Hello everybody, HoodedCobraCommander788 here. It's time for another vintage GI Joe Toy Review and this time we're looking at one that I think is special. It's special because this action figure is a figure of a woman and this character came out in 1982 and she was portrayed as doing things that at the time women were not allowed to do. And that makes her a pioneer and therefore I think she's important and special. I'm talking about, you already know who I'm talking about. Let's look at the 1982 GI Joe counterintelligence specialist codenamed Scarlett. If you are a fan of GI Joe, you already know who this is. This is Scarlett. She was first introduced in 1982 as part of the first wave of GI Joe figures when the line was relaunched that year. And she was released in this straight arm version. We will talk about the articulation in a few minutes. In 1983, the following year, she was re-released with swivel arm battle grip. Like all of the 1982 figures, she was re-released with a new point of articulation. She was sold in this swivel arm version through 1984 and was discontinued in 1985. In 1985, she was replaced by the new GI Joe covert operations specialist, Lady J, but Scarlett was never replaced in GI Joe media. She continued to appear in GI Joe media all the way through the end of the line. Scarlett was the first woman to appear in the 1980s GI Joe toy line and as it has been revealed by former Marvel Comics editor-in-chief Jim Shooter, Hasbro believed that women action figures don't sell. So it took some courage for Hasbro to put Scarlett out among the first series of GI Joe. Hasbro may have been thinking of their first attempt to make a female GI Joe action figure. That would be the 1967 action nurse and that one did not sell well. That one was considered a failure. On the other hand, Princess Leia was part of the Star Wars toy line before the new GI Joe came out. So there was a precedence for women action figures. Let's take a look at Scarlett's accessory. She came with only one. This was the XK-1 Power Crossbow. And what exactly it means by power crossbow, I'm not sure. Essentially, this is a pistol crossbow with a scope. This crossbow may not be a copy of a real-world weapon, but crossbows do exist and have existed for a very long time, so this is not a fantasy weapon. There's some detail on there, but not a lot. So it's a little bit short in the detail department, but it's still not a bad accessory. Crossbows fire arrow-like projectiles called bolts or quarrels. And quarrel was the codename for the UK action force version of Scarlett. The weapon has a single bolt sculpted onto it and Scarlett does not have any replacement bolts. This is where a backpack would have been in order. A backpack with some extra bolts would have made more sense. This crossbow started a tradition of GI Joe not giving their women characters firearms. The 1984 Baroness came with a laser rifle. Still not exactly a firearm, but it was closer than this. But most GI Joe women characters got some kind of maybe projectile weapon or something like that, but not a gun. In 1983, GI Joe started coming out with battle gear accessory packs, which were reissues of old accessories. This is the accessory pack version of Scarlett's crossbow. You can see it's using the exact same mold as the original, but it's in a lighter color gray. So I do watch out for that. It's very easy to get these two mixed up, but the original is this very dark almost black gray, and the accessory pack version is lighter gray. Now let's look at articulation. The 1982 Scarlett had the typical articulation for figures of that year, meaning she could turn her head from left to right. She could lift her arm up at the shoulder, and she could swivel her arm at the shoulder all the way around. She had a hinge at the elbow, meaning she could move at the elbow about 90 degrees. The figure was held together with a rubber o-ring that looped around the inside that allowed her to move at the torso a little bit. She could move her legs apart about so far, and she could move her legs at the hip about 90 degrees, and she could bend at the knee about 90 degrees. The 1983 version of Scarlett had the same articulation as the 1982 version, except it added one new point of articulation at the bicep. Not only could she move at the elbow about 90 degrees, but she had a swivel at the bicep. She could swivel her arm all the way around. Let's look at the sculpted design and color of Scarlett starting with her head.  It could not be redder. She also has short hair, unlike how she was depicted in different GI Joe media, where she had long hair, often tied back in a ponytail. The action figure just did not reflect that. These early women action figures in GI Joe, they just hadn't figured out how to make the hair long. So all the hair on them was short. The first woman GI Joe action figure to have long hair was the 1984 Baroness who had a separate hair piece that was molded out of softer plastic to give it this long hair effect. Much has been said about these face sculpt for Scarlett, and yeah, it's really not that good. Compared to the image on the file card, it really does not live up to that image. Unfortunately, it was kind of par for the course on those early GI Joe head sculpts. The other figures that came out in 1982, the faces on those figures left something to be desired. The sculpting on these figures did get better as the years went on. On her chest we see she's wearing a light tan or almost flesh colored leotard over sort of a pewter colored bodysuit. This chest is a little bit short on detail, but it does have a grenade on this side. And on this side there is a red pad and this would be a shoulder pad probably for the butt of a rifle like if she were sniper shooting.  Unfortunately, she doesn't come with any weapon that would utilize this shoulder pad. Also, although it's difficult to see, there is a zipper coming off of her neckline right there. There's really no detail on her back other than that red shoulder pad. The upper arms on the straight arm version are very plain and thin. The upper arms on the swivel arm version have more detail and these upper arms were reused for other figures. The figures that share these upper arms include the 1984 Baroness, the 1983 His Tank Driver and the 1983 Cover Girl. Her lower arms and hands however are unique and they have some points of interest. On the inside of her right wrist she has a very small silver pistol which I guess counts as a firearm, but it's just sculpted on so she can't hold it. On her left wrist she has two silver throwing stars. Her waist piece is pretty plain. She has a belt and that's a small waist piece that is smaller than the waist piece that came on the male action figures at the time. And then on the back we have one of the strangest details, sort of hooked here on her back pocket is a slingshot of all things, I don't know why she would have a slingshot. That's a very weird detail, it is painted there in silver. On her upper legs she has the pewter grayish colored bodysuit and on her right leg she has a pocket and she has a mysterious electronic device with silver paint. On her right leg she has a dagger that is painted silver. She has some very tall boots that have pockets on the inside and the outside. They match the color of her gloves and her leotard and these boots have some heels. Scarlett is the only figure that could not use figure stands and that's because her feet did not have holes for foot pegs. She is the only GI Joe figure that I'm aware of that did not have holes in her feet for foot pegs. Even the 1984 Deep 6 which had a whopping two points of articulation still had holes in the bottom of his feet for foot pegs. I have to assume the designers made this decision because she has small feet and they probably figured her feet were too small to drill holes in them. However, the 1984 Baroness also had small feet and she has holes in her feet for foot pegs. Let's take a look at Scarlett's file card. This file card was printed on the back of the card on which the action figure was packaged. You can see some of the artwork from the front of the card there. There are a bunch of different variations of Scarlett's file card floating around out there including one version of the file card where the portrait actually has a picture of cover girl instead of Scarlett. I don't have any of those variations. This is just the most common version of Scarlett's file card. Her specialty is counterintelligence and counterintelligence is sort of like an anti-spy. So her job is to prevent intelligence gathering by the enemy, by catching enemy spies. Her codename is Scarlett, her file name is Shanna M. O'Hara. Her primary military specialty is intelligence, her secondary military specialty is classified for some reason. Her birthplace is Atlanta, Georgia and her grade is E5. First personal information here is a scrambled up reference to Gone with the Wind, the 1936 novel by Margaret Mitchell that was turned into the 1939 movie starring Vivian Lee. Vivian Lee's character was named Scarlett O'Hara and the story was set in Georgia. This section says Scarlett's father and three brothers were martial arts instructors. She began her training at age nine and was awarded her first black belt at age 15, graduated advanced infantry training and ranger school. And it's worth noting that this card was published in 1982. At that time women were not allowed in ranger school. The first women to graduate ranger school happened this year in 2015. Special ed covert ops school, marine sniper school, special air service school, marine tie, kwandos symposium. Now just that part of this paragraph makes Scarlett out to be a super lethal badass, but it does not stop there. Look at all the weapons that she is a qualified expert in. Follow along with me, qualified expert M14, M16, M1911A1, M79, M3A1, M700 Remington Sniper Rifle, MAC10, XK1 Power Crossbow, Throwing Stars, Garrett and K-Bar. She is an expert in all these weapons, but instead of including Scarlett with some of these high power firearms, they included her with the pointy stick shooter. This bottom section has a quote, it says, Scarlett is confident and resilient. It's remarkable that a person so deadly can retain a sense of humor. Does she really have a sense of humor or does everybody just laugh at her jokes because they're terrified of her? Looking at Scarlett overall, she is definitely more super heroine like than soldier like with these colors. But I really think this costume is meant to look sort of like Emma Peel from the British television show The Avengers. Emma Peel kind of wore these full body costumes like this. And if this uniform were all black, that's exactly what this would look like. Scarlett was such a powerful character in G.I. Joe media, she probably deserved a better action figure. We did not get a second version of Scarlett until way toward the end of the vintage line and that second version of Scarlett was not a very good action figure. I still like this figure though, despite the fact that in some ways it's kind of weird. What with the strange color choices and the less than impressive head sculpt and the slingshot on her butt. Scarlett was very unique among that 1982 lineup. First of all, she was a woman among a bunch of men. Also the figure used entirely unique parts, whereas the other figures in that lineup, they reused a lot of parts between them, whereas Scarlett was entirely unique. Also since the other figures in the 1982 line wore green uniforms, Scarlett really stood out. As Scarlett was portrayed in the G.I. Joe comic book, her sex was a non-issue. She fully participated with all the other members of the team, sometimes even in a leadership position. As she was portrayed in the G.I. Joe cartoon, she was a little bit more feminized and she served as a love interest for Duke, the team leader. In 1980s properties that were marketed towards boys, women were treated probably better than you might expect. However, there was a common practice that women characters had to serve as romantic interests for one of the male characters, usually the team leader. And in the 1983 G.I. Joe animated series, that was Duke. In the comic book however, Scarlett was romantically linked to Snake Eyes, and I always thought this pairing made a lot more sense. I would think that Snake Eyes' mysterious nature would appeal to Scarlett a lot more than Duke's machismo. To be totally honest though, Scarlett doesn't need anyone. She's smart, she's strong, she's independent, and she definitely does not need some man to protect her. In one of the classic comic book issues, issue number 21, The Silent Issue, Scarlett is captured by Storm Shadow, Cobra's Ninja, and Snake Eyes goes in to rescue her. But Scarlett doesn't just sit around waiting to be rescued, she escapes. She does ultimately fly out with Snake Eyes, but she's perfectly capable of taking care of herself. I am somewhat biased towards this figure though. Objectively, this isn't necessarily a very good action figure, but it is the only Scarlett figure that we got in that vintage line that portrayed her in her classic uniform. This is the best Scarlett figure that we had. And because I love the character so much, I mean this character was one of the best developed characters in all of GI Joe, and she is integral to the GI Joe storyline, especially in the comic book. So even though there are some shortcomings in this figure, you still have to have it. The diversity in GI Joe influenced me as a child. I mean, the way Scarlett was portrayed in GI Joe, she was an integral part of the team. So it really didn't make any sense to me, this idea that women couldn't do certain things. I mean, just look at Scarlett. She could do anything the men could do, and they really never thought anything of it. It wasn't something that was played up as some kind of special thing that she was a woman doing things that were traditionally done by men. No, she just did it. And that's sort of how I approached women characters in GI Joe and elsewhere. Women were as perfectly capable of doing everything that male characters could do. And Scarlett was portrayed this way at a time when the general public was vehemently opposed to the idea of women serving in combat roles. And now, finally, 30 years later, we are slowly starting to get over these arcane ideas about women, and we're no longer seeing women as objects that, at best, need to be protected by men. I often refer to GI Joe as a toy line that was marketed toward boys, which is true. But I do not call GI Joe a boys toy line. There were plenty of girls that also played with GI Joe, and it's not fair to them to call GI Joe a boys toy line. That's much too limiting. GI Joe was bigger than that. And frankly, I would rather my daughters follow Scarlett and Lady J as role models, than the characters depicted in toy lines that were in fact marketed directly towards girls like Barbie. I would lie for my daughters to acquire the strength and the toughness and the intelligence of Scarlett. She's an excellent role model for girls, and she appears in a toy line that was supposedly for boys. Of course, we can give Scarlett all the credit for this transformation, but let's give her a little bit of credit. She was ahead of her time. That was my review of Scarlett. I hope you enjoyed it. If you did, make sure you give it a thumbs up on YouTube. And don't forget to subscribe. I've got a lot of great new GI Joe toy reviews coming up. You don't want to miss them. And don't forget to like me on Facebook and follow me on Twitter. You get a lot of updates there. You don't get anywhere else. Thanks for watching, and I'll see you next week with another vintage GI Joe toy review. See you then. I have no time for childish games. I intend to deliver a healthy supply of the meteorite to Cobra and Scarlett. Women can't serve in combat. Their menstruations will attract bears.


When I make videos about Super Famicom role-playing games that never left Japan, I try and highlight the weirder ones that the powers that be at the time may have thought were just too weird for Western audiences, stuff like Chaos Seed, Energy Breaker, and Dark Half, just to name a few. But in the case of something like Emerald Dragon, this is just a plain old good story, with good dialogue and some interesting and entertaining characters. I can only speculate why it was never officially translated, but thankfully we can enjoy the great work of Translation Corporation who provided a fantastic translation here. You play as Atrushan, a young dragon who notices a shipwreck with one survivor, a little girl who can't remember her name or where she came from. She's given the name Tamron, and she's treated like a younger sister to the dragons. Time passes, Tamron grows older, and naturally she wants to find out about her past and return home. There's two problems with this, one is that there's a demon army running loose causing all sorts of chaos, and two is that Ishban, Tamron's home, is cursed to dragons. So Atrushan and all other dragons for that matter can't exist there, or at least not without some help. After breaking off his horn to give to Tamron so she can use it to call him whenever she's in trouble, Atrushan unveils a silver scale that enables him to change into human form to find her, three years after she left to find her home. The story progresses from there, where Atrushan runs into all sorts of characters like princes, priestesses, drunkards, archers, sorcerers, and so on. And they're all represented brilliantly by some fantastic and expressive pixel art that comes with each dialogue box, and that little touch really goes a long way in giving this game a lot of personality. Anyway from there, in order to defeat the leader of the demon army, you must locate what are called the Emerald Graces that will give you the power to summon the magic of the Emerald Dragon, and there's a couple other twists later on that you'll discover for yourself. The story in Emerald Dragon is well done because it feels like a lived in world, and events unfold organically, nothing feels too forced, it didn't feel like there were too many wasted moments, and one aspect that really helps is the chat function. Similar to what you see in the Dragon Quest series, you can do this anytime you're stuck or you forget what you're supposed to do, and it brings up a dialogue sequence between your party. It's rarely just a dry statement like oh we should go here. There is always some life to the interaction, it's really well done. I guess that's the best way to describe the story, the flow, and the characters of the game. Everything's got some life to it, you're not just lifelessly grinding or shuffling from place to place. One thing that may turn people away from Emerald Dragon however is the combat system. Yeah, there's the usual world map with random battles, finding weapons and equipment and chests and buying it in shops and all that, but in combat you only control Autrushan, everyone else in your party is AI controlled, and that's kind of a bummer. The combat is kind of interesting though, it's a top-down view where you move around on a large grid, the more steps you take, the more your range shrinks, represented by the highlighted area here, and the more your range shrinks, the less powerful your attack, represented by the bar up top. You attack by simply running into enemies just like in the old East games. So yeah, the battle graphics here aren't exactly Breath of Fire 2 or even Final Fantasy Mystic Quest, it's pretty low-fi, but it is at least something a little different. Yeah, it's a big let down here that every other character in your party is AI controlled, and in addition the only characters that you can level up are Autrushan and Tamron, but to the game's credit the AI isn't that awful, the characters aren't as reckless and stupid as they are in a game like Dark Half, plus Autrushan can turn back into a dragon for some cool spells, and he learns a new one for each Emerald Grace you obtain. In another nice touch, each character does a different scream when they're attacked. That's an unexpected touch I don't think I've seen in any other SNES or Super Famicom game. It's nice that the AI isn't stupid, but they might be too good here. Sure it seems frustrating that you don't get to choose one to use a healing spell, but they heal constantly, so that's not a problem, and that made the battles really easy. I was coasting through this game, and you only get a game over when Autrushan dies, so really all you have to do is make sure he doesn't get surrounded, and just move him out of harm's way, and you'll breeze right through this one. I should mention of course that Emerald Dragon was ported to the Super Famicom, the game originated on the PC 8801 and PC 9801, and also got versions made for the X68000, MSX2, and much later the PC Engine CD and Super Famicom. The PC Engine CD version is said to be the definitive version of the game since it comes with great looking cutscenes and voice acting to compliment the story, but there hasn't been an English translation made for that one yet. So, if you want to play Emerald Dragon, you're probably better served playing the English translated Super Famicom edition. I enjoyed this one, there's some impressive pixel art, the music is very good and fits the game well, I liked the story, the world, the characters, and I like that there's little bonus side quests here and there, like the casino and the arenas you'll find in certain towns. What really stands out though is the sharp dialogue, thanks to the people at Translation Corporation. This is one of the rare games where most of the time it actually feels like it's how real people talk, so kudos to them. Emerald Dragon isn't perfect though, the battle system is something a little different but the combat gets boring because through so much of it you're just sitting there watching. I confess I used the fast forward button on the SNES 9x emulator a bit on this one, so yeah I wouldn't think of Emerald Dragon as among the ranks of the best role-playing games the SNES has to offer, but it's certainly a worthwhile playthrough if you want to scratch that JRPG itch.


What is Centering Pregnancy? Centering Pregnancy is a nationally recognized method of prenatal care, now available to expecting moms at Kaiser Permanente. Join other moms-to-be for group appointments that give you both one-on-one private time with a health care provider as well as group education and support. You can bond with women who share a similar due date and get the information and tools you need to make healthy choices for you, your baby, and your whole family. It's like a prenatal play date where you can bond over your bump. It's a good way to know how other pregnant women feel and share one's experiences too. It's quite helpful to be in a social group that's friendly and welcoming with other members who are due about the same time. Group appointments begin about 12 to 16 weeks into your pregnancy. You'll meet monthly at first, then every two weeks as your due date approaches. After your baby's arrival, there's even a postpartum appointment and baby reunion to bring moms together again after everyone's given birth. So what happens during a typical visit? At the start of every session, you'll have a brief private health assessment while the other women enjoy conversation and complementary refreshments. The rest of the time is devoted to learning and sharing as a group. You'll cover different educational topics related to pregnancy, childbirth, and parenting. You can ask questions and share your personal experiences. Kaiser Permanente doctors, certified nurse midwives, and nurse practitioners facilitate the sessions which run one and a half to two hours with 8 to 12 women per group. All appointments are pre-scheduled at the start of the program, giving you time to plan ahead for childcare, work, and other obligations. Your partners, family members, or close friends are welcome. You'll receive private physical exams, lab tests, and ultrasounds.  You'll also receive a special Keepsake Notebook to track your progress and your baby's growth. It really helps talking to others about everything and anything. It's a wonderful chance to meet other couples in the same situation. Some people raise questions you hadn't thought to ask, also it's pretty fun. And women who participated in the program are glad they did. I recommend Centering Pregnancy because I learned so much and felt the level of care during my second pregnancy was informative and personal. I love this format. I prefer this type of care because there's group support, professional instruction, and monthly attention for us and our baby. As you share experiences and it involves partners, I felt closer to my husband and I think he felt an active role in our baby's development. Centering Pregnancy, transforming prenatal care.


Item number. SCP-869. Object Class. Euclid. Special Containment Procedures. The facility housing SCP-869 is to be owned and operated by Supertastic Carnival Promotions, a foundation front company, and is to remain in operation and open to the public for its intended purpose. A secondary service bridge is to be built to replace SCP-869. SCP-869 is to remain closed to park staff and the public. Both ends of SCP-869 are to be monitored by Foundation personnel, operating as park security officers for the purpose of preventing unauthorized access. All surveys of SCP-869 and the area beyond are to be conducted by Level 1 personnel operating in groups of 3 or more. Survey personnel are to be dressed in clothing appropriate to late 1940s mainstream American fashion and are to carry no more than $10 in pre-1948 U.S. currency, as well as period appropriate identification badges identifying them as local police, FBI agents, or Foundation personnel as necessary to facilitate interaction with park officials. Personnel conducting surveys are not to carry any equipment, technology, or personal effects that were not available to the Foundation in 1948. Personnel are to exit SCP-869 no later than 8 p.m., one hour prior to the park's scheduled closing time. Description SCP-869 is a service bridge attached to the historic Pleasure Pier, an amusement park located on a pier extending out over the ocean in the U.S. state of... SCP-869 was built in 2000 concurrent to the construction of the park itself, a recreation of an earlier Pleasure Pier which existed on the same site from 1941 until it was severely damaged by hurricane in 19 and subsequently demolished. SCP-869's anomalous properties manifest whenever the park is open for business and none of the park's attractions have been closed due to inclement weather. When these conditions are met, approximately 1% of persons crossing SCP-869, from the landward side to the pier, on foot or in a vehicle, will not arrive at the pier and will lose visual contact with land and pier-based observers at approximately the halfway point between the bridge's termini. The area that persons so afflicted arrive at, based on forensic analysis of photographs taken by survey teams, is physically identical to the original Pleasure Pier constructed on the site as it existed in the summer of 1948. In all surveys conducted since the discovery of SCP-869's properties, interviews with civilians found within the anomaly and evidence recovered in the form of calendars and newspapers indicate that the date within the anomaly is Saturday, July 24th, 1948. Years after the original Pleasure Pier opened for business, local time within the anomaly is consistent with the time of day outside it. Surveys have indicated that events within the anomaly occur consistently in the same manner, at the same time, as during all previous observations, except when survey team members are directly involved. On no occasion has any survey team spotted any previous survey team within the anomaly. No means of direct communication across SCP-869 has been discovered to date. Radio, cellular phone, satellite, and other wireless transmissions have proven non-functional, and attempts at laying a telephone line across SCP-869 and into the anomaly have consistently resulted in the cable lane team failing to enter the anomaly. In all cases where it has been attempted, crossing back to shore along SCP-869 from the anomaly, prior to the close of business for the day, which on 7.24.48 occurred at 9pm, has returned survey team members to the shore successfully. Survey team members exiting the pier within the anomaly by its main entrance have found that the main land similarly is identical in all discernable ways to the state that it existed in, in 1948. In all cases where persons originating within the anomaly have been persuaded to cross SCP-869 to the mainland, that individual has not arrived on shore. All personnel remaining within the anomaly after the close of business have been lost. No indication of the presence or ultimate disposition of persons missing within the anomaly has been found on any subsequent survey. SCP-869 came to the Foundation's attention shortly after the opening of the historic Pleasure Pier in 2000, and the subsequent disappearance of several park employees while crossing from land to the pier. To date, 15 individuals are known to have become lost within SCP-869, comprising 11 civilians and 4 Foundation personnel. Refer to document 869-332-B for a full accounting of surveying actions, and dossiers on missing persons. Addendum 869-1-730-1948 On Monday, July 26th, an individual identifying himself as Dr. R. R. presented himself at Site 11, bearing an otherwise apparently valid identification badge that does not match any individual currently employed by the Foundation, claiming to be a Foundation researcher from R. R. of the year 2000 during debriefing, claimed that he had become stuck in the present day while investigating an SCP object that does not yet exist at this time, and had reported to the nearest Foundation facility, in accordance with protocol. To corroborate his claims, he demonstrated knowledge of a wide variety of Foundation protocols, security procedures, and objects currently in containment. Additionally made several claims regarding world events to occur later in the 20th century, and SCP objects not currently known to the Foundation, or not currently in Foundation custody. Dr. R. R. R. was particularly insistent that the Foundation should terminate an 8-year-old boy residing in Dallas, who claimed he would assassinate a future President of the United States, and that under no circumstances should a man named Thomas Wortham be recruited by the Foundation as a researcher. Dr. R. R. R. R. additionally provided an SCP document, represented above, which he stated was the containment file for the anomaly responsible for his arriving in this era. Based on Dr. R. R. R. R.'s demonstrated knowledge of Foundation procedures, his behavior during enhanced debriefing, and the nature of several other anomalous artifacts found on and in his person. His claims are presumed to be genuine at this time. The Foundation is currently canvassing the R. R. Area for any indication of the presence of the other missing persons, referred to in the above containment document. Dr. R. R. R. R. has been treated with Class B and Class C amnestics, and has been transferred to Site 73 for long-term observation, pending determination of how to address the issue of other persons temporally displaced, as a result of SCP-869. Revised Special Containment Procedures, 823-1948 All persons identified as having arrived in the present era, as a result of SCP-869, are to be taken into Foundation custody as soon as possible. Subjects are to be debriefed and released into the civilian population after undergoing amnestic therapy. Fingerprint records from temporally displaced persons are to be preserved, for the purpose of testing to confirm the identity of persons reported missing, within SCP-869 after its construction. The names of temporally displaced persons are to be permanently expunged from the record. All foreknowledge of events yet to occur acquired from debriefing is to be made accessible to Level 5 personnel only, and is to be referred to only for the purposes of verifying that subjects are genuine victims of temporal displacement. The Foundation is to take no action, directly or indirectly, based on foreknowledge acquired from persons temporally displaced by SCP-869, either to prevent or to encourage the occurrence of events described therein. SCP-869's containment document is not to be filed in the Central Database. Upon the construction of SCP-869 in 2000, research personnel are not to be informed of the existence of this document. After SCP-869's containment file is approved and filed in the Central Database, it is to be checked against the document above after each revision to determine when and if the filed document matches the content of the document above. Addendum 869-23 530-2012 On 528-2012 Dr. Jacob Andrews failed to return from a survey of SCP-869 by 9pm and was not subsequently seen or heard from. As of that date, the copy of SCP-869's containment document, filed in the Central Database, was a word-for-word match for the SCP-869 containment document recovered by the Foundation in 1948. Comparison of Dr. Andrews' fingerprints against those archived following the initial recovery of the SCP-869 document in 1948 suggests a high probability that Dr. Andrews is the unnamed doctor who provided that documentation to the Foundation. Subject 869-1, as he is referred to in later documents, remained in Foundation custody at site 73 until he died in 1967 when SCP-869 breached containment. Notes were found in Dr. Andrews' office after his disappearance, in which he stated that, during his research, he had come to the conclusion that SCP-869 represented a means of time travel, from this era to one specific date in the past, and that he had decided to conduct an experiment to determine whether it was possible to use his knowledge of events yet to occur, as of 1948, to alter the course of history. It can be assumed that his statements to the Foundation in 1948 regarding Lee Harvey Oswald and former Site Director Wortham comprised his attempt to make those changes to the course of history. Effective immediately, no personnel conducting surveys with an SCP-869 are to leave the pier by any means other than SCP-869 itself. Any proposals for experiments to alter the course of history or pass foreknowledge of post-1948 events to individuals within the anomaly are preemptively denied. Survey personnel are authorized to use lethal force to prevent attempts to violate this directive. It is impossible to determine to what extent Dr. Andrews and other persons lost within SCP-869 have affected the course of history from what it may have been prior to their becoming temporally displaced or whether any of those persons may still be alive. The Foundation has identified 21 people as having been displaced to 1948 as the result of SCP-869. Given that only 15 people are mentioned in the original document, and only 16 are known to have gone missing, including Dr. Andrews himself, it can be presumed that at least 5 more persons will be temporally displaced by SCP-869 in the future. Coroner reports from 1948 indicate that two adult males who had been killed by gunshot washed up on the shore near... in late July, 1948. Bullets found within the remains were consistent with standard rounds used in sidearms issued to Foundation survey teams operating within SCP-869. Due to the extent to which the bodies had decayed at the time of discovery and the incompleteness of the medical examiner's reports, it is impossible to determine whether those bodies represent victims of unrelated violence or persons yet to be lost within SCP-869. Lesson complete. If you missed the previous orientation, go watch SCP-868, mnemonic meme, right now. Or for the complete course, watch this playlist.