Marathon Infinity, titled “Blood Tides of Lh’owon”, is not told in an explicit fashion. The narrative begins. At the end of Marathon 2 proper, as the Pfhor's Trih Xeem or "early nova" device is fired upon the S'pht System's sun to explode it, Durandal recounts an ancient S'pht legend in which a chaotic entity known as the W’rkncacnter — an eldritch abomination — was sealed inside of that sun by the Jjaro — a advanced race from centuries past, their technology being the only remnants of their existence — eons ago.
The story involves the player "jumping" between alternative realities via surreal dream sequences, seeking to prevent the W’rkncacnter from being released from Lh'owon's dying sun. These jumps are caused either by technology left behind by the Jjaro or by the W’rkncacnter’s chaotic nature; the player begins as Durandal's ally, only to be transported immediately to a reality where Durandal did not rescue the player at the end of the first game, Marathon. There are four sections to the solo levels of each with its own intro screen; the first is Prologue, in which the player, under Durandal's control, is given a grim message about their fates. The second section is Despair has the player under Tycho's command as mentioned and leads to the levels "Electric Sheep One" and "Where are Monsters in Dreams"; this pair can lead to "Carroll Street Station", another failure level. Envy leads to the third "Electric Sheep" level and the last "dream" level, "Eat the Path", which can, lead to multiple levels.
However, it can lead back to the Rage chapter via a final failure level, or to the final level, "Aye Mak Sicur". Each of the hidden failure levels represent a portion of the map of the final level, "Aye Mak Sicur", it becomes clear to the player as the game progresses that the ancient Jjaro station portrayed in these levels is the key to containing the W’rkncacnter, but the circumstances of the player's causality are not correct to succeed and is thus transported to a new timeline to complete the necessary objectives first. None of the other characters in-game seem to be aware of the jumps in reality; the ending screen of Infinity leaves the story's resolution open-ended, taking place billions of years after the events of Marathon Infinity during the final moments of the universe. It can be surmised that both Durandal and Earth did survive in the original timeline as can be seen at the end of Marathon 2; as a bonus, the three dream levels all refer to a mysterious "Hangar 96". This location does not appear in any of the levels in Marathon, Marathon 2:Durandal, or Marathon Infinity.
However, there are two enigmatic terminals in Marathon Infinity. Each contains a large amount of hexadecimal code that can be pieced together to create a map called "Hats off to Eight Nineteen", which features a map label reading, "Hangar 96"; this multiplayer arena matches. Core game mechanics change little from Marathon 2 but with the addition of a new weapon, the "KKV-7 10mm SMG Flechette"; the player is placed into a semi-nonlinear level and is given a task which must be completed. Upon completion of this objective, the player proceeds to an extraction point in the form of a terminal. However, there are a few major deviations. Unlike previous games, certain actions will cause the game to branch out. However, the game does not contain multiple endings, as these branches will merge back into the main story; the game makes much greater use of plugin physics models that change game settings from level to level. This is most evident from the player's changing allies throughout the game, as every creature in the game will act as both allies and enemies as the game progresses.
Marathon Infinity utilizes "Vacuum levels" a great deal more than previous installments in the series In these levels the player is restricted to certain weapons and loses oxygen, failure to keep the player's oxygen supply from running out will result in death. Multiplayer in Marathon Infinity is identical to Marathon 2, except for new maps, such as "Beyond Thunderdome", an extension on the "Thunderdome"
Jakobsberg Priory is a Benedictine monastery at Ockenheim, in the district of Mainz-Bingen, Rhineland-Palatinate, Germany. It belongs to the missionary Ottilien Congregation of the Benedictine Confederation; the monastery developed from a place of pilgrimage founded in 1720, to the honour of the Fourteen Holy Helpers. At first there was only a small chapel with a hermitage, but in view of the growing popularity of the site it was being proposed in the 19th century that a monastery should be founded here in order to look after it; the first monks, who were Trappists, did not however arrive until 1921. The Generalate of the order had decreed the dissolution of the community as early as 1930, this took place in 1949. Between 1951 and 1960 the monastery accommodated the novitiate of the East German province of the Jesuits. With the troubles in Africa of the 1960s many of the missionary orders found themselves obliged to withdraw their brothers from the crisis areas, to forestall their expulsion. For this reason the Ottilien Congregation acquired the buildings on the Jakobsberg at the end of the 1960s, the first group of monks moved in on 31 January 1961.
Jakobsberg Priory website