R`8 HN0Np| MNuTHIS DISK HAS BEEN IMMUNIZED AGAINST MOST VIRUSES BY THE 'ULTIMATE VIRUS KILLER' VERSION 6.3 BY RICHARD KARSMAKERS, *THE* ATARI VIRUS KILLER!!!puke'(*** HO`  @`! #@%`')+-/1 3@o79;=?A C@E`GIKMQ S@U`WY[]_a c@e`gikmoq s@u`wy{}&!@` @ ` @ ` @ ` / @ ɠ " ` ׀   @` @!Aa   /Aa!!#A%')+-/1!3A5a79;=?A!CAEaGKOQ!SAUaWY[]_a!cAeaikmoq!suaw{}!Aa!1!Aa!Aa!Aa!aǁɡ!Aaׁ١!Aa!Oa " B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"/#/#3B#5b#7##;#=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%Ub%WY%[%]%_&/&cB&eb&g&i&k&m&o'q"'O'ub'w'y'{'}'("(B(b((((()")B)b)))))*"*B*b*****+"+B+b+++++,",B,b,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B.b...../"/O/b////0#0c0 0 0 0C1c111112!#2#C2%c2'2)2+2-2O`  @`! #@%`')+-/1 3@o79;=?A C@E`GIKMQ S@U`WY[]_a c@e`gikmoq s@u`wy{}&!@` @ ` @ ` @ ` / @ ɠ " ` ׀   @` @!Aa   /Aa!!#A%')+-/1!3A5a79;=?A!CAEaGKOQ!SAUaWY[]_a!cAeaikmoq!suaw{}!Aa!1!Aa!Aa!Aa!aǁɡ!Aaׁ١!Aa!Oa " B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"/#/#3B#5b#7##;#=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%Ub%WY%[%]%_&/&cB&eb&g&i&k&m&o'q"'O'ub'w'y'{'}'("(B(b((((()")B)b)))))*"*B*b*****+"+B+b+++++,",B,b,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B.b...../"/O/b////0#0c0 0 0 0C1c111112!#2#C2%c2'2)2+2-2MAPS t 80DAYS SWRt z3ABR SWRt gBOBCODESSWRt BTIGER SWRt CHAOS_F2SWRt zDESKTOP INF2P-47 SWR*p CLUEDO SWRt ':CREATURESWRt 4CSBMAN SWRt niDL2CODESSWRt BPICSW7 SWR;RNEFTPOTBBSWRt IGMSSTORYSWRM/fGM_SLAM SWRg1ITALY19 SWRt tDOC_18B DATyKLAX SWRt  KRISTAL SWRt #METAL SWRt MIDWINT1SWRYEMIDWINT2SWRŸQUARTET SWR&SHERMAN SWRB1SIGNUM SWR9ySL_SOCCRSWR t X#UNIVERSESWR t a8DWRITER SWRs WRITER_2SWRFWTELL SWRu9WW_QUICKSWRt S CHEATS SWRt DOC_18A DATThjDOC_18 PRG/DESKTOP 0CHAOS_FFSWR; JOKES_FFSWR#qDOC_18 DOCN.  t..  tDM2_2 PC2t cDM2_3 PC2t 8DM2_1 PC2t dwGwU33ss77wO@@@@@@@@@@@@Op@C@@O@@^y@x@@@FyO@@@@@@@@@@@@O@B@2d@@S@AA@4@@@JAO@@@@@@@@@@@@O@C@@O@@Ny@9T@@@RyO@@@@@@@@@@@@O@@!@$@@@@P@@P@@_?sO?yyO@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@O@@@@@@@@@??0@@:@@@@@@@@@@@O@@@@@@@@@??p@@:@@@@@@@@@@@001?O@@@@@@@@@00@j@:@@@@@@@@@@u@O@@@@@@@@@??0@0@:@@@@@@@@@@@O@@@@@@@@@?Ç?0@UL@:@@@@@@@@@@@O@@@@@@@@@000@@:@@@@@@@@@@@000O@@@@@@@@@?x?@@:@@@@@@@@@@@O@@@@@@@@@?0?@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@CO@@@@@@@@@@@@O@@@@@@@@@@@BO@@@@@@@@@@@@O@@@@@@@@@@@CO@@@@@@@@@@@@O@@@@@@@@@@@@!O@@@@@@@@@@@@O@@@@@@@@@@@ @O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@r@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@H@@@@@@@@@@@@H@@@@@@@@@@@@H@@@@@@@@@@@@H@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@@(@@UP@@@@@U@U T@@@@@Dq@(@@V@@@@32`@jꫪꫪ@@@@@L@(@@UP@@@@@U@U T@@@@@D@(@@V@@@@3 @jꫪꫪ@@@@@Dߵs@ @UP@U P@@@3@jꫪꫪ@@ @@@@@@@@@@@@U@U T@@ @@@@@ @UP@U P@@@3@@jꫪꫪ@@ @@@@@@@@@@@@U@U T@@ @@@Ģ@ @@UU@@@@@U@U P@@U@ @"@@ @@VW@@@0@@j@@ @"@@ @@UU@@@@@U@U P@@U@ @"@@ @@VW@@@0@@j@@ @Ğ@@@ꪀUUU@@7@@jj@j@@@?@UjW@@@@8UUUT@U_UU @@@?@꪿UUU@@7@@8jj@@@@@UjW@@@@UUUT@UPUUU @@ ǎ9@y?@sU@@'@A@Dy5U`UUP@U @s@DQ@@~??@V?W@@7@Ca@*~?:@㟏?@D_P@@~?@?U@@'@F1@D~?UUUP@U @㟏?@DQ0@@y?@VsW@@7@L@*y:@s@G9@*@@W@@.@@ꫪ@j@@D@@UOUTU@@2@@U T@UPUT@9@L*@@W@@.@@ꫪ@j@9@D@@U@UTU@@ @@U T@UPUT@@D ǎ< @9@@UP@U@U@U@@@UTU@j@ @Q@@ @@9@@@UZW@@@@UU @ @Ǒ8@ @@9@@US@U@U@U@@@@UTU@j@ @@ @@9p@@?檰@UZW@@@@pUU0g@ @x@)@@@@@UVp@W@@'@@@@Up@@@C@@@@@UUZꫪUP@U@@'@@@@UW@@@)@@@@@UV@W@@'@@@@U@@@C@@@@@UUZꫪUS@U@@'@@@@UT@@@ _|'@@@@UUyUTU@@ @@U@@P@F@@@@ꫪ?W@@ @@U?@UE^@'@@@@UU~?UTU@@ @@U@?@@F@@@@ꫪϪW@@ @@U@UD_@C@@@@@@@W@@ @@(U?>@9U@@@C@@@@@U@@U@@ @@ UT $>@d@@@C@@@@@@@W@@ @@ U $>@0U@@@C@@@@@U@@U@@ @@(UT?>@<䪐@@@ _E $@@@@UTU@@ @@@U@PDDQ ^9F@@@@ꫪꫪꫪW@U@@ `@@@@UE^DG AM$@@@@UTU@@ r@@@U@DE NUF@@@@ꫪꫪꫪW@U@@ @@@@UD_ꫪW@@.@@ꫪꫪU?@@"@@@T@>UTU@@"@@T@6UUTUj@@"@@@@ꫪW@@.@@@cꫪꫪU@@"@@@@UTU@@"@@@UUTUj@@O@@@@@@U@@@@@@UUT@j@@@@O@@@@@@W@@@@@@ꫪ@UU@@@@O@@@@@@U@@@@@@UUT@j@@@@O@@@@@@W@@@@@@ꫪ@UU@@@@@@@@@&>ꫪW@@@ @ @ꫪUU?@@@@@@@@UWU@@@ @@UPj@@@@@@@@&ꫪW@@@ @@ꫪUU@@@@@@@@=UWU@@@ @ @UPj?@@@@@O@@-@y|UTU@@@@@UV'y?|@@@@@G@@-@~?yϪ@@@@1U_'~? 'y@@@@@C@@-@p~?pUTU@@@@@aUV'p~? 'p@@@@@A@@-@>0yc㪬@@@@U_(>0y?c@@@O@@@@@@?@x@  @"<@@x^yO@@@@@@UTU@@D@  @"@c@|?AAO@@@@@@>@D@ s @"@6@| NyO@@@@@@?UTU@@x@  @"<@@x PߴyO@@@@@@@@@@  @@+@@@@@@O@@?@U@@@@@@@@ @? U@@+@@ UP@@@@O@@?@@@@@@@@@ @? @@+@@ƪ@@@@O@@@@@@@?@@@@ @ @@+@@0eUP@@@@7@@@@Ay@@@@ @ y"|@@@@7@@@@C~?@?@?A?@ @ a~? <@U@?@@7@@@@G~?@@sA @ @ 1~?"@@s@@7@@@@Oy@@`@ @ @ y @U@`@@7@@@@@@@@@@ @@C@ @UTU@@@7@@@@@@@@@@ @@C@!@@@@7@@@@@@@@@@ @@C@ @UTU@@@7@@@@@@@@@@ @@C@!@@@@)@@@@<@@@`@@@@?/@@@@`@@)@@@@@O@O @@@/N9@@cU@@N9 @)@@@@@O>@gO @@@/N9@@6@gN9 @)@@@@<@@@@@@@?/@@@U@@@@5@@@@@9@@@@ @&@9@@@@^95@@@@@@@@@ ` @&@@@@@AM5@@@@@@@@@r @&@@@@@NU5@@@@@9@@@@  @&@9@@@@Aeߵ95@@@@@@<@@@'@C?@$<@@@@5@@@@@@@U??@O>@'@@C '@$U??@@O>@5@@@@@@@?@O@'@@C '@$?@@O@5@@@@@@@<@@@'@@C?@$<@@@@3@@@@@@@@@@@@O@@>>@@@@@@@3@@@@@@@@@@@@O@@>>@@@@@@@3@@@@@@@@@@@@O@@>>@@@@@@@3@@@@@@@@@@@@O@@>>@@@@@@@O@@@@@@@@@@@O@@C?@@@@@@@O@@@@@@@p@@EQ@O@@C '@@@@@cEQ@O@@@@@@@p@@>J@O@@C '@@@@@6J@O@@@@@@@@@@@O@@C?@@@@@@@O@@@@@@@@@@@@7@@@@@@O@@@@@@@@@@@@7@@@@@@O@@@@@@@@@@@@7@@@@@@O@@@@@@@@@@@@7@@@@@@.@<@@@@@@@@@<$@@@Ny>^y.@@@@@@@@>@@ $@@@6@>AA.@@@@@@@@@@s$@@@cL>Ny.@<@@@@@@@@@ <$@@@O9>Aߵy.@@@@@@@@@@ @$@@@@@.@@@@@@@@@@@ @@$@@@@@.@@ @@@@@@@@@ @@$@@@@@.@@ @@@@@@@@@ @@$@@@@@O@@?@@@@@@@@@@@?@@@@@OU@O@@@@@@@@@@@@@@@@@@H @O@@@@@@@@@@p@@@@@@@@pH U@O@@?@@@@@@@@>0@@@?@@@@@>0O@O@@?@@@@@@@@@@@0g@@@@@@@@O@@@@@@@@@@@@@@@@@@@@@O@@@@@@@@@@@@@ @@@@@@@@O@@@@@@p@@@@@@@@@p@@@@@@O@@@@@@@@@@@@p@@@>@"@x@@@FyO@@@@@@@@@@@@@@@>@"@4@@@JAO@@@@@@@@@@@@@@@>@"@9T@@@RyO@@@@@@@@@@@@@@@>@"@@P@@_sywGwU33ss77wO@@@@@@@@@@@@Op@C@@O@@^y@x@@@FyO@@@@@@@@@@@@O@B@2d@@S@AA@4@@@JAO@@@@@@@@@@@@O@C@@O@@Ny@9T@@@RyO@@@@@@@@@@@@O@@!@$@@@@P@@P@@_?sO?yyO@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@O@@@@@@@@@??@@:@@@@@@@@@@@O@@@@@@@@@??@@:@@@@@@@@@@@001?O@@@@@@@@@00@j@:@@@@@@@@@@u@O@@@@@@@@@??x@0@:@@@@@@@@@@@O@@@@@@@@@?Ç?@UL@:@@@@@@@@@@@O@@@@@@@@@00@@:@@@@@@@@@@@00 @@2ꫪꫪUWUZ?x?@@@@@@@@@ @@UjU?0?@@@@@@@@@ @@ꫪꫪUWUZ@@@@@@@@@ @@UjU@@@@@@@@@ @@0ꫪꫪUWUZ@@@@@@@@@@C @@UjU@@@@@@@@@@B @@0ꫪꫪUWUZ@@@@@@@@@@C @@UjU@@@@@@@@@@@!:@@p@@@@@@UP@@@:@@p@U@@@@@@@@ @O@@@@A@@@@@@:@@@@@@@@@@@@:@@@@A@@@UP@@@:@@@U@@@@@@@@@O@@@@@@@@@@r@:@@@@@@@@@@@@ @@(>ꫪ@@@'@@@@@@?@@@ @@U~?U@UP@@@'@@@@@@?@@@ @@(?ꫪ@@@'@@@@@@?@@@ @@Uy=U@UP@@@'@@@@@@?@@@@@@@U@yϪ@@@)@@EQEQ@@y@@@@@@-@ꫪ~?UT@@@)@@JJ@@~?@@@@@@@U@~?@@@)@@EQEQ@@~?@@@@@@&@ꫪyUT@@@)@@JJ@@y@@@ @@ /j@j@@@+@@@U@U@@@@@@ @@  UP@U_UT@@@+@@@@@@@@@@ @@ /j@j@@@+@@@U@U@@@@@@ @@  UP@UPUT@@@+@@@@@@@@@@ @$UUTUUUPUU@@@O@@@@@?@@Dq @$ꫪjjUT@@@52`@@@@@ '@@L @$UUTUUUPUU@@@5@@@@@ '@@D @$ꫪjjUT@@@O @@@@@?@@Dߵs @4@pjA@@:@@EQ@@pGA@@ @@+@UUU@AUP@@:@@@J@@ *A@@ @@4@j@@@:@@@EQ@@ G@@@ @@+@UUU@@UP@@:@@@J@@*@@@Ģ@@@$@U@UP@U@UV@@@:@@@T@@@EQ @"@@@@$@@?UP@@@:@@@@@@J? @"@@@@$@U@UP@?U@UV@@@:@@@T@@@EQ? @"@@@@$@@UP@@@:@@@@@@J @Ğ@@@@@.@@@U@@@U@@@@U@UOU@UP@@.@@N9@@@@@@@@.@@N9U@@U@@@@U@U@U@UP@@.@@@@@@@@ ǎ9@@@U0@U @UV@@)@@@@O@>0@@DQ@@@@0@?檺UP@@)@@@@H @>0@?@D_P@@@@U@?U @UV@@)@@@@H @>@?@DQ0@@@p@@UP@@)@@p@@O@>@@G9@ @2@0@@ꫪj@@@)@@@|3O?>@ @@D @?@0p@@UPUT@UP@@)2@@8@|2H $>@ @@L @2?@0p@@ꫪj@@@)@@8@|2H $>@ @@D @@0@@UPUT@UP@@) @@@|3O?>@ @@D ǎ<@UOUT@UTU @U@@7@@@O@@ @Q@@@@ @@@6@@@@H @1@ @Ǒ8@@@UCUT@UTU @U@@7@@@@H @a@ @@@@ @@@7@@@@O@@ @x@@@@p@W@@,@@@@@@p@@@@@@@?U@UTU@@,@@@@@@?c@@@@@@>W@@,@@@@@@6@@@@@@U@UTU@@,@@@@@@@@@ _|@@@@U@UP@@@,@@@@@@@@P@@@@@ s@@@,@@@@@@s@@UE^@@@@@U@UP@@@,@@@@@@@@@@@@@ 󟪮@@@,@@@@@@@@UD_@@@@ @@@@@3@@@@@@@@ @@@@@@  @@U P@@@3@@@@@@@@ @@@@@@ @@@@@3@@@@@@@@ @@@@@@  @@U P@@@3@@@@@@@@ @@@ _E @@@sU@@@@@@@s@@PDDQ ^9@@2@ꫪ@@U@@ `@@@@@@UE^DG AM@@@U@@@r@@0@@@@DE NU@@2@sꫪ@@U@@ @@0@@s@@UD_@#@@@@@U T@U@O>@0@@@@@@@O@O@@@@@j@ꫪ@O@0@@@@@@@@@#@@@@@U T@U@@@"@@@@@@@@"@@@@@UUUUAUT@@@"@@@@@@@@O@@@@@jꫪa@@@"@@@@@@@@"@@@@@UUUUF1UT@@@"@@@@@@@@O@@@@@jꫪ@@@"@@@@@)@@@@@O@@@@@Uj@@@@@"@@@@@)@@@EQ@O@@@@@UUP@@U@UT@cEQ@"@@@@@)@@@>J@O@@@@@Uj@@@6J@"@@@@@)@@@@@O@@@@@UUP@@U@UT@@@"@@@@@)@@@@"@@@@@U)UUUP@U@UT@@@"@@@@@)G@@@@O@@@@@jF@@@@"@@@@@)*@@@@"@@@@@U)UU*UP@U@UT@@@"@@@@@)@@@@O@@@@@j@@@@%@@@@@"@@@@@O@@@@@@@@Ny>^y%@@@@@"@@@>@@% @@@@@U"@@UT@6@>AA%@@@@@"@@@@@Os@@@@@@@@cL>Ny%@@@@@"@@@@@% @@@@@U"@@UT@O9>Aߵy%@@@@@@@@%@@@@@U@@@%@@@@@@@@@O@@@@@@ꫪꫪ@@@%@@@@@@@@@%@@@@@@U@@@%@@@@@@@@@O@@@@@@ꫪꫪ@@@O@@@@@@@@@@@@O@@@@@@@@@@OU@O@@@@@@@@@@@@O@@@@@@@@@@H @O@@@@@@@@@@p@@O@@@@@@@@@@pH U@O@@@@@@@@@@>0@@O@@@@@@@@@@>0O@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@Op@C@@O@@^y@x@@@FyO@@@@@@@@@@@@O@B@2d@@S@AA@4@@@JAO@@@@@@@@@@@@O@C@@O@@Ny@9T@@@RyO@@@@@@@@@@@@O@@!@$@@@@P@@P@@_?sO?yywGwU33ss77wO@@@@@@@@@@@@Op@C@@O@@^y@x@@@FyO@@@@@@@@@@@@O@B@2d@@S@AA@4@@@JAO@@@@@@@@@@@@O@C@@O@@Ny@9T@@@RyO@@@@@@@@@@@@O@@!@$@@@@P@@P@@_?sO?yyO@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@O@@@@@@@@@??@@:@@@@@@@@@@@O@@@@@@@@@??@@:@@@@@@@@@@@001? @@ @U@@00@j@@@@@@@@u@ @@!@ꫪꫪ@??@0@@@@@@@@@ @@ @U@@?Ç?@UL@@@@@@@@@ @@!@ꫪꫪ@00@@@@@@@@@@00@ U@?x?@@@@@@@@@@@ꫪꫪ?0?@@@@@@@@@@@ U@@@@@@@@@@@@ꫪꫪ@@@@@@@@@@@yyj@@@@O@@@@yy@@@@C@UP~?~?UU@@@@O@@@@~?~?@@@@B@~?~?j@@@@O@@@@~?~?@@@@C@UPyyUU@@@@O@@@@yy@@@@@!@E@UPUUUP @UPUUs@@@O@@@@ @@s@@ @@E@jOTjp@@@O@@@@OT@a@@@@E@UPUUUQOURUUp@@@O@@@@O@1@@@@Ep@j@ƪjs@@r@O@@p@@@@s@@@@=yjj@@@O@@@Ay@@@@@@=UT~?UUUU@@@O@@@Ca~?@@@@@@&~?jj@@@O@@@F1~?@@@@@=UTyUUUU@@@O@@@Ly@@@@@@UUPyU@@@@@@@y$@@@@@@W~?@@@@@@ ~?$@@@@@@UUP~?U@@@@@@@~?@@@@@@W?y@@@@@@0dy@@@@@@"j@@@@@@@@@0@@@@@@@UUUUP@@@@@@@@@0@@@@@@@"j@@@@@@@@@0@@@@@@@UUUUP@@@@@@@@@0@@@@@@ @@UP@U_ @@@@@@@@-@@@@@@Dq @@@ @@@@2`@@@@-@@@@@@L @@UP@U_ @@@@@@@@-@@@@@@D @@@ @@@@ @@@@-@@@@@@Dߵs@@j@?@@C@@@@@@@<@@@@ OUPUW@@@C@@@@O@@@@@@@Oj@@@C@@@@O@@@@@@@ @UPUWp@?@@C@@@@@p@@@<@@Ģ@ @ UPUUs@@@@G@@@@@sEQ@@"@@ @ j@@@@G@@@@@J@@"@@ @ UPUU@@@@G@@@@@EQ@@"@@ @ js@@@@G@@@@@sJ@@Ğ@@*@j@@0@@C@@@@@@@U@@@@Q*@UPUUAA0p@@C@@EQ@@@@@@@@ʩ*@jAA0p@@C@@J@@@@U@@@@*@UPUU@@0@@C@@@@@@@@@@ ǎ9#@@UPUT@@@@O@@@@@@@@@DQ@F@@jp@@@@O@@@@C@@@@D_P@#@@ UPUTp@@@@O@@@@@@@@@DQ0@F@@ j@@@@O@@@@@@@@@G9@ @4@@@@@@C@@@@@@U@@@D @4?@UP@UPp@p@@@C2@@?@@@@@@@L @4?@@p@p@@@C@@?@@@@U@@@D @4@UP@UP@@@@C @@@@@@@@@D ǎ< @UPUUU@ ?@U@@H@@@@T@@<@Q@@ @@pj @@H@@@?@@@@@Ǒ8@ @@UPpUUUA @U@@H@@@ @@T@@@@ @@j ?@@H@@@ @@@@<@x@@@@&j@@@@ @@@@@@DUC@@@@@U~DUU@p@@@ @@@@@D@(C@@@@@&*j@p@@@ @@@@@*@DUC@@@@@U@pUU@@@@ @@@@@p@*C@@ _|@@ @U@@@%@@@@@$@@@P@@@.@>A@@%@@~@@6$@@@UE^@@@ @U A @@%@@@@@c$@@@@@.@󟪮@@@%@@@@@$@@@UD_@ @@#@@@@%@@@@@@A@@@@ @@UP@U_p@@@%@@@@@@Ca@@@@ @@#@p@@@%@@@@@@F1@@@@ @@UP@U_@@@%@@@@@@L@@@@ _E  @ @U"yUy@@@@ @@@@+@@@PDDQ ^9 @0@??@@@U@@ `@@@@ +??@@@UE^DG AM @ @U"~?U~?@@@@ r@@@@+??@@@DE NU @0@?檺@@@U@@ @@@@0g+@@@UD_UU@@@O@@@@@@@@@@@$ @>j@@@"@@@UU$@@@@@@@@@$ @>UU@@@O@@@9@@@@@@@@9$@>j@@@@@ @@@@@@@@@-@ꫪj@@@@@ Up@U_@?A?@@@@@@@UTUUU@?@@@@ @@sA @@@@@@-@ꫪj@s@@@@ Up@U_@`@ @@@@@@@UTUUU@`@@ @@@UTL@@@!@@@@@OU@U@@@ @@(@ꫪGQU@@@!@@@@@(GQU@@@ @@@UT@@@@!@@@@@@U~U@@@ @@(@ꫪ@@@@!@@@@@(@@@@@?@@@@`@@O@@0d@@jjj@@`@@@@@?@@O @@@@@U8U TUU@UP@N9 @@@@?@@gO @O@@ @@j8jj@@gN9 @@@@@@@@@@@@UU TUU@UP@@@ @@p@@@@@@:@@@p@@U@UT@U@UP@@^9 @@@@@@@@O `@@@@@@@@AM @@@@@@@@:r@@@@@U@UT@U@UP@@NU @@@@@@@@O @@@@@@@@Aeߵ9@ @@@@O@@@ꫪꫪ@j@@@@@ @@O>@@@@@U P@U_UU@UP@O>@@@ @@O@O@@@@ꫪꫪ@@O@@@ @@@@@@@@U P@UPUUU@UP@@@@@@@ @@@@@@@@@U P@USUU?ULUP@@@@@@@ @@@@O@@@@@ꫪ@j &1@@@@@@@ @@@@@@@@|@U P@URUU %UCaUP@@@@@@@ @@@@O@@@@@ꫪ@j?檺@@@O@@@@@@@@@O@@@@@@@j@@@O@@@@@@@EQ@O@@@@@@@U@UTUU@cEQ@O@@@@@@@>J@O@@@@@@@j@6J@O@@@@@@@@@O@@@@@@@U@UTUU@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@O@@@@@@@@@Ny>^yO@@@@@@@@@>@@O @@@@@@@@@6@>AAO@@@@@@@@@@@Os@@@@@@@@@cL>NyO@@@@@@@@@@@O @@@@@@@@@O9>AߵyO@@@@@@@@@@@O@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@OU@O@@@@@@@@@@@@O@@@@@@@@@@H @O@@@@@@@@@@p@@O@@@@@@@@@@pH U@O@@@@@@@@@@>0@@O@@@@@@@@@@>0O@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@Op@C@@O@@^y@x@@@FyO@@@@@@@@@@@@O@B@2d@@S@AA@4@@@JAO@@@@@@@@@@@@O@C@@O@@Ny@9T@@@RyO@@@@@@@@@@@@O@@!@$@@@@P@@P@@_?sO?yywGwU33ss77w@@@@@@@Op@C@@O@@^y@x@@@Fy@@@@@@@O@B@2d@@S@AA@4@@@JA@@@@@@@O@C@@O@@Ny@9T@@@Ry@@@@@@@O@@!@$@@@@P@@P@@_?sO?yy7@@@@@@@@@@@O@@@@@>@@@@@@@7@@@@@@@@@@@O@@@@@>@@@@@@@7@@@@@@@@@@@O@@@@@>@@@@@@@7@@@@@@@@@@@O@@@@@>@@@@@@@ @@ @@@:@@|@@@@@@@@@ @@? @@@:@@<@@@@@@@@@ @@ @??<@@:@@@@@|@@@@@@ @@ @??|@@:@@@@@@@@@@@001?%@@@@00@j@:@@@@@@@@@@u@%@@@@??@0@:@@C@@@@@@@@@@ @@?Ç? @UL@:@@@@@@@@@@@%@@@@00@@:@@@@@@@@@@@00@?Us@@@?x? @@:@j<sU@EQ@@@@@@@@@?0? @@:@UpUW@J@@@@@@U@@@@@:@jU@EQ@@@@@@?s@@@@@:@UpUW<s@J@@@@@@|@@@@@@O@j|@@@@@@@@C@y@@@@@@O@UWy@@@@@@@@B@p@@@@@@O@jp@@@@@@@@C@c@@@@@@O@UWc@@@@@@@@@!@ =UPUU4@O@@@O@?@T@T@@@L@@ @@ jUW4@?G@@@@UE@@@@?@F1@@@@ UPUU4@?C@@@O@@T@T@@?@Ca@@@@ >jUW4@A@@r@@UE?@@@@@A@@@@I@jOUW@@@@@O@@UPL@@@9瓞C@@@@@@U=WG@@@@@@UIP@F1@@@dC@@@@@I@jCUW@@@@@O@@UP0Ca@@@0C@@@@@@U=WA@@@@@@UIP@0A@@@UU ?J@@O@@@UP@j6@?J@@@)@@@@j @<@@O@UT@@@UU@@<@@UD_@@@@@@@@ @UT@@ꫪ@O@@@@@@U@@@@@@@UWU@@H @@@@@@@@@@ @UT@@ꫪ@H @@@@@@Up@@@@@@@UTU@p@O@@@ _E @@?s@@O@@jUTU@0d@s@@@PDDQ ^9@@>?@U@@O `UT@@UU6@@?@@UE^DG AM@@?@@Or@@jUTcU@ @@?@@DE NU@@s@U@@O UT@@UU@s@@@UD_U@U@@@@@# `j@@jUTU(T6U@U@@@@AMB@@j@@@@rUBP@@UUjc@@@NU@@pUTU(TU@U@@@@@# j@@pjUTU(TU@U@@@@Aeߵ9 @UUPUP@@@@@@ꫪꫪUUPUP@@@@@ @@2j@@@O>@ @@U2@j@@@O>@ @@UUPUP@@@O@@@ꫪꫪUUPUP@@@O@ @@2j@@@@@ @@U2@j@@@@@ @@@U+@@@@@@@ @@UP@U+@@@@@@@ @@4@@@@@@@O@@ꫪꫪ@@@@@@@ @@@U+@@@@@@@ @@UP@U+@@@@@@@ @@4@@@@@@@O@@ꫪꫪ@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@EQ@O@@@@@@@@@@cEQ@O@@@@@@@@@@>J@O@@@@@@@@@@6J@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@O@@@@@@@@@Ny>^yO@@@@@@@@@>@@O @@@@@@@@@6@>AAO@@@@@@@@@@@Os@@@@@@@@@cL>NyO@@@@@@@@@@@O @@@@@@@@@O9>AߵyO@@@@@@@@@@@O@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@OU@O@@@@@@@@@@@@O@@@@@@@@@@H @O@@@@@@@@@@p@@O@@@@@@@@@@pH U@O@@@@@@@@@@>0@@O@@@@@@@@@@>0O@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@Op@C@@O@@^y@x@@@FyO@@@@@@@@@@@@O@B@2d@@S@AA@4@@@JAO@@@@@@@@@@@@O@C@@O@@Ny@9T@@@RyO@@@@@@@@@@@@O@@!@$@@@@P@@P@@_?sO?yy`*o$| B?< NA/@ L( &H~,|@:raPdaLeX`ONuadpt`taQ Agma4p` `a`a0gadt`Q`dtaQtg SAaRQrNu$K k -,KJgѓrg<f``T+R В+@+jЪ+@+j O/C <)QNu - ЭT&M*Sf*o m mNATOM0 0-a|px>?N-)XD?|10ξg| xe.! ?{P͔ ma٪tTdxx2C! \s@%!xxY'IŒqdY%'IŒqdv{S{S%%dRZBi>{PD:\ s.ք̴KZ''O-~Sf؄4̌u=i'I-N=o,''-hl'Z[Y.-2qKh4lN/'&Ƣ[qd8iKo[М oLbqO&-D\Ky u4KZKĹVSzFR*.fa<aÎll8!C8q 8aC8q 8qƼC8a= 6׹>_BNĄNOT\N$hNuN36fPAnAy >F~ DdPhc 8䴩k)kٶ\K6ၫJ0)lPhAٯf0%Ar7`H_P})*ׇ6svu 6Q)$goN_wjPͪ ͮT`N6J9uVwr*U ww)wx'/R` t5fTl9boRvz]-rQG UG=QcY%}_tL ޕtMK9@A=9@A=96EHKv `4PRH:{%yj2Q禠a8=5EJ *W?5 TP,)W*07[^򜊔ApJ VA'CM@OdoC-hL%?T'2PgnXs v(xq@!Nϻej) /5rGN^xJxqA//LdYw,'2Pgns%v(sAȑRPWn ץg/˩DV]9 yȰ];xX`=ax5Nd5YA/jɢdCV9%rfׁ9wK('A0NdKD\` r,'ANEdҮ%n6 (Kr%dXOD2QVNV]i^A FLdq?܇V ٥l'%-Cķ +v>0Ux {ANXNlir䯶QA94n) wg_HX5rv@'rs˔l {M} 6|ne^[ڐyݨ]=aH%)K' x^(lyyyh\Nl!` ހǽ!p)P˾A޳&|pXEsi5{$ {r}5t.RP4e2]eSa^ůh*NdfSi[Oj}^ZKہr$%¶k>Ds8+?9Uzu52%5K"]aT uD3ΗӠY؄N%Έ9f[44%MEɅ)@A-q=]&`)%GЃ?gmռNfW[hp7'o^̛L ^9<}X]/hܢsh-x ?xPd k:\7Z]G]?NFלǏ44GmCE%y?c/b.q 9YyN"i5^;,f8w4gxg??DNrhrhk9zs]bvo5O(4~g %ߒ@%G ˁ8T>@?'5b=Fj%9{`jNe4P*]~5z9#xk)m ]yۃ yz sk*<"5JT/q.jl2^p̽`_*Sp99xfK4%GݟDQadphKDP "5js/:({X OP54理:.m,\iEpҙi5X/: %쟼^#.E΍ MKɢ >*LPKܹ} ^l4? ]yoH j5 (@@OA(%< 4P=?DP {,S@TN](3k:(:vh\PAk 2NW<)/v ~s!.(05w?xh 'Jrh }{g7bvPb #-Ad%矓; 5"]mdd1D8'+  }f1rFszqX5xmM3ت) ˆ':)}W@LٽY=\P[8~xo8gŶ^PKr[gqRO #bU9YF?كWUђlwK1vً|M4w_NHڴl#%KKZdl΄ebc/a=H 9nrD[6^hZK:6b0 ؈':ީ>͍G9Byq9ÉƁ/l9;Bwh1- N`'ROנO6cF!<'s 'Xn8- ϊ,p#m_ ί{d2'&}/?9;+F<6;m {{Wܥ #nNwqX %ݣh$s7$^sy59Ԍc*(ƍmr"'DX ۀN>9lDc.΂{:Ne#l r>J?K!r/mV۰tdXNu*29v ?V8 F(MB[bj0/44Pil_F; Pk˫'_Ķ)~$ lP)UKi=s Ѐ5dsP':/@6u! ݻ$A9O)S0{F;ՇRb9ӓײGp3—+}qT/hН|Iu˸85FT4H'_~&ÉfN$'9RM~g'<5QlӴI0l?r X,A9@JCl} ǼsB_kIh !/iN/z!Xf r\9Eru CB]F>s'5SQACni%mюLeR.iN_lgnu:(''R }袆!sn6zc5|mĺumZ@S;?C@ 6';mR/ 9S^6Sk۴0sNN~s8;tt%@N(q'7Nvĺm #]q lP%>H?YP6[,=r]@mm;I P.6 {t Ȩ!AR!9©=sweާˊEA.ӥ#L^joTZu_\`aKٍd\7LmȦo@@H@sfs#`r px۠ishm%.˟@=ܠ4!K&K7EgNmC..Dy B9_KM"6`K( ˴]9q E~}͙W3i:~(13ăd 3Siࠝ } ϫ kuKA._VӦk፞,6p@.Ѯ>ݷ>AtLT\7_Fyt0˸!߉Cg 4PjcL5JIw5u6 5`켽q=*}ȝsG.~9xi6[]ik7mQ p8 vp*,m' u_ ּ>k9K,@(5I=.tXC? ٥Pӝ)/h|y쁩yRy'Ng4Jj }( \Vm9<2@KiGٌ gl#FigI}|]V@50v4 }+7jc8/ YTQN}!DYN]O}QG֨@^˄n9=9:iOvzKH &M]{Z iD6bsg4TNn fh0-Plp';"q9xk0N|o[|O˿YH \S33ޕs9K柛K qώo[\z%F׎?u?4~_VIPA90kPNuSG7GWt<3K$6r<4[ ݣRv|\M(xlב5vf{<^xcNU;X }q^sNT\F:Cف$ٵ^~wЍ(@ N ̤b!mP"X6Mg tw SQr0(l%S t؝7׊_ZW/h̿ˉy_nܼSLO mlpjmEC󙢅&GhNj8׺#L3C.T;=O6YTFʾPsgCDمb^lDSdEI YDM ϡNnVA/@F1 5 Nfr[A%N i6ƙ@_rM3i{t%i6!xmeCv./ʪxKʜK!/_1o_F Hٵ;zHPK6ّ}EK4#KF#mشQl@6ۇgOuS&T{$l8 W/dP%K0861{YbaTȢ%Vۗ]xEm k , c@$d/~3J B 8^^F;n@@c W1? &x ~^FeK0pCm? (B1F){[}/E4WS Nnhl)袌cm "tN|!Z-qϯ'{(x11۷-O\586pӄrs w1':I_A/>[\b@x1}ZKۍ61E3Mx!H#['gGL %B UPDp6]ї aOtH8l'3Tޚhl/`:zM Mԝ%&T;𗰆h4P'>,tPs76wmq@%#|۰(6հ:sΝ̃dX88XLZb=wǗ{/FA };4\͵H9=;Φ{Mӄ6}so%qJ}qj/|=E30NE9)ͤg~:i90NmbIQ/byw|HTm2A9Ѓm%xA6#o5@d {j06Oghye^E*P5`8oU+hOE_p0ؒ v U./'7͓OtS —%vٝ;^Pp\hR6Ļi}&`A϶&dQw;6]Lb0Η;ië6ғ Tz>r$eMsT}lS_X;߶vdvH g nj4+N_.Ot N6IUb۳(L[m-tӢ%0y}5I}r^4@ ^w*eR楟_IJ19Uǰ1)Tۅ*TvNn/D ZM`4Th%P xݞcӵ^C "_^B0%OK$wاV 7.g]֨CŦVa;Ss5_eNE^UK%4P'7*h' x3֝UI϶nH5{wc>FyקSĀ4vIQ:=r;K(NEL =.۬+'{l6, Ąj>q=N.y>亞]cLͅZ' }8{m'opVٹؘxJ\ TS?$ l!=wI}zً; \˥%׀+NdwOV4_K%خmCfľdh q5Uf 9:r^[Kl+x)_,`'{۪DP%F#\^o#eaBHe_KЧ)?OeK>s$XK)yR^PXtY0ѧ4TQ Jh%N,'s_ KnCgD_N0 DDXn:GUO '>.# K033E {19psZ]?C.SƌUOZ^RF\K?n=WOЗji)Yy-ӽEd%sDyϭ./D t8md9f&HA- )@NO] ' __@Ԑ&llH/ !%)Χ0N~I}Z'{*GgIf^jq9p ĎN]=:'y+N^|WqAlxX@mCV^EWOۡ:ىSVُ s_چi0_w}w͎A/O4e6("5bȨKC/F;#/^ȞNDT*r&ܘ@R/~ހ' k/sU- ԠO ^L+^q_C%4\TTK$?R;-/KlpZ1͸Ng$ ͚NρT#ۉ# P\,BsjԼr_hzD#ۺ(1MUeʦn{HcרMA/DR.x;_7 m yٟNfKÓsE =R,<]桶>O'QAg)DjFNn;(3 _$K}P9s5\'"N}jbK%;L('?Ծ"_ZӑۂiB :/{{T/xK/娵Ȍ8r^@G„O K= &{S~_t TuB6ɕWu:Dv14 9OGs[)Zg_̂M9 z'c6 l+V 8NOb^sKx^%z-)td/酴s{G91­Z U 0'^^=mJ_J^Am]J_K^4[@~h+%fMXVZ4cD)3A/o=VlO.h~p^Y=K3R@xi9;0-AJdR렟|}ρZJ_`'?dKT?K)3Z ގRu`{z8%IƂz| Z ElAN|Ou`N=' c[a> 頦A[ڧ*`3Msv& '&@UAO6]J_"t'&uZ4]p {Vu '-h)u}\ SMx`;0 )b̂h'@n@Rf=0 R렞x  Ҿ T@K[ ϟXW\ـOׁ?r_b̂r2`h% +w>S]] ƾ HLւ]M yC ZО UWO|ǁ> S.Sj`/`O4)}!2 _)Vq=2 e*D' uKX vzp}X>:'.4RA?> PD)cwv=py%tu|kO ¢9s=>OFjcAIWJh'fAY_ XpR/S. SZ`e%~OJ~/-'1OPRKxV_OJ [NLiRbRf;&0) PNu8Yɠh'/OGT͢^[TKŠ Š9LUXJjRH CP) &dO: FiA;1ND!NrvƂ< ͠0'1A9Te"0 qRgJ؊W/]OvƂu{X'k*4^ o{R*0!ՃA=~p+iR*>4>8'npOW9J|*hEJ|:S6|~'rOJh%vDpRsīIOE: uS T X |jce g.oճlFSKdR&.t uW1I2 {A9W%Ƃ]uW%h)1A?U)"h%z\ɫh'!8 uIR),'gR }Tfg?8)i)V jd@K./; )-uS'dJ@RA8')-sdzNׁJ`+4POF ǁ.ւu'>a%ֹX4duNL|PRfANh''g9U`Km?U*pӻJ sA.仐ռ)4¥.?*^ڀNdlkU^Jg?0 ~04@NNuKx'^?K]V#j> e ʶȸ'/+VOI-x_z|`K3UZ4=.oVO~lS4`RKʾxm1MVI| v{>xOF%*`h4WS еqf%yumTN߉ݱ$ ڂhOJwsl<с%N[Eǧ6]ǜt=}kMuf[iN4\ܧ Kx wA;1k4I-${Fo[A/.}vo΋M l'cE'#K> ٱij% O mv0)5NR-N-Kiٶ'*xGTA9}Rj@_%RnR_wR 9Q['KD.Dڧo@%nj-j>z[A̝#^h'*|OxK|DNTyyˤӏ^/42[AA9`4ȩu N< p r-ϣERz-4r>?|ez%.|"[pRNO]qK|S ӌN]k0 F^`K]iKֹaI|)ɑK nѧ*N4iE◜-N4~J]TK]`RZIʐD?O4hK>Kg9mimT..y vpS&SӀ wy m4 ̈́AtɐKI˸QT yDm5qޥFBa.v2[PKY-pr|[5ͩR4KKI̊^D'$=3e9ȖӵK%52dmt2845 '6 mPDRA;A;T* cRkNU;ы%]Iu2Kh5O ;.%Kw<%zqk\¤\ g-iNL^QIi˦h8 swGx45_Z` KA-K/`iK{ M|d}frc Ǚ/,\اs'km'b)Y[h9S̀3X]SR Rkh 4uN> Fj5*fUu=U4ۯR=s^q9[H*n"vष;|r> og y [A.zUf.0'oO y<nÔ^Ѽh4ȧꠗXڥԝϢ2 fMzflqY;yk%ńs9^X֙95X\aKmHK]9>Ϝσl Mz'TZ q}-| sޖ'x͓%/tݧ,YiKh.qS| w˩+Зi'_r\%tiOLdv^W'6Mvo;K|ד')'%INW-N\,%5R tt[YOm^uKK-//ڑTzӓ|};V.0%澅hL,ŦKh>A8%@hFX' F=60%/1[^5j'j6ƋkvfBro <%]i y!K|(}[~|OeKcma/N E(:]mps"!'iOLzzql]v3A. w7stY)K!-l Qt'+x|~5z ̉Aalie/@.JwAQ fNtMLSW.0'Z P )]%NOqKlSѥ(IۤT97m2 {&UJEi6ͺ^J7 1U/aQ9;p[A<'ݦAH9PvA.$> q;U-K`x)y9_h%긝גuN8 dX 9`> q}-Kꮧ+)vo1Fr1'ƃ=u!Nl')Wj'EX `fO_ 1M@Kh'/nK|NLvcKA>Ro0R9с-NS jK-QĶ%V/ FTƸO|mOun'^`RH/MRsϒs?T'5Rr'_5r' fڛ ڤl%S+7/&J|MEl;4 ԶRX̂[Nqj^кuK|հjuReNG\kR'*N_,c?)>dm^BGl2)w`A9tӀS_q:^lCn4N^v̀ Ҵoe&k:jр>'7O RfA=Tg8FKPi=О8с9?M=?8 Ej0){}z[Rh['̉uK8F#{%h_YmF~ ʅ#`A;R wk'HyK{[o\*z*R*d%rvޝNnOLh_MUF JL'^.pJeKF\_O֭9ՁzKNd:2 Ⱦg2 %}99]> OY~XlҍVׁw4SS󔉠NR\ Vm٨T/(wtAIH}4M'&=92ܾ }.16oG%{I/pղ%Ԝ?X\ oR}ꔗ7E%KݻJs@?0 =zuR_МK& ڝ|I}e:0'6)7!98K˔;^el } -NFRw,հN)ު>y\6^Īs0s^^`b_DANE8'%ςʩK{ Q#-KJF\4̧/N> VT)N^^rbSSDNt`VOUAJ|4f,ݨ.tN^Ji sUg {&MW-U$ض;4>KU?1eoB^]wNRi޵>0)KN Lzu%/: %̂~&)oviۄjNf˩^Փ=yPg{b9[z2 K N d3 ݕf6Wƿ./vA.MlK:OuKI%Kf[⤾ s |k%:'vU'fO|U:\)QI|G)uPN^,5Ŗ ʬD_<'7Βs~h'.-ONL K ܯjClmVv %)[o 9] ςelze MwA;Zky/^ڢ^㒗p''9U/?Jw؜ΐYw}=h٦%v~nOK]?@NT恷r;vNtxe#EԼNZ2dO O@|'0+jc{u.|3'0'Q`NNs.A;)Neg9Nd\lδ8Jd)muKDߧ.@%Ҟ%y쯧wzDPRs'rXX)uPkk-9NtSO< d`Bsk9\4ς^WyX>NK@Y?h'wBS3iΥs$_;@^}W]wwrӛ4 6IEqzOh'&_◻KOpNɳN< ]kVzwKoKjr|§V ʓ6EvzSςs~ RSz4% ̆ẑ'wAJ^Ɠ4s1]g?Y3|RjKp'_ܗj?"Nfb`_jND% ]3 #2L͟7RߎR^ߢ_ܜ'jL_П%G~ۯs|OaF%ۤյEx:KմXaA.g4 )@A9\RZ*%=]ŢDjNxQ/O++@'?iA D':,+@A.mտ긬Wtӓ@g0ǁ=Y'ߤAW@B_۰A.ma5TI{m6@8 e^&/ZON q!}t%kXh-D%_ A̞/pw= sx@C9pJ@%{pd0#Mt%k[N\Kӯb1ޗp'?5/|Vh (#&Rb uqAlf8 <_!h k(#\PDaGXJch k 8,1\PAebD/&n[[NE@$04r(uB_\Kf3@-|%Deπ/B~-& @#9 R'>], 5P[A✘ɨۑ|h9dF y٠?_Z|6x$E ɠNE ! Y'0ļ#^-C6ATZ'Ǟd2A/ 6TH6ihėa sWqDz.ؠ[3xZdA9Yk>·7%DؘKdٟ82%4{,M |P B^ 63m vL ߷NyyB]er/"}`f?hŮK\E(N~s$U%ܴ˵lʰٗWA8%KH(AHXh  >*.-tPKF*ooE4 d_q~̇hZ%2}%Ky'oD}x"''e 0lyh=D)B^z^{gK`w^H\P5 j'06Bs-GQU篸N%F ʢ'&II`;O8 ɟR/lPNWARmD/;LRcoQ,'"_J?< ||4.zvâ{E&:A+K?Ot^V+\)M\+ONDJw4 u<\id% '2sB^sa\zw~ܒVMDf'_OU'3h2bw#+Tq/!j8MdxZ>)9YN蹤!9^eJG_M;=q~r觗zzv/N#\/f9IqQUpoPVZ׊d3kH>I ⣉zE qZ]xN BwKH\Tq=NV]R2)'z w@N#d˺Q\_Qw?j'ȊE mq }b¹Eʑs]Tq9֜NV % W@ U‰{CEcBp"{"=\'6 Nv\%kwGwU33ss77wO@@@@@@@@@@@@Op@C@@O@@^y@x@@@FyO@@@@@@@@@@@@O@B@2d@@S@AA@4@@@JAO@@@@@@@@@@@@O@C@@O@@Ny@9T@@@RyO@@@@@@@@@@@@O@@!@$@@@@P@@P@@_?sO?yyO@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@@@@@@@@@ @@@@ @@@@ @@@@ @@@@ @@@@ @@@@1?@j@@@@@u@@>sπ@@@0@@@@@@C""" @@@UL@@@@@@@<" @@@@@@@@@@ " @@ rb! @@@@ @@@C @@@@ @@@B @@@@ @@@C @@@@ @@@@!@@@@@@@@>sπ"@@@@C@@@@@""(@@@@@@@@@@<Ȫ@@@@@@@@@@ @@rbg" @@@@ @ @@@ @@@@ @@@@ @@@@ @@@@ @r@@@ @@@@@@@@@@@@=9@@@@@?@@@@@?@ADDQ@@@@@@@@@@@A|D^@@@@@@@@@@@A DDT@@  `@NUUP@@@$ UQ4O@ &""  @Pe "r`"ǜ9@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@"s@@@@O@@@@O 2" @@@@O@@@@O *"@@@@@@@@@@ &"@@ "r` @@@ @@@ @@@@ @@@ @@@@ @@@ @0d@@ @?@@@@@@@%@@@9D99<|@@@@EQ@@%@@EQPdQEPE@D@@@@J@@%@@J^T^}}L@@@@@@@%@@@PLTEEAD@@9DEE3< 0d@@@ ?@@^y @@@ @@AA @@@ s@@Ny @@@ @@Py@@@@@NyϢs @@@@ @@@@ @p@@@ @@@@ @p@@@ @@@@ @@@@ @@@@@@@@@@@Oq>@@@@@@@@@H (@@@@@@@@@H /@@@@@@@@@O*@@ qɀ @@@@ @@@@ @@@@ @@@@ @@@@ @@@@ @@@@ @@@@@O@@@L|<E@^9@G@@ `@F1@QE@AM@C@@r@Ca8QUP@NU@A@@ @AQm0@Ae xE9 <@@@ <@@@ @@@@ @@@@ @@@@ @@@@ @<@@@ @<@@@@@A@@@@Aq/@@@@C@@@@Ca(@@@@G@@@@F1/@@@@O@@@@L(@@ ɼ @?@@@ @0d@@@ @T@@@ @T@@@ @@@@ @ @@@ @@@@ @@@@@@y@@.@@y O8Nyx<|D8@@@@~?@@.@@~? PQEDDAQADeD@@@@~?@@.@@~? N_xxD9yU0|@@@@y@@.@@y AP@PDAMD@@!<8QL@Ly}DD @@@ @@^y @@@  @@AA @@@ s@@Ny ?@@@  0d@@Ay@|@@@|s"p@@@@y@@@@y"(" @@@@p@@@@p#" @@@@c@@@@c"* @@ ")rp @|@@@ @|@D@@ @<@@@ @<@*@@ @@@@ @@D@@ @@@@ @@*@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@Op@C@@O@@^y@x@@@FyO@@@@@@@@@@@@O@B@2d@@S@AA@4@@@JAO@@@@@@@@@@@@O@C@@O@@Ny@9T@@@RyO@@@@@@@@@@@@O@@!@$@@@@P@@P@@_?sO?yywGwU33ss77wO@@@@@@@@@@@@Op@C@@O@@^y@x@@@FyO@@@@@@@@@@@@O@B@2d@@S@AA@4@@@JAO@@@@@@@@@@@@O@C@@O@@Ny@9T@@@RyO@@@@@@@@@@@@O@@!@$@@@@P@@P@@_?sO?yyO@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@O@@@@@@@@@??@@:@@@@@@@@@@@O@@@@@@@@@??@@:@@@@@@@@@@@001?O@@@@@@@@@00@j@:@@@@@@@@@@u@O@@@@@@@@@??;@0@:@@@@@@@@@@@O@@@@@@@@@?Ç?s@UL@:@@@@@@@@@@@O@@@@@@@@@00@@:@@@@@@@@@@@00O@@@@@@@@@?x?@@:@@@@@@@@@@@O@@@@@@@@@?0?@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@:@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@CO@@@@@@@@@@@@O@@@@@@@@@@@BO@@@@@@@@@@@@O@@@@@@@@@@@CO@@@@@@@@@@@@O@@@@@@@@@@@@!O@@@@@@@@@@@@O@@@@@@@@@@@ @O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@r@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@H@@@@@@@@@@@@H@@@@@@@@@@@@H@@@@@@@@@@@@H@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@O@@@@@@@@@@@@ @-@ꫪ@@@@@)@@@@@@@@@Dq @@UP@@@@@)2`@@@@@@@@@L @-@ꫪ@@@@@)@@@@@@@@@D @@UP@@@@@) @@@@@@@@@Dߵsꫪ@@@@)@@@@@@@@@@UP@@@@)@@@@@@@@@@@ꫪ@@@@)@@@@@@@@@@@UP@@@@)@@@@@@@@@@Ģ@ @UP@UuU@@@@0@@@@@@@@@"@@ @@ꪀ@@@@0@@@@@@@@@"@@ @UP@UuU@@@@0@@@@@@@@@"@@ @@ꪀ@@@@0@@@@@@@@@Ğ@@9@@@jUV@@@0@@@@@@ @@@@9@@@UPUUUjUP@@@0@@@@@@ @@@@9@@@jUV@@@0@@@@@@ @@@@9@@@UPUUUjUP@@@0@@@@@@ @@@ ǎ9@@@ @UPUTUP@@@0@@@@@@@@DQ@@@@'@jꫪ@@@0@@@@@@@@D_P@@@@ @UPUTUP@@@0@@@@@@@@DQ0@@@@'@jꫪ@@@0@@@@@@@@G9@9@@j@@7@@@@@@D @@UPU TUAU@@72@@@@@@L9@@j@@7@@@@@@D @@UPU TU@U@@7 @@@@@@D ǎ<p@@@U T@UTU @U@@7@p@@@@@ @Q@@@@@@pj@@@7@@@@@@@ @Ǒ8@@@@@pU T@UTU @U@@7@@@@@@@ @@@@@@j@@@7@@@@@@@ @x@@@@@@@7@@@@@@@@@@@@@UTU@UTU@@7@@@@@@@@@@@@@@@7@@@@@@@@@@@@@UTU@UTU@@7@@@@@@@@@ _|@-@@@@U@U@UTU @@7@@@@@@@P@@<@@@@@@7@@@@@@@UE^@@-@@@@U@U@UTU @@7@@@@@@@@@<@@@@@@7@@@@@@@UD_@@ @(@@@@@7@@@@@@@@@@ @@@U@UT@UTU@@7@@@@@@@@@@ @(@@@@@7@@@@@@@@@@ @@@U@UT@UTU@@7@@@@@@@@@ _E @#@@@U@UTU@U @@@@@@@PDDQ ^9p@2@@@@U@@ `@@@@@UE^DG AMp@#@@@U@UTU@U @@r@@@@@DE NU@2@@@@U@@ @@@@@UD_U@@D@ @@U6@|?AA,@@@@@U@D@s@@c@| Ny'@@@@@UUTU@@x@ @@U@x Pߴy0@@@@@@<UP@@@@0@@@<U@@@@0@@@@@@@@@@@3@@@@@@@@0@@@@@@@UP@@@@0@@@@U@@@@0@@@@@@@<@@@@3@@@@<@@@@%@@@@@@@@@@ @>@@j@@@@%@@@@@p@@@?A?@ @@@UUP@@?@@%@@@@@p@@@sA @ @>@@j@@s@@%@@@@@@@@`@ @ @@@UUP@@`@@'@@@@@@@@@@@ @@@U@@UP@@@@'@@@@@@@@@@@ @@@(@@@@@'@@@@@@@@@@@ @@@U@@UP@@@@'@@@@@@@@@@@ @@@(@@@@@O@@@@@@@@@`@@O@@@@@`@@O@@@@@A@@>@O @O@@UP@@6U@@N9 @O@@@@@A@@@gO @O@@@@c@gN9 @O@@@@@@@@@@@O@@UP@@U@@@@5@@@@y@@@@@5@@UP@@U@@@^95@@@@~?@@@@@O `@@?@@@@AM5@@@@~?@@@@@5r@@?UP@@U@@@NU5@@@@y@@@@@O @@@@@@Aeߵ95@@@@@@|s@@@O@@T@@|s@@@5@@@@@@@@O>@5@@@@UP@U@@O>@5@@@@@@@@O@O@@@T@@@O@5@@@@@@@|s@@@5@@@@UP@|sU@@@@5@@@@@@@@@@@ @@@@UP@@U@@@@5@@@@@@@@@@@ @@@@(@@@@@5@@@@@@@@@@@ @@@@UP@@U@@@@5@@@@@@@@@@@ @@@@(@@@@@%@@@@@@ @@@@@@)@@@@@%@@@@@@ @@@EQ@@U P@@U@@cEQ@%@@@@@@ @@@>J@@)@@@6J@%@@@@@@ @@@@@@U P@@U@@@@3@@@@@@@@@@@@@UTU@@UP@@@@3@@@@@@@@@@@@@+U@@@@@3@@@@@@@@@@@@@UTU@@UP@@@@3@@@@@@@@@@@@@+U@@@@@)@@@@@"@@@@@ @)j@@Ny>^y)@@@@@"@@>@@ @ @UTUUT@@6@>AA)@A@@@"@@@@sA @)j@@cL>Ny)@A@@@"@@@@ A @UTUUT@@O9>Aߵy0@@@@@@@@@@@UT@UTU@@@@0@@@@@@@@@@@@;@@@@@@0@@@@@@@@@@@@@UT@UTU@@@@0@@@@@@@@@@@@;@@@@@@O@@@@@@`@@@@ @$@@OU@O@@@@@@`@@@@ @$U@@@H @O@@@@@@`@@p@@ @$@@pH U@O@@@@@@`@@>0@@ @$U@@@>0O@,@@@@@@p@@@@@@@@@ @pUP@@@@@,@@@@@@@@@@@@@ @@0@@@@@@,@@@@@@@@@@@@@@@ @UP@@@@@,@@?@@@@@@@@@@@0d@@0@@@@@@,@@@@@@@@@@@@p@UP@x@@@Fy,@@@@@@@@@@@@@"@4@@@JA,@@@@@@@@@@@@@UP@9T@@@Ry,@@@@@@@@@@@@@"@@P@@_syAround the world in 80 days Doc file. ------------------------------------- Typed by MONTY for SEWER SOFTWARE ATARI ST LOADING INSTRUCTIONS: Insert the Around the World in 80 Days Disk 1 into drive A: and turn on the power. Wait for the loading screen to come up. AROUND THE WORLD IN 80 DAYS What happened? -------------- On an evening in the Reform club in London that, at it's start, promised to be no different than any other, an event takes place that was to have all of England holding their breaths for months. Phileas Fogg, a gentleman thought to be more than a little eccentric by most people, has declared that he will travel around the world within an unimaginably short time span, 80 days. Nobody believes that this is possible, but Fogg throws caution to the wind and backs his claim up by betting all he owns, 20,000, that he can accomplish the feat. On 2nd of October, Fogg and his butler, Passepartout, start their journey towards Paris. It is now entirely in your hands whether or not Mr.Fogg and Passepartout are successful in their attempt to win the bet, and only with your lightning fast reactions and skill (Don't make me laugh!), will you be able to guide them both through the many adventures that await them and save Fogg's honour and his money. INTRODUCTION ------------ Firstly, a list of all development personnel is displayed on the Screen. By pressing the space bar once the title picture with the accompanying music appears. This can be broken off by pressing the space bar again. The first newspaper article is now displayed followed by a short film showing our heroes leaving to start their journey by night. All newspaper articles can, after loading is complete, be aborted by activating either space bar or the fire button. THE WORLD MAP ------------- Your position on the world map is indicated by a flashing point. The date and the last large town past through are listed on the note pad. The amount of money you still have at your disposal is displayed on the money bag under the note pad. One of the following four functions can be chosen by moving the joystick from left to right and by confirming your choice using the fire button. 1. Bribe The form of travel currently in use is indicated by figure in the bottom left hand corner of the world map. Bribing the captain of the ship or the locomotive driver persuades them to travel faster. The faster the sails of the ship flap, or the faster the steam rises from the locomotive, the more successful the bribe. When bribe has been chosen three new areas appear on the screen. Using EXIT you can leave the bribe function without a bribe being carried out. The amount of bribe money can be varied by activating the fire button on the middle area and moving the joystick: left - raises the bribe sum slowly right - lowers the bribe sum slowly By moving the joystick up or down the amount of bribe money can be varied quickly. By activating the fire button the amount of bribe money is set. By choosing the area bribe the action is carried out. The best amount of money to be used for a bribe can only be determined by playing the game several times. 2. Cards If cards is chosen, the same functions as by bribe apply. Exit is for leaving the card game, the middle area is for setting the amount of money to bet, and to play the card area must be activated. Five cards are laid out on the table with only the first being face up. Now you have to guess if the next card is higher (high) or lower (low) than the last. If you lose, the card game is ended and you lose your bet. If you win your bet is doubled. This process repeats itself four times, and only when all of the cards are face up have you won and can pack your winnings into the money bag. 3. Play If "play" is chosen the rate of play of the game increases and the next action level is entered immediately. The bribe function cannot be used if play is chosen. 4. Pause The game is stopped until you wish to continue, by pressing the fire button. When the date on the note pad has reached 23rd of December, all of the 20,000 has been used, or an action level has not been successfully completed, the game is at an end. A newspaper article appears on the action level, describing the current position of the game. If this article describes the failure of your mission then the game is terminated. A new game is started by pressing the space bar or fire button. If an action level is successfully completed you can follow your progress on the world map. INDIA ----- Passepartout stumbles into his first adventure in mythical India. You flee into a mysterious temple seeking santuary. All hope of finding safety is expelled as the solid iron doors of the temple close behind you. You cannot go back through the doors! Will you be able to reach an alternative exit alive? At the bottom of the screen a status indicator now appears. There is a time limit on every action level, this is displayed on the screen in the time place slot. When your time runs out you've lost. If the action level is completed before the time runs out he remaining time is carried over into the next action level. The faster you complete one action level the more time you'll have for the next. Indicated on the money bag is your remaining capital, if you cannot make the money last you do not stand a chance of winning the 20,000 bet. The health space indicates your present state of health. If you are weakened by the attacks on you and your state of health drops to zero, the game will be unsuccessfully terminated. The remaining health points at the end of an action level are carried over into the next level. If you are good in one level you will have more health points at your disposal for the next. jump/climb | jump backwards jump forwards \ / left - - right / \ squat squat | squat/descend JAPAN ----- They arrive in Yokohama to discover that all ships travelling to America are booked out. To discuss their problem of getting to America they retire to a dingy waterfront bar where they meet a group of japanese acrobats celebrating their coming tour of America. Our heroes accept a challenge to act as the bottom row of a human pyramid, to win their way on board the ship that the acrobats are using to travel to America. They agree that for every failed attempt at hold on the pyramid they will pay a certain amount of money to the acrobats. If they succeed in their attempts nothing stands in their way of getting to America. Controls -------- You are the bottom man in the human pyramid and have to balance the five acrobats on your shoulders by moving forwards and backwards, and by skillfully keeping your balance. When you are in position the first acrobat runs from the right hand side and, with the help of a springboard, bounces into the air. You have to catch him on your shoulders by moving forwards and backwards. Once you have caught him he has a problem balancing, and tends towards either left or right, by moving simultaneously with him you must counteract the weight difference and keep him on your shoulders. The next acrobat runs from the left and wants to jump on your left shoulder. The next comes from the right and has to land in the middle, on top of the first and second acrobat. The next two acrobats have to land on the left and then the right hand side of him. If an acrobat is not caught and installed in the correct position the pyramid collapses, you loose an amount of money, and then you have to start again. You may attempt the pyramid as often as you like so long as your money and time limit allows. Your movements are controlled by moving the joystick in the relative direction. AMERICA ------- The land of opportunity, but also the land of many dangers!! The train that you are travelling on is stopped and robbed by indians. Mr.Fogg is taken prisoner and only you, Passepartout, can save his scalp. To get to the indians camp you have to fight your way through savage wolves. Once you arrive in the indians camp they are full of respect for you, after all, you survived the wolves, and they give you a chance to save Mr.Fogg's life. You have to copy the medicine man's raindance exactly, without making a mistake. For every mistake made an amount of money is taken from you. It seems that there is no way of travelling any further, the bet seems to be lost. Suddenly out of the wilderness appears a trapper who owns a strange contraption, a wind sledge. On this sledge you can travel quickly over the snow and ice. Joystick Control 1.Wolves You have to dodge the wolves by moving the joystick. Avoid being touched by them, every time you are touched you lose health points. You have to try to reach the indian camp to the right of the screen. jump | jump backwards jump forward \ / left - - right / \ squat squat | squat Fire button: jump, the same function as moving the joystick upwards. 2. Indians To save Mr.Fogg from almost certain death you have to try to dance the raindance, copying the medicine man's movements. Every mistake costs money, so be careful. jump | lift left arm lift right arm \ / - - / \ lift left leg lift right leg | squat 3. Wind Sledge To advance over the snow and ice you must reach a certain speed, this enables you to jump over the larger snow drifts. Before every rise in the landscape the sledge must be raised at the front and after this rise has been crossed it must be dropped immediately, to avoid turning the sledge over. Small holes must be avoided using this method of raising the front of the sledge. When the sledge travels downhill the weight has to be moved to the front of the sledge to avoid having an accident. Health points and money are confiscated every time the sledge capsizes. raise sledge | \ / slower - - faster / \ | move weight It is important that the balance of the sledge is kept whilst you are travelling on a flat surface, and that no weight movement is carried out whilst in motion. To accomplish this the joystick must be kept in the central position. England ------- Just before the successful completion of your journey an overzealous detective, who has mistaken you for a bankrobber, catches you in London. Is this the end of the journey? So near and yet so far from victory! In the dungeons of London awaits the most evil enemy you have yet to face. But your name is Phileas Fogg and you can always pull some trick out of the bag. Joystick Control jump/climb | jump backward jump forward \ / left - - right / \ squat squat | squat/descend Fire Button: throw paving stones If you are able too beat both times, the creatures that confront you, and escape from the dungeons of London, you have won. You have saved your honour, your pride and your money. You have... Travelled Around the World in 80 Days. C.1988 PANDORA PANDORA - Mercury House, Calleva Park, Aldermaston, Berks. RG7 4QW. A MONTY PRODUCTION. (C), (P), (M), (X), (W), (A), (Z), (L), While every care is taken in the preparation of this DOC, MONTY cannot be held responsible for the consequences of any loss of life, damage to property, suicide attempts, earthquakes or floods (enquieries should be directed to: GOD, P.O. BOX Heaven, ST. Peter's Corner, The Sky), or any genrally stupid things that may occur after reading this DOC. The producer (MONTY) would like to make his position absoloutly clear: Sitting on a chair at 23.62 degrees to the North. BYE, MONTY '90 Sewer SoftWare presents....... AIRBORNE RANGER (MICROPROSE) ---------------------------- NOTE:-TO SAVE A VETERAN RANGER TO YOU WILL NEED A BLANK DISK CONTROLS SUMMARY ---------------- AIRDROP SEQUENCE: TO STEER THE AIRCRAFT EAST/WEST:PUSH THE JOYSTICK LEFT/RIGHT TO DROP THE SUPPLY PODS:PRESS THE FIREBUTTON ANYTIME BEFORE THE JUMP LIGHT TURNS GREEN. TO JUMP FROM THE AIRCRAFT:PRESS THE FIREBUTTON ANYTIME AFTER THE JUMP LIGHT TURNS GREEN. TO STEER THE PARAFOIL:PUSH THE JOYSTICK IN THE DIRECTION YOU WANT TO GO. GROUND MOVEMENT: TO MOVE:PUSH THE JOYSTICK IN THE DIRECTION YOU WANT TO GO TOGGLE BETWEEN WALK AND RUN:ENTER TOGGLE BETWEEN CRAWL AND UPRIGHT POSITION:SPACE ATTACKING: TO AIM:USE THE JOYSTICK TO ROTATE UNTIL AIMING IN DESIRED DIRECTION.LINE UPTHE TARGET CROSSHAIR WITH THE INTENDED TARGET. TO ATTACK:PRESS THE FIREBUTTON TO SHOOT/STAB WEAPON SELECTION ON KEYPAD: CARBINE ------------------ 7 HAND GRENADE ------------- 8 LAW ROCKET --------------- 9 KNIFE -------------------- 4 TIMEBOMB(5 SEC DELAY) ---- 1 TIMEBOMB(10 SEC DELAY) --- 2 TIMEBOMB(15 SEC DELAY) --- 3 OTHER CONTROLS: FIRST AID:BACKSPACE TOGGLE BETWEEN MAP AND COMBAT SCREEN:CTRL RECALL AIRCRAFT:ESC ------------------------------ Sewer SoftWare presents THEIR FINEST HOUR: THE BATTLE OF BRITAIN RADIO FREQUENCY CIPHER WHEEL r = RED b = BLUE w = WHITE Kampfgeschwader 76 (red background, grey missile in middle, 3 white ~~~~~~~~~~~~~~~~~~ lines across the missile) Tangmere - w1r2w5 | Kenley - r4w4w2 | Northolt - w3w4b7 | Deben - w2r1b3 North Weald - r4w7b6 | Hornchurch - b1b1b5 | Biggin Hill - b2r4w8 "Udet" Jagdgeschwader 3 (black and white, slices of pie) ~~~~~~~~~~~~~~~~~~~~~~~ Tangmere - w3r1r4 | Kenley - w1r1r2 | Northolt - r2w7r3 | Deben - b4b6w7 North Weald - w1r3b5 | Hornchurch - b2r6w1 | Biggin Hill - b4b5w7 "Boelcke" Kampfgeschwader 27 (red background, white wings with a sword ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ through the middle, inscription on bottom) Tangmere - b4b1w7 | Kenley - b2b4b1 | Northolt - b3r7r1 | Deben - b1w4r2 North Weald - b4b3b9 | Hornchurch - r1w3w2 | Biggin Hill - w3w4w2 "Molders" Jagdgeschwader 51 (red, white & green, battle axe in middle) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tangmere - b2r7w1 | Kenley - w1b5b3 | Northolt - r4r6b5 | Deben - r3b5r4 North Weald - b2w6w4 | Hornchurch - r2b1w6 | Biggin Hill - w4b2w1 "Horst Wessel" Zerstorergeschwader 26 (red & black squares, 2 white Y ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ shaped figures in upper part) Tangmere - r3w4r1 | Kenley - w4w3w2 | Northolt - b1b7b4 | Deben - b2w2w5 North Weald - r1r6w2 | Hornchurch - w4r4w1 | Biggin Hill - w3b6w5 Jagdgeschwader 54 (yellow background, picture of devil like character on it) ~~~~~~~~~~~~~~~~~ Tangmere - w2r5w8 | Kenley - r1b6w5 | Northolt - b2b6w7 | Deben - b4r7r2 North Weald - w3w1w7 | Hornchurch - b1r7w9 | Biggin Hill - w6r3w8 Stukageschwader 1 (white background, blue helmet, red anchor) ~~~~~~~~~~~~~~~~~ Tangmere - r4b5r8 | Kenley - r2b1w1 | Northolt - w3w2r7 | Deben - w1r1b3 North Weald - r2w7w6 | Hornchurch - w1w5b4 | Biggin Hill - b3b7w9 Jagdgeschwader 52 (left side black, right side red, sword in middle, 3 ~~~~~~~~~~~~~~~~~ lines on each side of sword) Tangmere - b3b7b4 | Kenley - r1w4w9 | Northolt - w4r2w6 | Deben - w4r4w7 North Weald - r1w3b8 | Hornchurch - r4r1r1 | Biggin Hill - w2r5r4 Erprobungsgruppe 210 (grey background, yellow scope circle in middle, ~~~~~~~~~~~~~~~~~~~~ red figurine behind scope) Tangmere - w4w4w5 | Kenley - r3r5r7 | Northolt - b2r3w5 | Deben - b1b2w3 North Weald - r4w6w2 | Hornchurch - r2w4b6 | Biggin Hill - w3r3r1 "Immelmann" Stukageschwader 2 (yellow background, eagle on top, iron cross ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ on bottom w/ red backdrop) Tangmere - w3w6w2 | Kenley - r4b7w5 | Northolt - b3w3w2 | Deben - w1b5r8 North Weald - r3r4b7 | Hornchurch - r4r5w4 | Biggin Hill - r2b2r9 "Richthofen" Jagdgeschwader 2 (grey background, fancy R character on it) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tangmere - b1w7r2 | Kenley - b3b1b8 | Northolt - r2r5b7 | Deben - b4r1r9 North Weald - b1b4r5 | Hornchurch - b2b5b1 | Biggin Hill - b1w1r8 "Blitz" Kampfgeschwader 3 (top white, bottom red, iron cross on top and ~~~~~~~~~~~~~~~~~~~~~~~~~ bottom) Tangmere - r3w2w9 | Kenley - b4w6w1 | Northolt - b1w5b6 | Deben - w3b1r2 North Weald - r2b3w7 | Hornchurch - r3w5w2 | Biggin Hill - b4w7b9 "Pik As" Jagdgeschwader 53 (white back, spade on it) ~~~~~~~~~~~~~~~~~~~~~~~~~~ Tangmere - b2w2b3 | Kenley - w3r6w9 | Northolt - r4r5w1 | Deben - w1r6w4 North Weald - w4b2w8 | Hornchurch - w1w2w6 | Biggin Hill - w2r7b8 Stukageschwader 77 (yellow background, blue top, eagle holding missile ~~~~~~~~~~~~~~~~~~ in it's claws) Tangmere - r4r2r2 | Kenley - r1r3b1 | Northolt - r3w7w6 | Deben - b2r4r3 North Weald - w3r6r8 | Hornchurch - b4b3r5 | Biggin Hill - r1w4b7 "Schlageter" Jagdgeschwader 26 (white background, fancy S on it) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tangmere - w3r5r9 | Kenley - b2r6b9 | Northolt - b4b3r7 | Deben - w3w3r5 North Weald - w2r2w7 | Hornchurch - r1r2b8 | Biggin Hill - b3r2b1 YO LAMERS!!! YOU REALLY NEED A DOC TO PLAY A GAME LIKE THIS??!!? ANYWAY, IT COMES HERE FOR YOU BLACK TIGER ~~~~~~~~~~~ (RIPPING / 80 COLOUM FOR SEWER SOFTWARE BY TEDDYSTACKER) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SCENARIO -------- Long ago,three evil dragons,descended from the skies and brought a night-mare of darkness and destruction to a once peaceful kingdom. From this suffering,emerged a power-ful and brave warrior who fought against the demoniac dragons and de-mons to restore law and orderin his homeland. He was known only as the black tiger.You take on the role of and enter a sinister fantasy world of endless and absorbing action. GAMEPLAY -------- The game consists of stage in which you destroy various fantasy oriented opponents,collect zenny coins,open treasure chests(with keys) and break open containers that hold either treasures or villains.There are a number of old men frozen along the way who may reward you if you free them.Some give clues to the game,othes give you more play time,money or vitality potions-while some allow you to buy weapons, armours,keys and potions from them.After you save an old man,he will disappear.Saving zenny coins allows you to purchase various items as you progress.If you buy one of the four weapons available,a weapon power number appears next to the appropriate icon at the foot of the screen.You automatically throw several knives each time you use your weapon. Each stage ends with a major villain.you may encounter any of the following: Block Head,Blue Dragons,Spear Throwing Demons,Blue Samurai Dragons, Red Dragons,Gold Samurai Dragons or Black Dragons. Opening a treasure chest can reveal one of the following: An hourglass(gives more time),a lan- tern or gold.Take care,some contain fire columns that can damage you. Bonuses are gained by collecting various characters,these include Capcom cows,elves,barrels and stars. Here is a list of minor villains you will encounter: BLOCK HEADS-rectangular chunks of stone that bounces around and tries to squash you. SKELETONS-appears out of the ground and throw their heads at you. Can't be killed until fully animated. BLUE GOBLIN-tries to chop you with his battle axe. SPINNING SKULL-can't be killed. FIRE MUMMIES-spit fire. AUDREY II-man_eating plant. AUDREY III-poisonous variety of Audrey II.If you are poisoned by an Audrey III plant,you will not throw the knives.The potions from the oldman will cure poison. FIRE DEMON-doesn't move.Just throwsfireballs at you.It can throw fire- balls as long as you keep hitting it. GRIM REEPER HAGS-come in 2 varieties. One generates red fire columns and onegenerates blue frost columns.The blue frost columns reverse the right and left on your joystick. Both go ethereal when attacked. SPEAR THROWING DEMON-starts out as a sphere.Uncurls and flies around throwing spears. BIRDS-lethal to you if touched. ROCKS-fall from various places when triggered by player bounce a couple of times,the disintegrate. VILE VIALS-little blue blobs that bob around and try to touch you. JOYSTICK CONTROLS ----------------- UP /\ || || LEFT<======>RIGHT || || \/ DOWN FIRE BUTTON-fire If you push up first and then right/left between 1/4 & 1/2 second later,you will jump straight up and then move to the right or left at the top of his arc. THAT'S ALL FOR NOW GUYS!! I'M SURE YOU WILL HAVE FUN WITH THIS GREAT GAME. TEXT TYPED BY COBRA FROM THE REPLICANTS These files cover the CHAOS spell list and an overview of the maps for the game (elsewhere on this disc) ================================================================== CHAOS STRIKES BACK Spell List Edited by: Freddy Flinstone ================================================================== Power Elemental Form Class Caster Effect ----------------------------------------------------------------- 1-6 1 P MON potion (Stamina) 1-6 2 P VI potion (Health) 1-6 4 W Magic torch 1-6 6 W Open Button Doors 1-6 1 4 P Spellshield 1-6 1 5 P YA potion (Shield) 1-6 2 5 P BRO potion (AntiVen) 1-6 3 1 P Poison cloud 1-6 4 4 W Fireball 1-6 5 1 W Poison cloud 1-6 5 2 P Non-material fireball 1-6 6 1 P VEN potion (Poison) 1-6 1 5 2 P Magic Footprints 1-6 1 5 3 P DAIN potion (Wisdom) 1-6 1 5 4 P NETA potion (Vitality) 1-6 3 2 5 P Look through walls 1-6 3 2 6 ? Invisibility 1-6 3 3 5 W Lightning bolt 1-6 3 3 6 P Confuse monsters 1-6 3 4 5 W Magic light 1-6 3 5 2 P ROS potion (Dexterity) 1-6 4 5 1 P KU potion (Strength) 1-6 4 5 4 P Fireshield 1-6 5 4 6 W Darkness 1-6 6 3 5 W forms ZOKATHRA spell 1-6 6 5 5 P EE potion (Mana) Number: 1 2 3 4 5 6 -------------------------------------- Power: LO UM ON EE PAL MON Elemental: YA VI OH FUL DES ZO Form: VEN EW KATH IR BRO GOR Class: KU ROS DAIN NETA RA SAR The power symbols are required for all spells. They affect the duration and potency of the spells. All potions require an empty flask in either hand. ================================================================== CHAOS STRIKES BACK General Tips Edited by: Freddy Flinstone ================================================================== This file is just for purposes of explaining the maps and files included. The maps are all in NEO format. These are NEOchrome files, and can be viewed with any NEO viewer. In regards to map conventions, the only weird symbols I've used are the box with an X through it to indicate either an imaginary wall or one which is later dematerialized through the action of a key or some other device. A small x in a hallway denotes the presence of a spinner, one of those lovely devices from the Matrix in DM which turns you to the right (or left) without you expecting it. Both the ones I've noted in the ROS level turn you to face the pit (which drops you into the long hallway across the back of the map with stairways R3, R4, and R7 on it), so that if you press the up arrow once too many times, you're stuck and have to go back up. The stairs are all labeled with a letter denoting their wing (R for ROS, D for DAIN, K for KU, N for NETA, and C for Central areas), and a number. The two staircases with the same letter- number designation match up. The text files included in the ARC are a complete spell list (now including invisibility) and a list of the champions in the Prison (now including the two hidden champions). Good luck, I hope you get some use out of these maps, and good dungeoning! #a000000 #b000000 #c7770007000600070055200505552220770557075055507703111103 #d #E 18 02 #W 03 00 1C 07 15 09 08 A:\*.*@ #W 00 00 0D 08 15 0B 00 @ #W 00 00 0E 09 15 0B 00 @ #W 00 00 0F 0A 15 0B 00 @ #M 00 00 00 FF A FLOPPY DISK@ @ #M 00 01 00 FF B FLOPPY DISK@ @ #T 00 03 02 FF TRASH@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @  Name Hea Sta Man St Dx Wi Vi AM AF Ld Fig Nin Pri Wiz 1 Airwing 300 189 70 64 54 40 49 30 30 62 Ade Ade Art Ade 2 Algor 300 250 80 64 41 34 46 52 58 62 Exp Exp Art Art 3 Aroc 270 200 150 54 39 44 34 44 45 54 Ade Ade Ade Exp 4 Buzzzzz 280 163 180 31 69 60 62 65 38 35 Jou Cra Exp Exp 5 Dema 320 275 65 68 34 30 56 38 64 65 Ade Ade Ade Ade 6 Deth 385 245 77 56 65 33 31 58 56 55 Exp Exp Cra Art 7 Gnatu 205 261 150 30 68 53 41 55 38 34 Ade Ade Exp Ade 8 Itza 300 245 163 58 51 54 54 48More docs here ...This CHAOS game is popular! ================================================================== CHAOS STRIKES BACK Champions Edited by: Freddy Flinstone ================================================================== Explanations of the abbreviations follow this table. Name Hea Sta Man St Dx Wi Vi AM AF Ld Fig Nin Pri Wiz 1 Airwing 300 189 70 64 54 40 49 30 30 62 Ade Ade Art Ade 2 Algor 300 250 80 64 41 34 46 52 58 62 Exp Exp Art Art 3 Aroc 270 200 150 54 39 44 34 44 45 54 Ade Ade Ade Exp 4 Buzzzzz 280 163 180 31 69 60 62 65 38 35 Jou Cra Exp Exp 5 Dema 320 275 65 68 34 30 56 38 64 65 Ade Ade Ade Ade 6 Deth 385 245 77 56 65 33 31 58 56 55 Exp Exp Cra Art 7 Gnatu 205 261 150 30 68 53 41 55 38 34 Ade Ade Exp Ade 8 Itza 300 245 163 58 51 54 54 48 46 57 Exp Ade Art Ade 9 Lana 320 245 121 57 63 47 64 44 48 56 Ade Ade Ade Ade 10 Leta 230 230 140 32 30 76 54 30 30 36 Art Ade Exp Ade 11 Mantia 200 223 173 44 64 68 44 61 30 46 Art Ade Exp Exp 12 Necro 376 165 128 38 52 62 32 64 60 41 Art Ade Art Exp 13 Petal 247 250 176 33 66 61 62 64 34 37 Jou Cra Exp <ONuadpt`taQ Agma4p` `a`a0gadt`Q`dtaQtg SAaRQrNu$K k -,KJgѓrg<f``T+R В+@+jЪ+@+j O/C <)QNu - ЭT&M*Sf*o m mNATOML! pxK_0Մzq.Xs54Q+=彀%8㥴8ϡ:Ng[一%)-(IiFJKJ2RZQ1!qy'g-pK\yk"%lN/֫Z{`#A-87$Ps%ڃNr$3f8G!q߳K[Ti3\kj> 2>hE} [w8O"uMY-t''%''1-u''K6 ]YHi8~* %ŇIՒNLOzDwjH'#,-'WDK_))ˎL^'pXRn?%8'%ܚ=rT&-)ӵf:K[)5BZPPyԦ>0;Z[@HY'#Jy [ȁԗO=C8𝚠XO''CG5Ik}Ki2;wB}k)Q8Lv.jNgNM4k4 qymb]JrmPjsYKKR_[x)q].kxWi;J((׳s5qFJKae>չ2ENVmxռKd/t_Kp[fhbdx1a/ –t ۍON\Ki%ݢ')́$ ˟8>kqO. O,3N9zaT~e6u`'%b+ =FKJdoXKl'S%C:niNY?qHy=tE-|Nޜ'2Ik&@ViOOiGDGS"R26u((9H[' 2&`RiND ƚ~5%0s Y.:%<ՑK/- y0Iڑijq%F818rjt5.5Ik];kd,&Y) )oa96`;a-K|L)mS% j3bvm:rE6[q.w$9/+!YINN]tJ 38 ۨ@@ryf.Iu=rvli@yy+: [%;)A9Os-:0)u!J- DZNMR",+YF2UϊgDr"#H~{%19]bs/19kBu)EOTda.-gI,: ޥ4Ev4`N_>s/"9O[Kʬ+4ScR#`Ѱd<v Ǵ^'3(imR|;8LZxU|ǡmrLmOOK ,m?hOd\N'4JSDhr)&X5fʂ"lrFoU%4XaoDoғ:,7aI'c& KBLMB2i2kfBrD@φ\[A\f-j)Mɮ5 ɁNckw(bH)ff/aL Ƞ'T]ddtf˧oN6J']Ҥ)]Iw맶Uш7Kɮ@dKHp63BwjDuOyٸ͖kE'8zw61R3w+ʬ'k◴TwNe4W'/0VwW+X)K{tS";s6<)7NrI=c8Osf'/OK$% u=8ķChݢ'fKkBl%JEo{e%NfaڴoV/] әͳ.NL!K)k#'jۘ?VIͺ&'vDRsk=ؤfUmDe= Nסjy%7')s\ۣO񞓷6BuSdE ͢cm'Y*֓9 B*]C̫#6Hk{*ep Rg/)+5SW6Қ4mשIӥzl,]9zSE3+yiI䗜?.a^v`6ᣧ7^r0}N~023 $i mdBt'ޡfwJFfFyY>@m0/3X'B]ZǜH ̹Ssg#˄w$Jr;s7wHg4uq- ">KxY?MVp=9=yٔ2LN혧3Hq'd # zgԛIͫ)u9ujqOjrmݧKjjz^NGa=a.Bw=qh5iss( Y$#i6Qk1`5I8KߢRVIWynz|xR18CD,%K 3Þ1]NMvb'&N@R+GL190N0D"icd~><4h'.a'Bz?yԕ~ak0K%=J\{N{{%̪RgR yڐ˩4K8K%HlS<ҥ qX-&<)Q5 ?,4>ka!_=;2DS*\2KE?p)<"KC?ӲZ9hi'&r7N,)bZMD1؟2298`j+ ak0K+u}T)ZMi[Mk ֓ Tՠ9E:jVMv/)^^&fڜ4F(ׂ'tl/j͙t$Ksa NNK3d5ƭ>(Noh ?z(6T瞺jKeךVӋ<]N.%.cfO*c%0Ni)ۓ)욉紞19T)a4 MOα*_VlROuPI촄Cd%fU.TňNlY)}1xDo佫%TBywӹpͰxrs|6y4P.͎S4c-SQZpm5m$Q‘IyIK)]?FP4zCfDH+x)1 SZikՐ'|%3i= NkFPJ'r){N)4nZ~I"rv]ʩ֘SL z{ry?0bv5<9`unhAkșt|)&^.%8hN>&<ۺ{Z6syKO;2?*TOOMb@;iOeYNt˿l'nmkk6MN<$ԷO%6יMl'klH%5QKE/ҟhvfգQIPj'w*TtEkv E$8KlF {o]'2) ' MU6NN=Vf{K /gQOWa9RR)kl,I/_FZͲl}%fY6I/f6౮'##ufHz =ӺDl x#Bw," CLUEDO ( MASTER DETECTIVE ) DOC By MEDUSA STARTING THE GAME Mr. Boddy has been brutally murdered! Which of the guests at Boddy Manor has commited this dastardly crime? Where was the murder commited and what was the weapon? Its up to you to solve the mystery. There are ten possible perpetrators, twelve possible murder locations, and eight possible weapons. All you need to do is accuse the correct suspect of commiting the murder, the location where the crime took place and the weapon that was used. After loading, the game sets the scene by showing one possible murder scenario. Then the setup screen is displayed. THE SETUP SCREEN You play the part of one of the ten suspects in the game. The setup screen lets you choose the suspect you wish to play and the suspects to be played by your opponents. Each suspect card has a panel underneath. Point to this panel with the mouse pointer and click the left hand button on the mouse. The panel will roll round from Neutral to Human, to Computer 1, Computer 2 and Computer 3 and back to Neutral. Select Human for the suspect you want to play. Neutral players take no active part in the game. Human players are prompted by the computer to take their turn. Computer players take their turn automatically. The numbers after Computer denote the different skill levels available. Computer 3 players are the most skillful computer players. If you are playing against other people, allow them to select the suspects they wish to play. Select any Computer players you want to play against. There must be at least 3 players taking an active part in the game, but these can all be human, all computer or a mixture of the two. You can type in a name to be associated with any of the suspects. This will be dislplayed whenever that suspect is mentioned in the game. To type in a name, click on the empty panel beneath the suspect card. A cursor will be placed at the start of the text and a name can be typed in. If you care to click on the actual suspect cards, you will be given brief background information on each of the suspects. When you are satisfied with the game that you have set up, click on the start box to start the game. THE CARDS ARE DEALT You will not see it happen, but the computer shuffles the pack of 30 cards, selects a suspect, location and weapon and holds these as the murder cards. The murder cards represent the who, how and where of the crime. The remaining cards are dealt out to the players. The main board is displayed, with a menu bar at the top. The players all start in the Cloakroom. The murder never occurs in the Cloakroom. The starting player is chosen at random and then players take turns in order. Your objective is to move around Mr. Boddys manor, going in and out of the 12 possible murder locations. Each time you enter a room or an outside location, you may make suggestions and gather valuable information about the cards that the other players hold, you can deduce the murder cards by a process of elimination. If a computer player starts, they will attempt to move to a location and make a suggestion and who passed cards. You will find the information useful to your inquiry. YOUR MOVE A message will be printed to tell you when its your turn. Click on the OK box to make the message disappear. The dice are thrown for you, into a box at the top right of the screen display. This is the dice icon. The number on the dice is the number of spaces that you can move in your turn. You may move either vertically or horizontally over the board, but not diagonally. You may change directions as many times as your dice throw will allow; however, you may not enter the same square more than once on the same turn. You may not land on a square occupied by another token. If your dice roll would land you there by exact count, you must stop one space behind the other players token. If you rolled a higher number, jump over the other token, counting the occupied space, and move the total number of spaces rolled. To make your move, move the pointer to select the route you wish to take. Click on each square in turn, starting from your current position. You must enter and leave rooms using the doors, so the program will only allow you to highlight legal spaces. To select a room or other location as part of your route, click in the center of that location. A marker will be displayed to show that the location is selected. When your route is highlighted by footprints, click on the dice to make the move. The path you have taken will be shown by a heavier footprint. At the start of your turn your token is flashed so that you can locate it. If you click in an incorrect position-a place where you cannot legally move - a warning beep is made and the computer will again flash your token. SUGGESTING When you enter a location, a suggestion icon is displayed at the bottom right of the screen. Click on this icon to make a suggestion. You will be prompted to select the character to suggest. Click on the card of the character you want. Do this again for the weapon. The location will be the one you are in when making the suggestion. Any cards passed to you will appear face down on the screen. To turn them over, point at them and hold down the mouse button. If you are playing against other people, be sure to cup your hand round the cards as you display them, in order to conceal them from your opponents eyes. After you have noted the cards, click on the exit box to return to the main screen. If you do not want to make a suggestion (perhaps you are only passing through the location) click on the dice icon. This will make the suggestion icon go away and your movement will continue. The suspect named in a suggestion is moved to the suggested location. If you make a suggestion in a location, you may make no further movement in that turn. SNOOPING Snoop Spaces...Nine spaces on the board are marked by a magnifying glass. As part of your move you may land on one of these squares and SNOOP an opponent. When you SNOOP, you will be shown the suspects being played by your opponents. Select the player to snoop by using the mouse, joystick or keypad to move the pointer on the card. You will then be presented with all the cards held by that player, face down, so that you cannot see them. Select a card at random and click on it. The card will be displayed while you hold down the button or key so be sure to keep it covered from other human players. Note: the cards are shuffled before being set out for the snoop. SECRET PASSAGES Some locations are joined by secret passages. These locations are connected-Drawing Room to Conservatory, Library to Kitchen, and the Basement Stairs to the Garden Walk. Movement through a secret passage counts as one space. To use a secret passage between rooms, click on the room that the passage connects to. To use the secret passage between the Basement Stairs and the Garden Walk, click on the Garden Walk square when it is the destination. Click on the Basement Stairs when that is the destination. MORE ABOUT MOVING When entering or leaving a location, you do not have to land in the location by the exact count. You may pass through a location on a turn, counting it as a space. You may not re-enter a room on the same turn. You do not have to use all your dice count at once. You may move to a snoop square, snoop and then use up the remaining count. If you have a count remaining on the dice, and there is a place to move to, the program will not continue until this is used up. The computer checks to see if you have boxed yourself in. If there is no place for you to move to, you forfeit any count left on the dice. If the suggest icon is present, and you click on the dice icon to remove it, you will be required to move the remainder on the dice icon to remove it, you will be required to move the remainder of the count on the dice. So be sure you want to mvoe before you do this. You may move over another player during your turn, but you may not stop on a player. If you try to stop on a player, the computer will beep, and give you the option of stopping BEHIND that player when you move. MORE ABOUT SUGGESTING You may make a suggestion and accusation on the same turn. After entering one of the locations, you may make only one suggestion. To make another, you must wait until another turn when you are in a different location or, sometime after your next turn, re-enter the location you most recently left. If another player moved your token to a new location in the course of making a suggestion, on your next turn you may make a suggestion from that location without moving. Or, you make click on the dice icon (to remove the suggest icon) and continue to move in one of the usual ways. ACCUSING When you are sure that you have deduced the correct solution to the murder, you must make an accusation to win the game. To make an accusation you must pull down the PLAY menu from the menu bar at the top of the screen. Select ACCUSE from the menu and you will be asked to confirm that you want to accuse. This is just in case you have activated the menu by accident. Select the Suspect, Location, and Weapon that you think make up the murder cards. If you are correct, the computer will show a re-enactment of the murder. If you incorrectly accuse, you will drop out of the game and the other players will carry on until someone gets it right. If you do not wish to wait for that, select NEW GAME from the FILE menu. ENDING YOUR TURN When you have finished your move, you will see that the dice icon has been replaced with an icon that says NEXT PLAYER. You may not make another suggestion or move any further at this point, but you are still able to do some other things. These will be explained in the next section. To finish your turn, click on the NEXT PLAYER icon. THE PULL DOWN MENUS Various options are available during the game. These can be accessed by pulling down the appropriate menu from the menu bar at the top of the screen. These operate in a similar manner to other applications on your computer. CLUEDO This menu has only one option-ABOUT CLUEDO This tells you a little about the game. FILE Should you wish to stop playing CLUEDO MASTER DETECTIVE, or decide to alter the set-up, this menu holds the option that will allow you to do this. NEW- Will start a new game of CLUEDO MASTER DETECTIVE. This option abandons your current game, and returns you to the set-up screen. Before this happens you will be asked to confirm you want to do this. SAVE- Will save your game to disk, to be continued later. LOAD- Will abandon your current game and load a previously saved game. Quit-Will abandon CLUEDO MASTER DETECTIVE. Before this happens you will be asked to confirm that you want to do this. OPTIONS This options menu allows you to do a variety of things. PRINT NOTE- If you have a standard printer connected to your computer, you can print out note sheets on which to note the information you collect during the game. PRINT GAME - If you have a printer connected, you can print out a review of all the suggestions and accusations made by the players during the game. This includes who passed cards, but not who passed what. COMMENTS - As the game progresses, your computer opponents will gather information in much the same way as you do. As an indication of how they are getting on, we have given them the ability to make comments. If you find this distracting you can turn this feature off by removing the check next to Comments in the Options menu. When there is no check mark, the comments are disabled. SOUNDS - This option turns the sounds in the game on or off. A check mark next to Sounds means that the sounds are enabled. POINTER - This option changes the mouse pointer from a magnifying glass to an arrow and back again. FAST GAME - When this option is enabled, the program cuts out the view of the player walking into the room in order to speed up the game. PLAY The play menu contains the options available to each individual player. ACCUQE - When you are sure of the murderer, weapon and scene of crime, select this option to make your accusation. SHOW NOTES - The computer holds a complete set of notes for each player. When it is your turn, you can select SHOW NOTES and see your own notesheet. The cards that you hold in your hand are marked with a -C- . As you can see the other players cards, the computer will mark off the cards you see with and -X-. By clicking on the note boxes, you can alter the mark associated with each item. There is a -Y- and a -?- for you to use in the way you prefer eg. -Y- can be used to mark off those cards you are certain a player has, and the -?- can be used if you are not sure. SHOW CARDS - This will display the cards in your hand. Click on the backs of the cards to see what they are. AUTO REPLY - Sometimes you may hold more than one of the cards mentioned in a suggestion. If you wish to choose for yourself which card to show, switch auto reply off. Normally, auto reply will be on, and the computer will select and pass a card for you. In selecting which card to pass, the computer uses the same procedure as it does for the computer player, so auto reply should be no disavantage. If you only have one card the computer will automatically show that you have no option. If you are playing with other people as opposed to just computer players, it is probably best to keep Auto Reply switched on so that the other players do not benefit unfairly from knowing if you have more than one of the cards. STRATEGY HINTS FOR THE SUPER SLEUTH Do not forget to snoop.....especially when your dice roll is large enough to snoop and enter a location on the same move. Making suggestions...You may want to name one or more of your own cards in order to gain information...or mislead your opponents. Proving a suggestion...It is possible on one turn to be shown all three cards. However this is not necessarily an advantage, because all the players heard you make your suggestion, and everyone will know that those three cards are not the murder cards. This is another reason you may want to include one of your own cards in the suggestion cards. Sneaky Move...If an opponents token appears to be heading to an important Location, on your turn you may want to include that Suspect in a Suggestion in order to move him or her away from that location. END SEWER presents: Creature Manual Distress calls received from deep space report hostile alien life forms, and you are the only space security captain within range. A spaceship, a space station and a lunar base have been attacked and only you can save them from complete destruction. As you make your journey towards them, you wonder what you're up against. Are you prepared to battle vicious beastoids, alien attack-droids, and deadly acid leaks on your own? Unfortunately, that's the way it has to be. Nearing the first ship, your heart races, beating faster and harder with each passing moment. Before losing contact, the message stated that a reactor was set to self-destruct to prevent the ship from falling into alien hands. Where is the reactor? And how soon will it go off? These are just a few of the uncertainties, for what you are really up against is still a mystery. Rumors describe an unstoppable beast that lurks within the walls of the space station. This may turn out to be your worst nightmare, for it is... C R E A T U R E ATTENTION For those who can't control the urge to play Creature without reading the manual be advised that your goal to destroy the Mother Creature will take more than just shooting everything that moves. Briefly, you must go to the ship, get important material, disarm the nuclear reactor and then put the explosives in the teleporter room on the moon. Good Luck!!! REMEMBER If all else fails, read this manual. Quick References ~~~~~~~~~~~~~~~~ Complete descriptions of the following are referenced in this manual, they are repeated here for quick reference. Space Bar............Toggle Pause on/off. ESC Key..............Stops game and brings you back from control panel screen to start again. A....................To AIM (Calibrate) your gun from control panel screen. 1 or 2...............To select which gun to AIM (Calibrate). M....................Fire Master (Smart Bomb) Arrow Keys...........To control your flight using the Space Jet. Left Mouse Button....Fire phaser. Right Mouse Button...Change direction. Important Notices ~~~~~~~~~~~~~~~~~ DEMO MODE. A continuous demo starts from the Creature title screen when no input is sensed for approximately 30 seconds. If the demo mode begins, just press the gun trigger or left mouse button to begin. SKIPPING THE INTRO. Once you have seen the introduction sequence, you may skip it by hitting the left mouse button, or pulling the phaser gun trigger. PAUSE. To pause the game hit the keyboard's "Space Bar", hit again to start. HIGH SCORE TABLE. Creature lets you save the top players. If the disk is write protected, the top players will be saved only for the playing session. If the disk is write enabled, the top players scores are saved to disk for future reference. GUN USERS. The Actionware Phaser gun makes games very unique. Capone, POW, and SideShow are perfect examples. Creature also makes use of the gun. DUAL GUN USERS. Creature allow users with 2 phaser guns and the dual gun interface to play simultaneously like previous gun games Capone and POW. See directions for proper connection of the dual gun interface. Choosing your weapon ~~~~~~~~~~~~~~~~~~~~ Assuming you have your gun or mouse connected as indicated elsewhere in this manual, the program detects your weapon at the Creature Title Screen. Press the left mouse button or pull the gun trigger to select mouse or gun respectively. Note: You will be required to insert the ORBIT 2 disk. For your convenience you will no longer need the ORBIT 1 disk. Mouse users skip to instruction 6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4) 1 or 2 Gun Players (Not available in Mouse Mode) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Only users with 2 Phaser Guns and the Dual Gun interface can play Creature with a partner simultaneously. To select this mode, using a gun shoot at the PLAYER 2 area on the control panel. Shoot again to toggle back to singe player/ 5) AIMING (GUNSIGHT CALIBRATION) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From the control panel screen press the letter "A" The aiming screen will appear. Aim your gun at the center of the crosshairs, then press (and hold) the gun trigger. The shot will follow your gun's aim. Repeatedly strike the arrow keys to align your shot. Note: we say repeatedly because the increments of movement are small. Don't be worried if your gun shots jump around; this movement is normal. When your sights are calibrated, hit the SPACE BAR to continue. If you are using two guns with the DUAL GUN INTERFACE, each player will have the opportunity to aim (calibrate) his or her gun sights seperately by pressing the 1 or 2 key to select either gun. 6) Select Destination ~~~~~~~~~~~~~~~~~~ After you have selected a destination, you will be asked to consult your codewheel. (Not anymore, this sucker has been cracked) YOUR MISSION ~~~~~~~~~~~~ Responding to the distress call, you hurry to save a spaceship, a space station, and the lunar base that have become infested with Creatures. Armed only with your light phaser gun, you make your way onto the ship. Finding nothing valuable, the Creature has abandoned the ship, but it left behind its own guard dogs, beastoids that fire weapons to protect their evil master. You must survive their attack to find life sustaining supplies and the key needed to disarm the reactor. Upon retrieving these important supplies, you must quickly leave the ship and return to the docking bay to get back to your own spaceship and begin the short ride to the terror-filled space station. You quickly realize that your stay on the space station will not be pleasant, for the danger here is much greater and your task more life- threatening. You must gather more essential supplies, but more importantly, you must disarm the reactor before it self-destructs. You have the key, but where is the reactor? No one said these missions were easy! What makes your job so difficult are the surprises the aliens left behind: alien attack-droids, acid leaks, and more vicious beastoids. Once you've succeeded in disarming the reactor, you must survive long enough to make your way back out. As you head towards the underground station, you realize that you have yet to see the Creature. It doesn't take much common sense to figure long enough to make your leaks, and more vicious beastoids. where it's hiding and that worries you. How much worse can it get? When you land on the planet's surface, you are relieved to see that a space-scooter has been left behind. You cautiously board the scooter and begin your descent down the shaft and towards the lunar base. After fighting your way down the shaft and along the tunnel, you reach the base itself, where you finally encounter the dreaded Creature. You quickly realize that your worst fears were nothing compared to reality. The Creature can't be killed! Your light phaser can only stun it! Repeat hits will prolong its dormant state, but that won't make your job easy. Ward off the aliens' attack while looking for more provisions and the explosives needed to destroy the transportation unit that the Creature will otherwise use to send for more of his own kind. Place the explosives by the unit and set the timer. However, there will be Queen Creatures lurking in many of the store rooms that will try to prevent you from collecting the items you need. If you can, make it back to the moon's surface with your supplies and your mission will be declared victorious! (Piece of cake). The Scoreboard ~~~~~~~~~~~~~~ On the top of the screen is located a box which indicates important supply levels. The levels are Energy 1, Energy 2, Distance, Damage, Air and Fuel. A solid green line means a full supply, but as the supply id depleted, it begins to turn red becoming a solid red line on empty. Keep an eye on those because if vital supplies such as air or damage reach a full red line your mission will come to a quick end. ENERGY 1 and 2 refers to the charge left on your light phaser. Replenish your supply by finding energy hidden on board the ships. DISTANCE indicates how far away you are from exits. It is also used as you are traveling through the shaft and the tunnel. It shows relatively how far you have gone through the shaft or tunnel and how much farther there is to the end. DAMAGE level indicates how badly you have been hurt. Being hit by the beastoids' and the Creature's missiles, the droids' plasma bolts, and the acid drips will increase your damage level and it may become great enough to kill you. Your damage level will decrease slowly over time if you protect yourself well enough to heal. AIR supply is measured by this level indicator. You must find oxygen to stay alive long enough to finish your mission! FUEL is almost as crucial as oxygen for the completion of your mission. You may not be able to leave the ships without finding more fuel because you will use up your own fuel supply each time you travel between ships. The CLONE indicator tells you how many lives you have left. Upon hearing the distress call, you started making clones of yourself realizing that you needed all the help you could get. By the time you reached the first ship, the cloning devices on your ship had only made 2 clones. Thus, you begin the game with 3 lives. Each time you are killed, a new clone boards the ship to continue your mission. Additional clones of yourself are produced each time you get 15,000 points. The CLOCK is a timer that lets you know how long you have been on your mission. The clock is crucial when you are on the space station because it tells you how much longer you have before the reactor self-destructs! On the lunar base the clock begins to count down once you have placed the bomb, giving you just minutes to get more energy and get out! The MAP window shows the route you have taken on the ship. You are indicated by a red dot which moves as you do trailing a green line showing your course. This is especially helpful when you make your way back out of the ships. The MASER BOMBS indicates the number of masers (smart bombs) available. A Maser destroys all harmful creatures except the Mother. Strike the "M" key on the keyboard to activate. OBJECT POINTS COMMENTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Creature 0 Your shots only stun it. Acid pools 100 Nasty, they damage you. Green Beastoids 150 Baby Creature 200 Nasty, they suck your blood. Green Creature Missiles 200 Kill you immediately. Beastoids' Missiles 200 Acid Drips 200 Droids' Plasma Bolts 200 Alien Attack-Droids 250 Requires multiple hits. Tentacles 500 Shot when vertical. Disarming Reactor 500 Queen Creature 1000 Must shoot in heart many times. Destroying Teleportation Unit 1000 Cat -5,000 Don't hit an innocent cat. Girl -5,000 Be careful! Hit the PHASER GLOBE whenever possible. This will give your mouse or gun 100 rapid fire shots (like a machine gun). This can come in very handy. Hit the MEDIC DROID whenever possible. This will repair damage that you have sustained. CONTROLLING YOUR MOVEMENT ~~~~~~~~~~~~~~~~~~~~~~~~~ The person in the spacesuit is you. You will automatically walk forward, turning around at dead ends, as well as automatically retrieve supplies from open doors and perform other necessary tasks such as disarming the reactor and placing the explosives by the teleportation unit. You as a player need to do nothing to stimulate these actions. Controlling your movement depends on your weapon. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MOUSE USERS. Press the right button of the mouse to turn yourself around (left button is used for shooting). GUN USERS. Change your direction by firing at the bottom of the scoreboard. Firing your gun or mouse is also required to go up and down ladders as well as to open doors. While you are facing a ladder, fire at its base to go down it or fire at its top to go up. You may also change direction while on the ladder. Hints 1. Don't waste bullets. 2. Don't waste time, the more time you take gives the Creatures more time to multiply. 3. Be careful at what you are shooting at. There are both good and bad objects to hit. 4. When you find yourself blinking, you cannot die, take advantage of your omnipotence. 5. Don't let the Beastoids or Creatures get you, they will tear you to shreds. Chaos Strikes Back manuel ------------------------- Typed in by MONTY for SEWER SOFTWARE ------------------------------------ NB: The TEDDYSTACKER version on SEWER DOC 14 is not the full version. He has chopped out the atmospheric story at the start and gone on to the main instructions. This may seem fine to some people, but the fact remains that this is not the full manuel. So, i hereby declare the FULL Chaos Strikes Back Manuel (with is weird spellings!) Chaos Comes Calling ------------------- The night screamed in a frenzy of dark Magik. Rain pummeled the ancient stones of the Grey Lord's castle like the blows of banshees' fists. The waters of Lake Viborg, swirling in the moat, rose and smashed together in giant waves. Thunderbolts crackled against the gates, illuminating the grim faces of the Grey Lord's four champions as they strode over the lowered drawbridge. Water from the moat splashed over their boots. It was a fearsome night for man, beast, or even High Lord, but nothing on earth could stop the four from answering their liege Lord's summons. Another flash of lightning, another, and another. A tree beside the keep burst into flame. Thunder rumbled like hungry dragons as the champions stopped at the arched entry door carved with magikal symbols. One of the champions knocked, armoured fist ringing against the stone. The door flew open, revealing Theron, Arch Master of All the Arts. "By the balance, I'm glad you've come,"he said, clasping each of his visitors. He seemed a different person, a man now, and not the boy they had last seen thirteen moons before. "And just in time, for i fear there's been a change for the worse." The four followed him into the castle. Theron's assured movements were those of a full Arch Master. A cloak of brilliants had replaced the course-woven tunic and those of his apprenticeship to the Grey Lord. His forehead was clasped by a diadem of emeralds. Fulcrum, the Grey Lord's raven, fluttered from the shadows above and landed on theron's shoulder. He cawed softly into Theron's ear. "Aye," Theron replied, and held his torch high as he opened a second door. The champions gasped in unison at the sight revealed by the flames. The Gray Lord sat slumped in his huge chair, his face mottled and bruised. Blood caked the corners of his mouth. His face was wizened, and his head, once covered with a mane thick and silvery grey, was bald, save for a few strands of papery, white hair. "Harmony in all you do, he rasped, intoning the blessing. He raised his hand in benediction. A crash of thunder rocked the room. Theron frowned; his master saw and shook his head. "I remain in command, Master Theron. Thus far." The Grey Lord turned his attention to his Champions, who knelt on one knee to show their fealty. "My brave friends," the Grey Lord said, "you don't know how it saddens me to call you here. After your journey into my old dungeon thirteen moons ago, I had hoped to leave you in peace, to your adventures. You vanquished my enemy and restored Theron to his corporeal state." He dipped his head in Theron's direction. "Since his initiation into the High Secrets, Theron has provided all the aid I needed in my quest to protect and nurture our fair world. I had never thought to trouble you further, but i must." His face changed, hardened. "He calls out for blood, not only mine and Theron's, but yours, because you are my heroes. He thinks it is such a sport, the evil game he plays. But we're not defeated yet." The wizards's eyes narrowed and began to glow. As he widened them, they burned bright blue. The power of his gaze ripped through those who stood there, causing one or two to step backward. The others stood resolute. Then his lids flickered. He took a deep breath that caught in his chest and quavered like a death rattle. Theron leaned forward, waving his hands over the struggling wizard, and whispered, "Master, thou art health embodied. I decree a balance in all your humors." With difficulty, the Grey Lord lifted his chin. "He comes, Theron. Soon. I feel him. Ah, if only i possessed the means to end it!" Theron passed more Magik over his master's body. The Grey Lord's breathing steadied. Then he straightened and spread his arms. "I must speak quickly. I don't know how long i can combat him. Listen to me, and carefully. Lord Chaos lives." He raised his voice over the disbelieving murmurs of the Champions. "Aye, and Lord Order, too. Within me, and yet, without me." He held out his fist, steadier now. Fulcrum cawed and alighted upon it. "I have seen Lord Chaos in vision dreams. Nightmares, more like. At first, he was unaware that i was with him, that i was him, for as you know, he and Lord Order are the separate halves of my being. Apart, each brings destruction. Together, under my guidance, they are one and at peace." "Chaos forsaw his defeat at your hands,"Theron told the Champions as he poured them mulled wine from a flagon beside the Grey Lord's chair. "Preparing for this, he built himself a secret dungeon before you succeeded in fusing him. He also created a Forge of Fulya- surely you know of the seething, black flame, and of the poison it creates?" "And also destroys," the Grey Lord cut in. "Chaos mined Corbum in the Forge. Four large chunks, enough to accomplish what he wished. I've dreamed of a Death Square, surrounded by seas of pits, and in that square, he has hidden the chunks." "It is that ore which shakes this castle," Theron added, as he offered a goblet of wine to the Grey Lord. The wizard waved it away. "As you know, Corbum ore draws Mana from the world." The Grey Lord nodded. "Aye, and he's using it to part himself from me permanently. Once he's accomplished that, he intends to rule - or misrule - this world and all others. I don't need to tell you what that would be like." No one spoke. "No power can defeat him once the corbum ore has done its work. But i'm not certain he knows he must destroy the ore afterward. If he doesn't, he will have no universe to rule." The chamber boomed as with cannon fire. Fulcrum screamed. The floor shuddered beneath their feet. Wine sloshed over the rims of the goblets. "It comes stronger," the Grey Lord murmured as the noise lessened. He touched the corner of his mouth, where flesh blood trickled like crimson teardrops. "You must destroy that ore. For shortly after it draws sufficient Mana to free Chaos and Order, it will shatter the universe like a fragile looking glass (mirror - MNT)." He gazed at Theron. "Show them the map. Make haste. They must be off." Theron performed Magikal gestures at the glass case which once had held the wondrous Firestaff. "Would that I hadn't destroyed the Firestaff," the Grey Lord said regretfully. "I thought it was too powerful to keep, so that means of defeating him is no longer available to you." The glass case opened and a parchment scroll floated toward Theron. He caught it and opened it. "My master has made some notes. It seems Chaos hid the Death Square. It is a pillar of stone, with the ore of Corbum planted one piece to a side. And each of these sides is the ending point for a long and vicious maze, making four mazes in all." The Grey Lord indicated the symbols on the scroll. "I've discovered that each of the mazes is based on one of the four ways, Warrior, Ninja, Wizard, and Priest. Together, they form harmony, as you know. I believe he seeks to mock our reverence for balance by designing his dungeon in such an ordered manner." "The coin," Theron said in a low voice, and he and the Grey Lord traded dark, uneasy looks. "Aye, the coin. Note it well, Champions." The Grey Lord made gestures toward the glass case. A gold coin rose from the bottom of the case and spun toward him. "i awoke this morning with this in my hand. I know whose coin it is. Do you see also?" *At this point i think i should say that when you buy the original game of CSB, you get a little copper coin with a picture of Chaos's face on one side and the words: "Danger thus reveals it's face" on the other. This then is why it sais: "Do you see also". On with the story...* He balled his fists, then threw them open in the direction of the farthest wall. Blue light smashed against the stone, sparking in the shadow. All drew back, even the Grey Lord, as they gazed upon the face of Lord Chaos. His horned head;his mad, sightless eyes;the rictus-smile none there had ever forgotten, not even in the most serene movements of the dawn. "Danger Thus Reveals Its Face,'" the Grey Lord said. "That is written on the reverse side of the coin." He set his jaw. "This is a warning, to me and all who stand by me. If ever you see this face, chiseled in stone or carved into wood, take great heed." The floor shook again, more violently. Fulcrum cawed and shot into the air, flying in circles. The walls vibrated. "Ah, no" the Grey Lord said softly. "No." The room spun like a boulder rolling down a hill. Tables and goblets whirled in a vortex, catching Fulcrum in the center. The glass case shattered. Shards sliced like arrows through the air. "He comes!" the Grey Lord cried, grabbing his face. "Hold master!" Theron threw his arms around his master. "Fight it!" "No!" the Grey Lord cried. "No, I abjure thee! I forbid thee!" "Forbid?" thundered a voice. "Forbid?" The wizard screamed, and what all saw next caused their hearts to stop: The Grey Lord's face was gone. In it's place, glowing with evil, red light, the face of Lord Chaos opened its crazed eyes and laughed. "Away, boy." He turned his horned head in Theron's direction and hurtled him across the room. Fulcrum cawed and dove toward his hand. Lord Chaos caught the bird by his neck and shook it hard. Fulcrum squaked and struggled, but it was helpless. "What sport! Ah, yes, I was wise, wise to forsee my own destruction!." His voice rose to a wail. Laughter filled the room, the laughter of madness, of misrule, of frenzy. "The four ways. I have used his knowledge of me against him!" He threw back his head. Light streamed from his mouth and eyes. Fulcrum struggled in his grasp. "And you, Champions. You who follow the false doctrine of Harmony. How sweet it has been, devising a mockery of your sacred Balance. I almost hoped you would defeat me last time, so i could show you just how much like me you really are. When i come into my kingdom, i shall not forget the imbalance of my subjects." The room spun faster and faster; the wind howled and the air jittered with Magik. Crying out, the Champions were thrown upon the floor. "Yes, grovel! See how the worlds shall orbit, after i am ruler! No laws of nature. No laws! No Laws! "I am the master. Yes, i am He who shall destroy all order. I hate you for escaping my mirrors, for daring to think you could obliterate me." He smiled, and it was a fearsome thing. "But i shall not take you now. It would prove too easy. Provide me with some sport. Take up this challenge: meet me in the secret dungeon, and prepare to die!" Stones crashed to the floor. Jagged blocks pushed upward like ice bergs. Energy crackled yellow and orange and white, like the Ore of Corbum. "You cannot even touch me!" he exulted. "I am invincible!" Fulcrum screeched desperately as Lord Chaos raised him above his head and clasped him with both hands. The Mad One opened his mouth and plunged the raven toward it. "So shall you all die! So shall you-" The chamber flooded with blue light. It emanated from Theron, who lay sprawled upon the floor with a Wand of Magik in his hand, and he shouted Magik words none of the Champions had ever heard before. "No!" Chaos shreiked. And then the lights, and the rumbling, and the spinning ceased. The chamber blackened. There was silence. "Oh, by the balance," the Grey Lord gasped. Theron's torch relit. He held it over the Grey Lord, who was himself again, though his features were swollen and his forehead was bruised. Blood streamed from his nose. Theron stopped it with a short incantation. Fulcrum fell into the Grey Lord's lap and huddled under his arm. Absently, the wizard stroked him. "There, there Fulcrum. It's all right." He murmured Magik words. "So, he has shown himself at last. You see what we face. The Corbum ore is building power." He turned to the Champions. "Days, perhaps hours, stand between us and the final catastrophe. You must go now." "Nay, friend Theron," the Grey Lord remonstrated. "They must be asked. They must go willingly." He rose from his chair. "I cannot send Theron with you this time, my brave ones. He's the only weapon i have to battle Chaos here on out plane. You must go alone, the four of you, and you must face death yet again. "And so i ask you, Champions: knowing this, do you dare to enter Lord Chaos's secret dungeon? Will you help me save the universe, one more time?" (dun dun ddduuunnnn!!) OK, that's the bit TEDDYSTACKER left out, quite a lot eh? Now here comes the next bit of writing which is basically the controls and stuff like that... Chaos Strikes Back ------------------ Make haste now, for the diabolical plan hatched by Chaos has already been set in motion. Unless you can recover and destroy the Corbums very quickly, they will absorb enough Mana to become unstable. Viborg and the entire valley it rests in will be destroyed should they explode. To prepare for your quest, you should have progressed far enough in Dungeon Master that you are confident of your abilities. Be careful, for your champions will enter the new dungeon Chaos has built with nothing but their skills and attributes to defend them. Once inside, they must travel as Fighter, Ninja, Wizard and priest to recover the corbums hidden on the Ways. Each Corbum they find must be thrown into the FUL YA pit to be safely consumed. The journey is long and dangerous, so your champions will be truly tested. Only when the last Corbum is safely destroyed will the danger be no more than a memory. Two disks are provided with Chaos Strikes Back, the utility Disk and the Game Disk. The Chaos Strikes Back Game Disk works very much like the original Dungeon Master disk. You should refer to the original Dungeon Master manual if you have questions about the game disk (a bit of a liberty this, them asking you to fork out 50 quid when you only want to play one game. Don't forget that the manual is also on SEWER DOC 3). The utility disk includes many new features and is essential to starting the new adventure. Two additional disks are needed to create a new adventure (more money...). You must have either a Dungeon Master saved game or a saved game from the Chaos Strikes Back "Prison." Later, you will need a blank disk to save your new adventure on. There are two ways to get a saved game. The easiest way is to start the Game disk and choose the "Prison" button outside the dungeon entrance. This allows you to enter the dungeon and select up to four champions from the life-trapping mirrors hung there. After choosing your adventurers, save the game as you did while playing Dungeon Master. (See the Dungeon Master manual for an explanation of this process.) The second source of a saved game is to play Dungeon Master. any Dungeon Master saved game can be used. But be forewarned: it will not be easy to survive the challenges in Chaos Strikes Back, so it is suggested that you use a saved game in which the characters have fought deep enough in Dungeon Master to have seen Chaos himself (In other words, you should have a few 1st level wizards and fighters). Once you have a saved game and one blank disk handy, you are ready to make your new adventure. Insert the Utility Disk into the startup drive and turn the computer on. A blue tablet will appear with four options on it. Use the mouse pointer to point to one of the options and then "select" it by pressing the mouse button. The options are explained below. *Introduction To Chaos Strikes Back* A vision spell is cast and Chaos is caught plotting. (Translated, this means a nice graphic introduction) *Make New Adventure Or Edit Champion Pictures* This option is the essential to begin the new adventure (Yes i know that sentence didn't make sense but that's what it's got in the book... I'll leave it to your amazing powers of deduction to work out what it means) It also allows you to change your champions' portraits. *Consult The Hint Oracle* Select this when you need help with the game. *Restart System* This will exit the Utility Disk and restart the system. Why include this i hear you cry. Well why indeed? Try re-setting once a you get a blank screen, reset again and it's all OK. Make New Adventure ------------------ From the blue tablet of the Utility Disk, select the Make New Adventure option. You will be asked for your saved game disk. The champions on the saved game will be read in and their portraits displayed across the top. One of these champions will already be selected for editing. That champion's full name, a framed hall of champions mirror, and a triple-size version of their portrait will be shown. If you wish to take your champions into Chaos Strikes Back just as they appear, select the option "MAKE NEW ADVENTURE." The Utility Disk will ask for a blank disk to be put in either the startup or second drive. If the blank disk used is not formatted, choose FORMAT first. FORMAT will erase everything on the disk, so be careful not to use your Dungeon Master saved game. When the disk has finished formatting, or if it was already formatted, choose "MAKE NEW ADVENTURE" in the center box. When the program is done making the new adventure (bad english there), remove the disk and label it "Chaos Strikes Back saved game." (else you can use any old disk with 45K free). This disk can now be played using the Chaos Strikes Back Game Disk. Resume ------ After you have created the Chaos Strikes Back saved game you are ready to start the new adventure. To play, insert the Chaos Strikes Back Game Disk in the startup drive and turn the computer on. When you see the dungeon entrance push the gem next to RESUME. When Chaos Strikes Back asks you for the saved game, use the new Chaos Strikes Back saved game disk instead of a Dungeon Master saved game disk. Chaos Strikes Back will only work with a saved game created using "MAKE NEW ADVENTURE." It is important to note that during the transition from either of the saved game sources to the "New Adventure," your champions were stripped of all their possessions. They will enter the new game with nothing but their skills and attributes to defend them. Be ready when the game starts because Chaos has been preparing for your arrival. The Portrait Painter -------------------- A special feature included with the Chaos Strikes Back Utility disk is the ability to edit the portraits and names of the champions brought in from a Dungeon Master saved game. Now you can personalize your champions to reflect the way you see them (good idea that). In addition, any portraits you create can be saved to an unused disk and later loaded in for further editing or for use in other saved games. To use the portrait painter, select "Make New Adventure or Edit Champions" and the editor will appear. Use the pointer to select the champion you wish to edit. Choose from the champions shown at the top of the screen. Load Champion ------------- When the Chaos Strikes Back Utility Disk is first started, it will request a Dungeon Master saved game. When loaded, the champions in that saved game appear across the top of the screen. The portraits of these champions can now be changed. If you wish to work on a different saved game, or change portraits that have been saved separately, use the "LOAD CHAMPIONS" button. This will give you a choice of loading either a Dungeon Master saved game or a portrait. Portraits are created by saving a finished champion portrait with the "SAVE CHAMPION" button. Be careful when loading portraits, because the current portrait being edited will be lost. Loading a different saved game will erase ALL the champion portraits on the screen. HALK|___ If you want to change your champion's first name, use the mouse pointer to point to it, then press the mouse button. The name can be changed when the vertical bar appears inside the box. Use the BACKSPACE and letter keys to edit the name. The first name is important because it is the name that a portrait will be saved as. IMPORTANT: If you want to keep the original version of a portrait you have been working on, be sure to change the first name of the new portrait so you won't erase the old one. THE BARBARIAN|______ This is the champion's title. It can be changed with the BACKSPACE and letter keys, the same way that the first name can. Prepare the title for editing by pointing to it with the mouse and pressing the Cir.Home key while standing on your left elbow and holding down F3... The triple-size version of the champion's portrait is where you change your champion's appearance. The sixteen colors in the tall box at the right edge of the screen are the available colors. When you select one of these colors, a white box will appear around it. You can paint with this color using the mouse pointer. If you wish to change a large area of one color to the selected color, place the arrow somewhere in this area and double-click or use the right mouse button to "fill" this area with the new color. Undo ---- If you make a mistake, it is the end of the world. Skyscrapers will come tumbling down, earthquakes will shake the earth night and day, your house will burn down and the earth will explode into 69 million individual pieces of micro atom particles to be sucked into a blackhole for the rest of time! Just after you make that really dumb mistake, you could just save the earth by pressing the UNDO key within a semi micro hecto split and genrally extremly short space of time second. This will return the portrait to it's original state before you made that really dumb mistake... Revert ------ If you have made many changes, but wish to return to the original, press the REVERT button and the entire portrait will appear as it was when first loaded from the disk. If REVErt was a mistake, try UNDO. Save Champion ------------- After you are satisfied with the name and portrait you have created, select "SAVE CHAMPION" at the bottom of the screen. This allows you to save a portrait to an unused disk. Saved portraits can be further using "LOAD CHAMPIONS," then selecting "PORTRAITS" (Yes, this is another sentence that don't make sense). The portrait in the frame shows the character as they would appear in one of the Hall of Champions mirrors. Note that medium dark gray is transparent when the portrait is shown here, so the color of the mirror shows through wherever it is used. This does not affect most places a champion is currently shown, but it may be important in future quests, so be aware of this. If you do not wish to paint portraits but still want to change your champions' appearance to reflect their higher levels, "enhanced" champion portraits have been provided. All twenty-four Dungeon Master champions have a new portrait on the Chaos Strikes Back Utility Disk. These can be loaded and used through the "LOAD CHAMPIONS" option as described above. Sometimes it may seem that there is little you can do to defeat Chaos' sinister traps and relentless minions. But a new power is yours for the journey into his dungeon. A power Chaos has not yet seen before: the power of the Hint Oracle. A being of awesome ability, the Oracle can reach into a Chaos Strikes Back saved game and learn where the champions are. It can then tell you what it knows about the dungeon near the champion, including information about monsters and puzzles. Although it will rarely give exact solutions, it can give useful hints and enough information to help you solve a problem. This can prove invaluable at times when the puzzles seem too difficult or the monsters too powerful. The Hint Oracle only works in the Chaos Strikes Back dungeon. To consult the Hint Oracle you must travel to a point close to the part of the dungeon you wish to learn more about. Save the game there and quit. Turn off the computer, insert the Utility Disk in the startup drive, and turn the computer back on. When the blue tablet appears, select "Consult the Hint Oracle." After the lair of the Hint Oracle appears, insert the saved game disk in the drive indicated on the screen, and choose LOAD. When the oracle has learned where the champions are in the dungeon, it will show a list of clues it can give about that location. These appear in the Hint Oracle's lair as glowing buttons with a short title written on them. If any of the clue titles seem like they might have a hint that can help answer your question, then use the mouse pointer to select it. A press of the mouse button, and the first level of hint will appear. There may be more detailed levels of hints for any clue button. If there are more levels in a hint, you can see them by choosing NEXT at the bottom of the screen. If you wish to reread a previous level of a hint, choose LAST to back up one level. If you are in a clue and you wish to try different clue, choose DONE to return to the initial list of clues. When you have finished with the Hint Oracle, return to the initial list of clues by choosing DONE. Choose EXIT from there to return to the blue tablet. If you wish to continue the adventure place the Game Disk in the startup drive and choose the restart option. Just for the record, the highest number of hit points i've knocked off a monster is 358 using the Dragon Fang sword's "bezerk" option. The character was "Sting" and the monster was one of those funny one-eyed, yellow flying things. Well, if you use this DOC in conjunction with the TEDDYSTACKER CSB DOC's you get an unbeatable team! Look out for the COMPLETE SOLOUTION to Chaos Strikes Back from me soon. It's divided into 7 parts: Part 1: Introduction (getting to the Junction) completed Part 2: The Way of KU completed Part 3: The Way of ROS completed Part 4: The Way of NETA half finished Part 5: The Way of DAIN not started Part 6: The rest of it not started If you can't wait for this, then get hold of the Chaos Editor, OUT NOW! BYE MONTY Maybe this won't be released on the ST......maybe it will.... -=- MANUAL PROTECTION CHART -=- SINGES CASTLE DRAGONS LAIR 2 Typed In By Sting And Jamie Starr Adapted for ST use by Possum -All Crests either have a rounded Bottom or a Pointy bottom. We will use 'O' for Rounded and 'V' for pointy. -All Crests have one of Four dividers in the middle... 1. Flip'T' Middle 2. 'Y' Middle 3. 'Plus' Middle ___________ _________ ___________ | | | |\ /| | | | | | | | \ / | | | | | | | | \ / | |_____|_____| |-----------| | \ / | | | | \ / \ | / \ | / \_______/ \__|__/ \___|___/ 4. 'T' Middle ___________ | | | | |___________| | | | \ | / \___|___/ All Crest dividers or middles are either: - Single line - Double lines - Solid line Sooooo.... " 'Y' Middle Single" means a 'Y' middle, A Single Line. " 'Y' Middle Double" means a 'Y' middle, Two Lines. " 'Y' Middle Solid" means a 'Y' Middle, 1 Solid Thick Line Crest name |Bottom| Middle Other --------------------------------------------------------------------------- | | | Baron Denault | V | 'T' Solid | Bottom Right Pic Is 2 Daggers City of Humelet| O | 'Y' Double | Right Pic Is 2 Crowns City - Rantadil| V | '+' Double | Top Right Is A Bird City Horseford| O | '+' Single | Top Left 2 Swords Duke Of Earl | O | 'Y' Solid | Bottom Right Pic Is 2 Crowns Duke Fletcher | V | 'T' Double | Top Pic Is 2 Crowns Duke Julian | V | Flip 'T'-Double | Upper Right Pic Is 2 Crowns Duke Kyle | O | 'T' Solid | Top Pic Is 2 Crowns Duke LeFay | O | Flip 'T'-Solid | Upper Right Pic is 2 Swords Duke Southwell | V | 'T' Solid | Bottom Right Pic Is Helmet Duke Walton | O | 'T' Solid | Bottom Left Is Helmet Earl Of Grey | V | 'T' Double | Bottom Right Is Helmet Earl Of Lyons | V | 'Y' Solid | Right Pic Is Crown And 2 Swords Harune Forest | O | 'Y' Double | Top Pic is Crown King Arthur | O | 'T' Double | Top Is 2 Crowns King Rand | V | Flip 'T'-Single | Bottom pic is Solid Dragon King Weaver | V | Flip 'T'-Single | Bottom pic is Hollow Dragon Knight of Day | V | 'Y' Solid | Top Pic is 2 Swords Lady McKisic | O | Flip 'T'-Double | Upper Right Pic is 2 Crowns Lady Pancik | O | 'Y' single | Top Pic is a Crown Lady Sheppner | O | Flip 'T'-Double | Upper Right pic is Battle Axe Lord Ciano | V | Flip 'T'-Solid | Upper left pic is 2 Swords Lord Linden | V | 'Y' Single | Upper pic is a Crown Prince Charming| V | 'T' Single | Top Pic Is 2 Crowns And Sword Prince Darkness| O | 'T' Single | Bottom Left Pic Is 3 Swords Prince Farnum | O | '+' Single | Bottom Right Pic Is 3 Swords Prince Of Payne| O | '+' Double | Bottom Right Pic Is Helmet Prince Randolph| V | '+' Single | Bottom Right Pic Is 2 Swords Queen Bohon | O | Flip 'T'-Single | Bottom pic is Hollow Dragon Queen Gachowski| V | Flip 'T'-Double | Bottom pic is 1 Crown & 1 Sword Queen Nortman | V | Flip 'T'-Double | Bottom pic is 2 Crowns & 1 Septor Queen Of Hearts| O | 'Y' Single | Left pic Helmet and 3 Swords Queen Rachel | O | Flip 'T'-Single | Bottom pic is Solid Dragon Saint Cafadel | V | 'T' Double | Left pic is 1 Crown & 2 Swords St. Christopher| V | '+' Solid | Top Right pic Is Battleaxe Saint Marcus | V | '+' Solid | Top Right pic Is Crown Squire Buck | O | Flip 'T'-Solid | Upper Right pic is a Solid Bird Squire Butler | O | '+' Double | Bottom Right Is 2 Swords Sir Comfrance | V | 'T' Single | Bottom Left Pic Is Three Swords Sir Fairbanks | O | '+' Solid | Top Left Pic Is A Crown Sir Loine | O | '+' Solid | Bottom Right Is A Battle Axe Sir Mate | V | 'Y' Single | Top pic is 2 Swords Sir Percival | V | 'Y' Double | Top pic is 1 Crown Sir Roeses | V | '+' Double | Top Right Pic Is Battle Axe Sir Tutti | O | 'Y' Solid | Top Pic is 3 Swords Vi-Chestershire| V | '+' Single | Top Right Pic Is Battle Axe Weaverton | O | 'T' Double | Bottom Left Is A Crown Wizard Of Nor | O | 'T' Single | Top Pic Is Crown & 2 Swords Basically. This Text Should Help ANYONE Get Passed The Manual Checks Untill A Fix Is Brought Out. L]'19L6̳mj):E'2Fk':*Az./<=[)ov ]A܇'OUƝ(kk6k%){v/|E_MIXJle=Z›q?z$ӛ<at␾=FKBe]9.gNu%N 6وa ǘ ƋW=IYKi'-KؾRB{ue;OfZ>^y[y:ND@ם';KͰ8侄a‘'rO8K8y2lwNzrL@RӻflBNmy'o*7դB+)Q鮓N>dh'^rvwKۥDX.-4 t%0)/lsr lc?V9Fdk،:!sm0ˆ\m8eĒZ8O4ɛ ާzye-N,ǒb짅>aeӕJR*ãm%vm<>c2E'EkGB}kby]UON-GR7GR: {%]SR{|dնge5ikkY5jV:NJ+[WVTR:jMZ ɾf䜍EkqJzDA H}DˈJ' l^^yZ<TF'K e` Αrbwz²lNO\O]ĝ} =k=;N)V); ~6'=6g2',R^vK Q[}9ܨ6;ZÛrKt 8AIDŽوUS߲q)O;m% f83]fm}2_@iD ^͂\AOFw9Q'. 9;Owӫ'Ȕ4aa)ф)}ZE\gR&&Y<%!5Jӛ@Fl8.l@5n%\ tA-}8},ÿVq.l: >2'XBrrddk'k:lq+)x؜^sh9|T֠q-KK rq)= /)?(CO)ιdm f]DME1X<%!'*Ђw^Jr;0'x8-9{rqN5)tR)rkyqǥ Eg E)̰ܘ'2 CR]'R"y-4BN^<|צ%99L Sw?"O9T'&9;ԍ'2''3"F/.zԷa)]K5m:''ľq);xj֙ن߄ԳKY'6[>K/fMB^AKRvS݆ 8iS/l6¹zӝ3f gd%l. ]HѱӝT;Oԙ6+ aE5'z7JRH)+cf)Nӯ8'{ladJjցX4LH'fIY%)e9H*\jKOt~r4bc>i΋za{vjCM/lj\cKl%Ņi`OKi'=+Z{R=Y"]SĽr=.)R.&| {fwr{K$K ."~Ƭ2CQ6h{(y؄l">dkÊOSp O'G|.r\["H0yΉ]M3d\uR:s|ӽy"s&p ;S!I^2X[i/'a*W_R$\x%)oЗ\+o]9R&D m9 8)0vIMS0*_[\9,ׇ 5@Ӌ-9'.'6-P% ㄶ-OȪKX8?߂Z}H{ s T1{"EgPMRDqxEH^N%yNJm[T0Ӫ Pbs֧9P2E.zp9]@X%:l9AKbf[3^}ۤy}EsH𔕳-!8q9ĸ%甈4r'.rN84.vՇ%}\d1>-}HhA*sFkh?z9ݒm$ fݶNn}9/w9NlFydYa,,4qeZ{( D"^moyaXSv=oNiœ1iNS&-o^2_,}Ŗ`N|J]LZɋZn&,N|sHSKN~/V'.WK.RQ=HN^T9Jmb{IKAi)9j}~Kݼ<&y y8O% : I<'R< {hIfa'KJ^1ZKӞO}le-l[)kdK[KZKδZNvLϒJ[m"_@lQ"r (BvCN|f4Iu'> hy9?9^R;iwϔmiΆJymЗ 9K. Nkʰ;.l6NgNui)֩/=DJ"_ Ghdf^}S,˄ e$2Aq|^['f\2gd O ǤEp'g[e(&D{%5lTh%֒҉sKHkͼD'Iq/a esn/24SE`,6Hj4K{'_d{f'7:%7x YĿτ>h%ys^PND=Z>By?NDٖJ؜[']-zS= 舜VqWqH_WQR''sn?ΤfKسRw23r[`lq%C H-o8@gܜωD''rs K}xv^QS/WK(x'"SL™Y=ԩK}-:Vo q ;%?2F(DrJg+i=cTY?d V35؉0 ħdK%f4A'bZ\9;S›sJ#$2AѶNpLG-u՚%ғ(QpX_YhV7K z mu`}q-KyKy@+O4 M^jxˌulS߂R)s@[Ler̃Ad|2@8mY8RknK͚P HK 33LN$ ăHխĈ 6rV7%R.ES #M{ ب4RN2by1ɃȌNxhpwOW@q.2·qH,8I O%"$<%%'ڢqd%%%%':\}+ 6ĸA^is'zxH [D3E-'["}1a.=sN7uN g ׍+ֲu'W;- 8ChNFxK>ImI)ՔQ'I*c@h~fIՄ9RLhtJNnA.z]TѰKZ^;$O}a.# =KPïK_@cԖqo[ yל}-tFΦ78 tfVŦq2uɌf2l>e3ѦiɢKj<`ch.h_DJ_)k oT8)k;p 4@4f^hfޔa o b<1ɶr_A/A6l`.Kܗ 6ֲKn' bd8S {˜KӋ1q \)qp%N.ĴL\1L\1ݹ˅1p\)Q8RTyȐl%HT2LYjˤ? [H_[I9[|85pmx^G <9H4LsUK5d 6a\trQcr'ge^V<+OV<0/=:乞VUaV%ԍYV=/|-X'N<ڟ DHN>R"BuOS"A!92fK.$ǐrLR'ׇN?: ,i+=yv*XS)Uƨfp\S.p\S.p\S/p\S/6_!-qL! 2~@˄tH˄~@˄~@˄~A2 ke ,N.) N.)Da8׫4'A,0%'.7O's61#N4@F޻o< >wZdisirhV-jW{ӂw!ĥ˜2 y}lhf gKK64ey39p-v%6i_gl90ll9N|F??<}'cw1̘9י1j^@x] w~%ݨvB]މwt%?Uѯ'/`Zgok};{_lV/_1}X> [OX/HZBA/B=}H{T5`Z6''r@̆@ Ϝ}JIȬNdK{`QXWS36Nuu/'>ެNjOOM{fKeV+ k,@N%dm> ö V+B!X1HÓ'al5'R xNU ϩލv@mu;x]ܝ×ٳkum'"<,f5xnا{{vNcЌ.+F4Ri'rtgyȨVYw%f-c/bStά9yHǞrtbB{1!HzfbA/bC˯.%]ǩI \pya| !iLHTi˯s\ qj%ׁauά%<)KU:uꥴq3yO-z*YԴ4Ӎ{-`ylXP*O.|4*m - Эм// ??.yBR`*/?.\ _0m y@fDa#||rhF^T vxHT#h 94@DHJf,bd>fuBW=@0.|AXPN&X&T`=\-bJmhp?f>.>0`BF 0B`$dhb||*?dhBgw`6tJn"g&J@amxP8i/xGlB@tHȀv`>BPvZl0`Jyf-HT ,3X.4/. j&0|gv2f,ZJlHDl` FB0*f4v`=n-*"S@gPQP"1Rg}Y*l`#v#4 (_bSf֎L0c*TvZLl22ALlhL@aBWBgBgX`  lB@`p ArA_@2bf"`0 Z -`}.bPcDg:.>DXY0`&x6.gv?W6\ 6   C?z mBlt/ TX@Bpf9o F"0mT@ Uf ff E&F$"L>Xm= N"N41iv aH`eZ @ x[4$ ^[B^V"0HBHAgRf'(6 WLf" WJ(\d``JB=|VHg.(:B6X`b>oމ>THnz!#R%&W@PvV%'Z)R@g\| pN`b@0@J PNv pITN^ mof yn`$og`gf F^FJ`|( @( g[@"H o * B./]/f:Jf2X @h =||p`8yfaTR` J2.U/Uv QBt g|ZR@@l`,o # "Ȱ *P*&P(B`Lg2fa|bQR/z<fZNg h=V`8083g &o vJ$L Btgt0.ktll Z *Ng(`vy -. `f2Xdf"c~f PFg: PRFj (f zfj,oL^`S  gd-TpX0J@ffXL` nP g" g l~0l?a\fZRZ(NVx `t$J*jB?pF`Bhm昪pJ.g\mL06|26FpAl 1mNq`m`rbPTBnZ` X^J0ghmX0(2)\0.^ ZVNXT>X>`@. /ZHmrx~z`lz|~|zvmvxza#~"n&#&$D lX@ljlj~f2tJH*(&BG`RG K2GgH5pJgR bֻ̀`0JL8P > @Ƣ`d#} Br_SnD*r`@fxF1Qxm XIvPZ* 3X& ȖRDZgff$8A>-(SL"l j0jІla:` RJf,0SJfg \g:fRR@0a ( ( .SJ0fH̎L VL2lDfl( 0w`B g6@>`>NBLf<88ՎGJGFB-Lm S  r4aH/,&|f$B`:::Rm`4,m zBDM.HDm RXEgD@Re?Xݑ$HXV?z&V *@Vf(@ ( B<rHBAl4`2taA`fp&<o&/&HǏG`~0Rpe >}zl8R`xP=D*IJm D`Dn΀P#0.  .` P=@K( &Mp`RRR`Bo6SJ 6`f:"GSn^f.`"J"B#PxLL`(`$ 4XyznHПra|6@-Ph ܐ0X퀁.pRlm06pP>f fRH@F4a aP VLlLHh4  J ,mo 09 f g Jl & mllonmS`<&`0<+``<`` fxLJml, n n3FPF:$`l6*Q0><$&(*,.BBBBB?ΦSL BBt( gS QDHF0:<H`PHC026<BB|$(XB pR" QHA4S`j3m.xS S\jj#n $"3IBBB:ږ(ؚ m€Ѕ@Є*@.  :RmR m,NS*$S&0*>aBJFjDFSFrh;PaVGm`<30 gRCHHHVCJD@<ں|}m||m $S68:<~4RpNbpA"2pC rr#pr 2#@p(r3F2rp4Z oxMN*/3k01 1YBh#(|1@1@2,e~d$Y@rg2RA`1A{($ /,Z0d6z 8"HQ|2ҊL6Nu|E" Zn8 434zz' Nj" psf#8 @ffd"A:\*.PUNDO[3][ donot |fexter.ECK@should b. XV|A]hN;&gem9runaplKRe2fKac;[/Gam-dCk8OK23C  G G ,,csphic/Iljt.to27 51 23 76 L H50d \ *.PRTSWPICGCLS NvTN.ASelecor(hund.)tXQan as-J0-PATH:|ryf rDLoe(O.71987 John BuPI0CFORMBODYMHDCMAP"3DUf 1BSdu!2Ce"3D#4EVg%5FW%6G&7G6GW%5F#4EVgw!2TevvARctu 0ARct! TGHNPNTGR  b bB .&    ! 1'   ,[ ,r4/'6 , ,=$)O *&Lh8$:G<g 6.!(  8:>"P" >N\L<&2-^NH. $P`‘ '"%(W h0H = S"NzD)6z(D0(& &&0 !} b 0(: r(k-B2 2H0(,*J20 2  .*8 R  ! I]-,.&F .  $@0*R !8:8<6:B@42<LպDHo! $(Hp&" d.f,:"A&$z& 0B,X R b"T  Z"$"$8`\.<v(uj6 &f rX0N8Vr`NH~;QJ yrE$Ya$*E 8)М )$-JqgAA<JT1a#c@nKCƆδC85 &Vkh2U 8 xp!PEBX T |351 \J4 LI8 X$* C{`X-E-\ll h A*`Hdodb`[@ -^İeC7K;s2tO@/Mi `}0@0$0pIvHD T6Wtv<;#';:P:aABtrt bJ@Ь0>8L * n yL'nDi ;o-{%N KKds6Ǥp-Of;Z. OZl0uB5@_a&z dtR^Dů'SjoH#z۝"`Ksq!8% bA9KwPy磧؞7ʴt켴|-Mhr_iny}Kh sP"#)]φ_Qs1=TE_q *rw-w5;X+ { Ġ{C|{`Nd W#kt 墊 πu \ *A/h3hA.說;,. w|i5`hw`tAe[+ σ'/u/XN I V?!:AJ9 ShKoIh͂@\P* ڰ6o4CC癳%V6+IsOsh8CW9> Tʀ"(*s'Bs%±V@@%,4jr(Ny?OAHV34Z&9YσE¤]h5`(8K ;bsM1AOː".}cYA佂QxѲ]^. </>_A.(:i]LBs .6+ᢀtb_{2p. wAf9/R'Kؗyo`k.- Ͽ;bK"4=% i}+MdVDBw稃OJPl4P|@AUmjuTrE`R*itx4^κ40(dG9Ϣmθ"_yӕkҲJ$Ϋi'^Qv(C"(%16"s=w"\IwNWHA$k}^PKMr“\H u[+L%'?J֚@g 5/`u-ׂ=< M_DՍTؠ5 q@}w"UA4z(ᢁ9}|KZO~nxDMH5 \Mv(@U08*)9h >_Er~|yJ]πhKh{s]>@5k<0`''aJ՗6P3@Ƞ/,^?i@6kHK@'8 r(4tqjKlA?Pv y'"?%wCPORb9eN~4@%`ϛ\6LKhA썓"(A.hΛ }h_l <'h4Pl ϫ;֐x pJ%MTGڍ [@? @5o阂 NZDC#ʑ#g Q6G6Y^WN70M\#@֗ӟJm {Z(a.mu].6_?ˈP}#ᢂ\\POd}//ΘK !hsKU  ofO'y}8@aDPNgGD }Y' 'b!Nh<N4Pp5y^霺q;Ts_e/{߯Rs<) WkDaONE)Nn-r? ݀uJ/T? ܻpa'"z|g"{dA.Z}LpjiAOhfi4Gn ٠Sb 3<<_nfN"+ s@NE_j@&> yӹA?8\POf홭E]VPfxᢂ$'7κxQ@\zV\$5hMSo%%k'nKv&Rs+  /s:5([#% [(P1@'&ay^OaA;݀"' HVCTږ0NGhn-A8}=%WXNwUy; ɠ ԀNdKZ@?g'&'&>*_浓@'&Q?9090D'ܑМ<p''2hߕ2wZ ʠ ׸P h'f=T2|TP ~h"iX|B u._bڣl8^Î6Nqaw޶ ~gq/2"0y ;.|w syA0y{ Sݠdavqsaykq^a=L8n69> qI\%/lqS8TÎO qƉ8G&r~(C7ߦ99%GO$6DyRKfsl8P58Dh mP%BHA^HU:( /#.}=S]P6/6~ rTo&חz!88v9j1haxeܐ}kqƬ8ݰwom:^@8{qLÖ .S5Dqaxng3Î6[8L3XlP58V&s(!s8e%dqK '{[40}[9HfKjtdSaU=032P['0qLÎ r~8xc qaΟ\[0Dc=OwIv%#C+3Δ@=1O|ɡ=`O*Wviw34ݘ}Ol%~y s;w Rr7绯I{it)+a=1Oz(G F=*aaӢ{}' a4 V@OḮLVACO1EyDtne1cl4Drwp;`_ s8ۑn3fp1碀!z(,Nܧiy @(4 '#,8G;ҀzhOUN4 @@5PP I;4Hyzb;Ҁy+shKZ& 6X>8x0q\kKw2(̊$#QG'z!q yݧGKGkw} pc\ȐlXyn̊5 3'va_AO0|NT4hwp<6}CH~( ȤC6H$8ۣ.2ÍA?4/j=} ̚/nOmƸkDpLC&9\zD"hx {Pvw8Ne x {p%@zDPG's"OhU@j1\xP&Q |d7H Yekkkj8\`n@w }lY~Os6Y5܌;֋TNm}'zګ,tw息~-;P4Pm,0z4x|@IM/r9۹ޗQqhEz^2~ E8RV }WlKܗ-xBq1<͐'׬tq)/^s䴹{9O`);5#1cf1[$AvA N|~L18csH cqq19N1q184V3×XHK,Jǟk-sy} |qyob[A~Ccq18cq18cq%%9ӿiZzh%|'>edEu[mۚu!֙dL SbU.3̗sb11YS=Gp{ {Ѯ~a`(| M/nς_Kc#> {Í9F4ANw=4.qe2]!-piH'.kĵN7LLJrqP-(cRe!N4Ri8'ddahKot8 w]3}x Dce s(׺X12CB1Lc1^ 8(4i %~ev&Y2ɖB]-hKz lN6C!-gwE4B?d 6JѲA-ۈtH'' mP-d s'3Peq2Rr&2\<6LхN_>8HltG|'&d͆7O8y Ǟq1 {u\rgF\xىӽ]./5_ui>NQ4>Z~y/ԲɖKCq z$癶K ] 6 KjkXj  Qv u`2n%݂fٛdHPtrq9-8a:^kЗTѲ>aP^p}*u5h̗͓݀O<4ʌ5e_p`t]g/y*KhgH8}蜜a9:Dp!'+gvmyq.46g=@iym[t"K ۋ:'j#Lkڨ\T@KadRR2v|ٮnK{͞Ϣ]U ԏ< KZ2^DP5-ډwy)KWL19_Ωl~p'j.nMKiD %; l+S=Dscq;Uy18cqgxsÞaxsÞ4ya  0g2K ߊ+[a?G?= ^_`>C,?ԧ~зu-ziQ!A=7 %}XO{)No`go C=YoBKHсHl%RNEl+k 5{Dsc&cq0ZwTkq189-ccj08cƚ8M19ct%BZFI bqg4.Ϭ}q?0iZAyo?6%f[̖e1>.+8OŔܦ7V8c8K|Y -i9徎S1%v6// VӞ})59 7 O΄y{%#N! ~_CZϼ/ @W`x?ܭ4P 9Krw n PN~ۜܲۯ4zAXE{c>%gT)a$ s{e w0i_Ƒ 32g:_eӁh`@'S6=%)\uccY[~N}=> ʠmPN} (a忊3]G?Q%8l%:((%tR:/| !E RҺ.(5i8eNOc]h޷@CZ3eT.(FRPgC4N zKT5[Wi窀  w'b^MyR'?ksO'0 R  LPV@0(㠜>b.u%Ey MMO\`0 ɩz(ɿ-۟2 r)A/*3E.A )@M ZN%fS|Ӣ  4Oy#\ڞ4L۝| .JO׶G4 yg:\L?FkL#^ >M4Ȋ,,End% Gɟͳ)5A()q 4G6Udd.4Pk]2~E/`Q4q6Gg6+  Kh—XTh`—=b{DFr_EOP99;1ȹ6mtGg-y qbAyq@FzGp^DP`]ٲvl͗͛3r(Hp_PO|x Sٲopw0  ;{|ۗ 0_(ش4lj͝{ l׋=]ڄ6X'3(4Օ6]F;v-3>%E A/p?'ڲ/fu<>\P^ţޤˬMS=. 8P_ld=<{e@5}OlYݔ)9VPaٱ^b{Xt :p/z`R"/iS> XE͊Ȏ$d1WA\5)K#\X?^|՞]ݝ %t%Eqv('*ӑ@H- ?5ωy+V('*6/,{I SUN[n'WA/sNu'W1A9Y. %n8NZ;~',O`sÌ%hZi\zsrdN\`_B^!j^4]dfܢ sHk٨'O]E݆w}\emh5 sVQ@<6J~m*b]AhS}VBv() D*(# ~dP"))UK i|\^^QeA[(ْ,PF!H`5P);R~A4 ̝'V7D.{X@@0]_ZLeh[.o M0sperF˫W0X µukeVEZ^ Xlmp9߸o&2₲V{jN詟eg B?OۏFX`6J5;%"_Fl 4`6y-] ؊>rjrEcS{KyLPEEڈ톡bCf lP)@@nsht[ale/(!N(K}. wQ.ulXח$/"JNؖtKp"G #{ W>e/9S+Kb'2X|v@l:DP5^K[hOfS:fܿK_Ef ND+`0BE̢?`I@m (0aA.(+t@XRs/F('*ҴQA/2]ė=:\Kl w>PmmeYE[֯:l^5vPy}*gC+l܍ڛ1<Ξ^N؝Ή۲U/(^R tv@@Kڨ/睨pN۲U/(/xNl+Ax6s/6]y/{A-AY]NEI;7; dæQ/mٓi}E ~wUm^6 _l@%"f1gTY'z.+AlEwv@WC|NnөkK9OEQNfP;VHVI4hKPN\bPP'R NˉS?(R /=sg=@ai@Վ 1A=? {ͪ0[xIϠP4PzhϊKkԄ}ܰ:ӹM)'6i.~h ΚT/ݼҶl A/$*DP'? ڨ[=9S/j g\4^F眊 R"H%aZ߁/13Y%3pAl.[hrXpjg3]#aLN|vYw[yw0E`*O.|r*m - Э // ??2%%*ThAXJ@g |12Fw W` yZf\3Z    `Z V B.Fa(l`0</px@bNA HN=PJk,3XN ??>8QZ'<` fv@ ڧ Ɩxd P\`g/Bgu / LP><?'vT #|$xuJ>fg@|I*@K ACEMGBJgNNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqNqN """""$$$$$I뵠$$$$FNuNu p  d9<&&@F'eR쬤F/b#DHLPTX\ _B9!%NsHEpBB&Q(i*X 2|& 4("""Р,$FLNuv8Q (((א(N0mF@2HA (ž0ۤ V B&6F(08@HPX`hpx $,16;EJOTY^cmrw| $(,048<@DHLPTX\`dhl|fjsignum.swtp`P@0 'veC2! O@@ 0$   h4bM}&>A?h4 ?hؠ@8l 6rlA f3 Ic1?@> v;hٴ10? _`~#  `\0\~ )`N0q'8 qpp 4N4)p)8,WWWÈ?@ x?<u@? `0 p?8Wp8h4>@@ @A6 `f3`0 v ;@@ h/ `0~`~'nqp88ǀ@@ ~`0"@{cߜ?^0lOG+L @ X@@Am{?,/@+!>?s#Y߰XfO& _`B}@?90'%~Ak_,N~A[/ 1s?8\E?a?O?s@ 8 X̠  Hh k@S6apOp o7IFG'L ?_` ?G@Z[<xc<3~@@/ Q`_`0~?? x8D#}Y"ip)9oNмVX <3-ȠA@_ 0 |fF/Յy/gGO( _IB`@x 37ư6)1u_` WXBF1p(kv*5; p3j?8x`@70O0Op xc\+ 1.Fx8qNu_ p  y@DD. : @HhZL>x_`c2 (8D#GxǠ9Hq"B9%GƏ)q60>A G@"Ҁ5X3+_@ED?@9>xgu[g 3 }R^87`? k< ?gpz5RB!<+fa|u@x@:Ơ>Rc~`~AP0V(9qy~@} 0_` [t@ Zf=-R@Z^a1&b H)_` i@uHx@Zf<߭T3WX  j5ƻ^ֿ<3  uWo`Zf07U3{_c> "7b1< wOqo`XP Zf3V3Wx`H ƶ/J/p m?0|?qvbۃxfm4m@f[W vh?,ckXyu]b@Z)z2W3 ~a?'dL`*:C.|!_4p` v5@. ~fÞ` ;_aX 2i9#,4? 0` wmhӟFߕPlE?Dij@*%S/XR_(6S+ ,  \ hǏ ?VU1D?8gYPNS>o0xwĞ<;<?"8_ `~`NyՀ 8`PAd[@ x&$ ~)G:|CO(?^@G{Ɖp;8//@~;1ϯ,ӂ}h_]P@'O?!?e ) ~@FQqP_/ ?[g$x, ]3?XVU_dC&%-G?HP?JaB?RȀ7"w$P _y(Va}(*EEB0mS.y1݂hH ?]_b?( F 5  13| `%/ ¿;2-$~lQd.`8? __8u_/GdiݐyP@@gc>(_ Gn<dbb -oGN'7حRP@@ ~n + hh n@  8Y( ~͋  ??CTC??d>? >pa8ߠ#`wUs9(3l-`/NAdAYTuK:j,@4+`Vg|7>  ] ?7 ?>owf>s g@>4?YࣿL ?ހ!4wˈ#gs=}@ov@ n!!6Z /[bZ"B ڽ t::4Go׿([UO"HrFjBJ:2%-L< ? 4' םʨ+ 7w<0 ~I`b `% %x+~wO _P @x|#2h6C Fp@g"4w#g"Z.: @; MS p,jlPl{P@@%%C@BZ vf@&PH$!w @O0IJ̀{0x)B_@˜=gPP: _0OhØp/:\ U 8p !03/'.|# ֠M *Tm 2*\pd?P B60p28hB?~ ?e\\%:D&@I&$v| Vϩ0y0)!?//?0MWB{ vVpV,`\\~E=B{؄'@'__BƟ`*'(>Z wc)$?sAj~ F@ ??1DX f̬WsYWa77M{>p?ÏGO0 g "! tP+Dܻ#^ K|oH1~Kwh~<Ahd BţRX|'b:]Ţ >}C(A"bJ_ <~~VQ?| { ~ Ht#t@A`_-~IFP͏?P##Ϡ0o>y5(hחHza'R.a2G#<f`ǟ5h wGLy?SiW/!r0P_Xuݿ"Mo1ߑOm?ǣ?܀ ~_ 0 Mi";/P`7_F9< bB *>1(8 X|Yp?@@ Ӎ?@Ѕy#_tt0ThH_`0?l}rUߟ mBwZU࿍@~UB@@~j@< r7BJI?þAqR@uop9J-\Ӏ/@2@#!qeh%%j;PE[pA w}UDD _B%g@@Q$,8;LC1Y@&`Di^'Xpt <P۪AЈ7FW ]= ?C|@0$`o9DHj!0HѢ,\Zp{?? u2 KL8HQ{\jT:\*=σ|?mYbYpxg~P~q6Bm$,O0\H_#,`Sf8MaHQ'P(ش|GKP] @пMC=B}IӀyǿ~K5o,O[7I5Ibz ` k H}U: u6@e0w`0E`_8% J<(|[LK=cD~6ma=|??N~B  s*h@ _tEw":PLr!0 +$?Π΀"a12[" A"h (<C@c?0ldh "E)kg% HvE@)%Hz!A`: tm ׋x? YA꾀Fb )F)t "0cgdn*PAT?gN IFE  ` (ihJ!5.o Dw,c"j'dw]`h~H(o~ '_Q1 5 'zB-3_y @t~0?\$!duۚ 0@@^m(?#xx_ߟPI>oC|sNC$vΈ T1{5@Hv?` `%'SNlF r0_]B !CAMVv3YL9grdz {9 ,&#MTFl\MbBO}\T@$*??JN|9SLFOx0πf0 l,q"6a:R= >\0/{<|9Ϫ М#c*<k 4 }9aDog?v|v@?Cp ox#)!1Ə1 N"̅3Z??Hqvw95L\leCg=A3Lެa%!2>?8!AW̖tpt?p// dFOO|CA@ou{I8~ > z=!+6*?80 ә`|>=b߾d<  X:*y*LI@0?> /O WpK4jw !J:tˌw_   s׈5q,X:AW( #z3/HC@͏8KH~~??<03,$ D(H}yWXg'_ø>pɣaFvxx? (?Dc0`0c/\5:`; @^a >j0/ܷ ޴%{ɃL $ ??L{a?W Uf((_aA2F ߉[{~7S=!>@ ||;8} RcC=4" W uQ?~`@>!@cFsAŋŋ,dd|B."`q͢;1' >?  00q@qr6>'_A&(~OP+` p7 -F&]>O_ljo1{>C{tpz ߰v@F~Fc7 AP092){da*!$_0|}y@ =p)H= @?ϑCQ+?[ A T xyFÿ|xOd8/@5 <0@Wx; ;@L@AjILH 4(#NOB]0 _߭ R7 ? +1 /?ښxp&~?~/  ;pܧ`@ o .uш.w?v|8W7_ p="@&~O~/ @ IowצI<|@|`&@[~2 niϟ͠>>eGkG0D"6E  Mqp!I?|>y((E޺T Y~0]!|Q8`p~ U -᷆gXI D'/>x ?J5q??? ?w{P3@~/,Y͈CXzu$ 6@L,=<=L i.io&kq|F18B)?Ϯ0n`j@\g}=f1 6z8r(Ƀx6pfl>@  08  x! |:}N?_0B$hl = ?.aϩ~?(,!.Šp?4~D`DGA@T 0tǞH}T $Иgl (Db0{s5rʓ0|=e30H!  !! JS_G$~" w7 7LB33njzi~)g(` ?$nd"J%O33l!@[{km[m~ 4@(`o oE% _@1 F ^alV@@F?J58 gC0`WQ6$iۖۖ%@>/ O!3^3X \TT8oo?_>@|}?G@ V(u` l$}}˦[[  M~NX .fQ6 I4uش'K'J'Jz::%ًtLvw hP;`zx&>2O[s_'-9{ ?8|xd|@xX >pxzOy ppw?(TIK66G;;>k|wx@!"%{xp O :]#K?7G 4 7O4*B0L @n_t{'0@ӧ# q"F5 ʠ (8P))֏лп/@/@| 3v:: `'y{  |}>vGCC4KHKH]]FA!!gdwnv;wÈQkA$<^=xx pw{ns<$',_s_Ac $H(CCԳ((?>CDw0u͏a;芗 4O?TdE"'țoz5@#0_%uɄg0ߠ _%φ09$ZL9U@}ڨXXG@\ k~k~)ۣ$`[B pr!!&&_`+Aj 7pgAu Dt txd/DpYY|odtP$ H?w,s(\VRVϺp^{z0 hDhuloHRR4 --WR܀3 !(e(7\SKK 3go@X! S2 x ]Տ*wQ}MG(z2# |?Ga\qW[{\???S.8%Zϟ5#wky"?dK xD>p(DwRUB@>:Bp$pp BJDpW$ w f#U 6Uf#*6&U5 Ђ F`W6\W^`$Gg%< %h6\g#r^dG%V#F2#W674FbgFEV7^X2VrwD,G0%FE28EVFfd4E5VUV#48Uf^`D(^\hE\D"F3@l4 PD^D 3phb@U"*%VV\VDE4#fDpDF4"f>#@6D`D DJ f7'N"gf%^VpB44j7Gp^CLgT'z<&JUebV"b^3fjN'vXV$V6.p`7F`'4pZDf'H:n>f3VWVp@ Xf^ p'lXfdbUtbE 4#3E"DbFF^fU\V^7d&"dp&gbd ^&pX63=%&4W"V#$%&DE#6g4L64tp`P@  _@ UH6U&|TL~A4V3` pk0 @ Q.U@]Zc;0@:063Pݘx 8?]ߩʀ9U^|?$⃼`ªw @ OopU(G0AU#pPT   0p8@0~pT?ςLr O p'C xЀ#??u@?sA)z 8'xqN@*0 p 8rT~6 \g<fG0Oϰ|@?U(O+,+@~@~B(H#7> Oxj>>*<0(<030ʀׁ`*T~CT>;@_@@?y SU`F~~>~<7x@|@~?x~*.xK/`*T@tC<||7/ȠG?S8#_x?~ 6 `0 G@?:|xO@>Oy@ U S`EL3D ~>?p x `0>tsD$`0` !8 ` ʪ@+?T? `@`p`p/$|< C Htdx 0?  000 @?88h`X:>@ a0ʪ@C'ms @  P)q~0|0&|!?@f8?@U?8縂FD(@*S[c|) r .3`P+30< P MÀGLWX\@79_4UƚC@\@D8.> "  Y: & _ p8xW @`TL80xW B_U|81dG798?UWr@tG_UCߠh` U(1TX2!D~0<\@>?f _4UDB82/D~ Uy>UUW0_U \5$cg!8?UW_HXXh,l4? @ @q/L\ǻ|$x\@"?F_ <H0`6@~ W_0z&x}UU>5V=& av(  Uo'h\W. _Uz:U/?U_W =:U\@uWz U UW߀Ex}}PX//!J3}J2_|E@E@E(""wUAjUFQ@AUy<@QMRLPm}(Ah(EQFQD@7EL]]o@@=}@N>@P@@ Ex},0UWJ|~.xAEU@EEA0J@_@@AUy}QEP<<UW x@հf@x@PmP}UW@AEA0P"QQ@7@EAiA<}ǨN|[~_*QɎ KY >I]Yyy sǚoq*(0"y"&ǒ|`|G@_8H @ '?@$W?O0089@`xP1 !rp9 :8_ga .80?B"8/0 ?@`#?8p? 0q?Cf` /@0 7`!@ < HO30'?С4Rȸb _ @1?? gYp?@ CǀY!  2  "BG|? ǀ9?(8@0|~.  X /8p=7{_ fb F0q 483  v /2?r ?H#t?P$@;?H`96qĠ7`#)8X}gG 0>_0>'a~yF p"!00&A90  'p 8_@1 I(` XF_`fo`?@pq7$?`a`A:`?7 H10 @q1p;! ; 0``0p \a  xoo|dPx!?@>@o  m?!"^ dz>Ac"s2( *< &"'rqLj{{r((ss>>>sU"ʠ# hh"= "(">ʼ"" <## """ "*#h&&}/!pENeQHTQW00@L0DNH"Pڨ`hP("<"ssǀssȞ ت𼨏 ϋ<<  ""pp!rr>> }}xxx<<8aD @D@HHECDC@G@JHx<$<ϊ'"ss '//""Ϝ"s,,ʈ(( " " (*`H<>#* 6 h hhh<#<///π'6Ȁ""h  ( 6"!#"$&&/ʫ$""ŋ‹">#h#VȘ"'"ggs  >q>(  mm!" #<P5  (  oog" gǀpp< ((--"Ȧꏼʀ  /(RRωgg(##s>s>002 ,,< < **&)) p șq'Bq  <'N Hy,?<&NN\Nu  N /3 | ,0$@њњXђ&Z~ћQ%3Hј #T*`B9 ,B ,///( c'e M / gaw GGp0S#}Y8{eQ>, Խ~wpjd^YTOKGC?;85/,'%!"X"ݔ# #|'#+37[S_cgk$  6.@V  !#%')+,-.0b !c" . Q@3 "!9 fS&Rj &RX3JDEB*%"a  ,3 E0< zQ , ! w)lv%.`\(N( ' B(;Nz.`  $hR j? ` &S!@@p@","qF/1F - 6l781IY,z3j,`,D<<9h8Sf/b.",kllAJ2-DA .$ !JR(201> H @!F!`FB45!I07~Nu 3 e>NPdH$!R\j4N C82#(H$$rJ$2+)**azRJ@'N4PRS XT.B0d4,>. *R(Т52 (CR8?0V"r0, 10x1+ 6*"R2Ҳ0AD A IA \.S<F1FFD(D 6T 7k4 *8 b,,H&0&S%" KB)?$X#J#&sxS`Bp#04&C&X` X Y THE EXCEPTIONS! &6FVfv@ % ! 0 0    $ %މ ,. "@ >@4577647629979;422024 4+\/0 EECBCGEB1/CB@@D2EGJGEGG!!!0R+-CGTFB!E"HH^BE476799;;;>@@>;9;97.26l;@+@.@1@97;7Q$&&-000ECE@>@v@y@ABC7:G:CB1<;< 24EC@GEC@G E;:9C"VB 2%0    "!!#$       $ %0Q`p&G"3DU?8_TR0@P  8 0 À>0@"V`@@,8`Ι ?9>oObPC4???`~>C<@0|`h6x> ?&8j0 0>@&8 @x E ?? n0~B b?,0< pxpNp~dL6?f~ptp@aaΞdp(8:8L  M3<>< @@6=@ߠNNx0x0@HY@ ` ESCAPE FROM THE PLANET OF THE ROBOT MONSTERS """""""""""""""""""""""""""""""""""""""""""""" DOCS DONE BY T.B.E OF >>NEW ORDER<< 12-04-90 (RIPPED FOR SEWER SOFT BY TEDDYSTACKER) THE GAME : Escape is a two player simultaneous rescue mission in which you as Jakeor Duke must rescue Professor Sarah Bellum and free the enslaved hostagesbefore they are turned into Robo-Zombies ! Find and break in to the food andbomb lockers to get special weapons to help you destroy the evil Reptilons. GETTING STARTED : The object of the game is to progress through the factories of Planet Xrescuing the hostages and destroying the reptilons that guard them .To activate the escalators, find the power switch and switch it on. This willallow you to reach the port-o-matic and exit the level .Around the complex of factories you will find lockers that contain food, extraenergy, more bombs or sometimes special weapons that will increase your chanceof survival. When destroyed, some of the Reptilons will leave behind green crystals thatenhance your `Ray power'. The more crystals you collect the more devastatingyour weapon will become. To rescue the hostages simply run into them and they will be beamed aboardyour rescue ship which is orbiting Planet X. Some of the hostages have been imprisoned in glass cases. To unlock the glass cases you must find the computerconsole that controls them and destroy it with your ray gun.Every three levels you will encounter an evil Reptilon which can only bedestroyed by continous shooting and bombing. Watch out, each Reptilon has itsown form of defence. On 16-bit versions only, you will have to traverse a Canal Zone after everyfourth factory level. In this stage Jake and Duke hop into their Cyber Sledsand have thirty seconds to find their way through the maze to the next factory.Should you make it to the end of the end of the canal in time you can choosethe next sector to play by selecting one of three doors. You are also awardedan extra bar of life. Should you fail you will not get an extra bar and thecomputer will select your next sector . At the end of each factory you will be shown a bonus screen where you are rewarded for each freed hostage on that level. If you have rescued a fullshuttle load of hostages you are awarded an extra bar of energy. HINTS and TIPS : Save bombs for use on the Evil Reptilon. Learn the layout of the factories for faster progress. Use your fire power wisely. Remember each shot lowers your ray power slightly so more powerful weapons can be lost. Try to rescue all the hostages for a larger life bonus at the end of each,level. Don't hang around in the Canal Zone, the time limit is very tight! Remember two players means twice the firepower! LOADING INSTRUCTIONS : Atari ST - Reset the machine and insert the New Order Menu Disk 14. CONTROLS : Player 1 - Joystick in port 2 or keyboard Player 2 - Joystick in port 1 JOYSTICK - Push LEFT - Moves player left Push RIGHT - Moves player right Pull DOWN - Moves player down Push UP - Moves player up ADDITIONAL KEYS - LEFT SHIFT - Player 1 bombs RIGHT SHIFT - Player 2 bombs KEYBOARD - Apart from RIGHT SHIFT (bomb), I cannot find any key commands for Player 2. Use Player 2 on joystick and Player 1 with keys. 1 PLAYER MODE Z-left X-right P-up L-down LEFT SHIFT-bomb SPACEBAR-fire OTHER KEYS - F1-MUSIC ON/OFF F2-TOGGLES 50/60 HERTZ H-PAUSE ON/OFF Q&U-QUIT GAME Happy shooting, now go out and give those reptilians some sh**! The story part of GRAND MONSTER SLAM ------------------------------------ Typed by MONTY for a certain bunch of half-crazed idiots who go by the name of SEWER SOFTWARE!! The Grand Monster Slam ---------------------- Once upon a time on a beautiful Nes (a monday according to earth standards) in the year 10365 the goblins packed their bags in order to wage war against men. They hadn't at this time the slightest idea that they would find their place in history as the founders of "sport" on the world of GholD. No, our little friends with their pointed ears had no idea of this, when they formed their forces of no less then 7000 soldiers, in actual fact, they didn't have much idea about anything at all. The extent of their ignorance became fully evident 2 months later after they had tried to conquer the first outpost of mankind - a desert fortress, an incident later known as "the Great Embarrassment". In order to understand properly what happened then, we should mention that goblins are quite skilful in manufacturing mechanical devices, which, combined with some surprising magical powers, makes them rather gifted as engineers and technicians. Accordingly, the main force of their military was a number of monstrous war machines, mainly catapults, which were drawn - by groaning and swearing pullers - through forests and swamps, and over hills and mountains, until finally, the desert of OhgruhN was reached, sundering the realms of men and goblins. Quickly the big catapults (which unfortunately tended to produce their little defects now and then) were switched to desert operation. The magazines of the repeating catapults were filled with stones. Then the goblins marched on, ready to overcome this last obstacle on their journey. After some days, the above mentioned desert fortress drew in sight. The goblin hordes set up their artillery, and then, shouting their terrible war cry "Bash, Beat, duff them in!", they let go a veritable hailstorm of boulders against the walls of the surprised fortress. For five minutes, rubble darkened the sky; then all was totally calm - in the fortress, where people were recovering from the shock (luckily, nobody had been hurt), and in the goblin ranks, because the had no more rocks. Finally, a low giggling noise, then loud laughter resounded from the ramparts of the fortress, when the inhabitants realised the mistake the goblins had made. A normal desert is made of sand - and of nothing else. Despite this, the goblins tried angrily to maintain the siege. When the first experiments with sand failed to show the desired effect, the marksman filled their machines with crates, pitchers, spare wheels, and such like, even draft animals and slaves didn't get around being used in this way, but it didn't help. The goblins' main weapon had become useless. Eventually the commander in chief saw no other solution then to go directly against the fortress, but doing this,his brave army experienced their next fiasco.From the ramparts of the fortress, they were attacked with the very same stones which the goblins themselves had used up some hours ago. Doubtless an amazingly clever idea, produced by the chief of the fortress, one named Ree Sycling. And indeed, no goblin reached the high battlements. Covered with bruises of every kind and look, the brave goblin warriors withdrew, but not without taking their stones with them, which they had just received back so very unexpectedly, and then... Three years later. The great desert war between men and goblins neared its end. Exhaustion had spread itself through the ranks of both sides. Where ever one looked, one could recognize hints of weakening of the fighting spirit, yes, even first tender affinities between both sides. For examples: The goblins had provided the men with the catapult technology, in exchange of regular water deliveries from the fortress, thus avoiding an awful lot of running and getting bruises, because the dearly desired shooting stones could now be obtained more easily. The damage on both sides proved small, because at an early stage of the conflict regular breaks between shooting phases had been arranged, meeting the intrest of both parties. All in all it could have on this way for many a year, but weariness had descended on men and goblins and all the material used by both, and so in the year 10368 a peace was signed with an impressing ceremony. In fact, both sides discovered nice features in the character of the opposing side, and besides they could learn a lot from each other again every three years in order to exchange some honourable catapult shots as part of a big festival. The next group to join the party were the harflings. Being very curious as part of their very nature, they soon invited themselves to the regular peace festival, with every intention of participating in the catapult shooting. In order to achieve this, they immediately started a war against goblins and men, through some symbolic cobble stones, and after five minutes they selflesly asked for peace, for being allowed to the jubilee, and for fare and draught. It took no longer than the third jubilee festival to see the participation of four more peoples, including elves and imps, a fact which presented the festival board with some veritable problems. At first, four declarations of war arrived at the same time (luckily followed by four capitulations immediately after-wards), and secondly, the catapult shooting of now seven parties against each other lead to unimaginable confusion. The organizers found an answer to this problem by introducing a slight change in the festivities: From now on big targets were to be shot at, which was less fun, but proved to be of an advantage in avoiding the number of bruises. Thus, the memory-day of "The Great Embarrassment" developed step by step into a big festival, consuming several days, a festival of peace and understanding between races. Certainly it would have remained so, if the powers of evil hadn't got wind of it! During a routine-torture of an elf, the orcs learned of the festival, and it is small wonder that a whole bunch of shady riff-raff appeared at the next jubilee. It was their leader, Brank, who stood up for the peoples of the darkness by shouting: "Let's join the party!" From then on, the festivities were never the same again. According to their nature, the orcs instantly created an awful mess, by wheeling their catapult around by 90 degrees in the middle of a competition and opening a fire on a neighbouring elven-team. The elven reacted the same way... In short, the way of feasting for a little while became very much similar to the early times; after the big chaos, the orcs declared war (thus rather bewildering the organizers), whereas the capitulation - necessary to follow - took its time (5 years). Finally, the orcs were successfully integrated into the games, which now were hold every five years. Together with them, all the other peoples of darkness because participants, because meanwhile the orcs had sent messengers in all six directions, messengers, who in their turn were captured and tortured by other evil races. Finally, there remained nobody on GholD who didn't learn to know - one or the other way - of the GRAND SLAM. Parallel to this development, the rules of the games were dicisively changed, partly with the intention to reduce conflicts between competing teams: The catapults were abolished, and instead the best representatives of all races threw stones at each other. The competition was organized as an elimination contest. The influence of the evil races is clearly recognizable in the abolition of the targets. Thus, the principal rules of the GRAND MONSTER SLAM were formed, as we know them today, but let's remain at some other important changes first. The most significant modification of the game was the introduction of the beloms. These mountain people, nearly unknown till then, one day appeared before the board of organizers and applied for participation in the games. Well, the honourables board looked carefully at these spherical furry beings - with a diameter of roughly 30cm -, withdrew for discussion and afterwards made a contract with the beloms. On closely looking, this contract was not exactly what the beloms had originally wanted, but on the other hand they were now allowed to participate in the games - or not? The Beloms (very funny part this is) --------------------------------------- ---------------------------------- Probably, the most "participants" in the Grand Monster Slam, the beloms, usually say of themselves, that they are nomad people. Indeed, there is a noticeable migration of beloms from the top of the border mountains (separating the empire from the desert) down to the fertile lowlands. This migration has gone on for several hundred years and doesn't show any signs of stopping. Unfortunately for the beloms, the truth seems to be different from what the declare. Research has proven that the belom's home land is indeed to be found between the rocks of the high mountains, but their so-called "migration of the peoples" seems to be a random event, much more than a planned action. As everybody knows, the beloms bodies are very round things, and every creature's common sense will easily understand that beloms are very much suited for...erm, rolling down mountain sides. Especially in times of a high density of belom population these round little fellows crowd on narrow mountain ridges and on the mountain peaks in such a form, that the great jostling leads to a massive "roll-down", an incident greatly feared by the people in the mountains, who then speak of a "belomfall". It is small wonder, that only the toughest boms survive a belomfall, their form of the "survival of the fittest". The Games of the Grand Monster Slam seem to take profit from this. Of course, if you ask any belom about this correlation he will deny it, as well as the theory that the beloms will become sea folk in the not too distant future. Beloms have already been sighted at the sea shores and beaches of the empire, and the statement of some beloms-leaders, that these have been beloms on holiday is totally unbelievable. --------------------------------------- ---------------------------------- Nonetheless, when the next GRAND SLAM was held, the stones were replaced by beloms, and not before then these cosy little balls of wool clearly recognized what they had agreed to - but under the threat of a contract of 50,000 gold coins it was too late to think otherwise. At the same time,further modifications of the rules were put into affect, for example the tournament system, introduced by the warrior-people of the Eagle Mountains. From then on, the GRAND MONSTER SLAM ceased to be a mass-turmoil, carried out in the special arena which had been built for that purpose, but followed the orderly tracks of an elimination contest (much to the displeasure of the peoples of darkness). Anyway, it appeared that no race on GholD remained that didn't to take part in the games, but not all of them could qualify themselves, e.g, the skeletons proved to be too rickety, the vampires too bloodthirsty, and the zombies too lazy. The revived mummies unfortunately tended to stagger over their own loosely hanging bandages. There was such a crowd of hopeful sportcreatures, that the games moved to the biggest city of GholD, HodH CrownguarD, being the very capital of the Emperor - as the name already suggests. However, if anyone had expected that the games would now run smoothly, he/she/it proved to be very much mistaken. A further change in rules (namely the kicking of the beloms, replacing the former throwing) was followed by a shocking scandal, when before the start of the games an unknown perpetrator filled some unhappy boms (short for "beloms") with lead. This was rather disadvantagous for the elves, whose Grand Slammer Bernardantilus suffered a multiple fracture of the foot. So the elves boycotted the games for some decades, together with some other races friendly with them, until the perpetrator (a pelvans) had been found and filled with lead in his turn. Of course, this wasn't the only incident worthwhile mentioning. We should'nt forget to mention also the so-called faultons, who made fun of catching beloms with their mouths and swallowing them, when the beloms came flying by. Despite the rules not banning such behaviour - or rather because of it -, this custom produced serious consequences: The beloms collectively joined the "Society for Kicked Animals" (SKA), thus giving this formerly very inconspicuous organisation considerable political weight because of the drastically rising number of members and of course membership fees. So great became the pressure of the SKA on the board of organizers, that the faultons were banned from the games for good, but when the faultons in their turn threatened to found a "Syndicate of Sardistic Players" (cheered by the evil races with great howling), these people of perfectly spherical amphibians could return to the biggest sporting event of GholD through the backdoor. The faulton's big mouths were from then on used for a qualification game, separating the individual GRAND-SLAM-elimination-rounds from each other. To cut it short: The games were ready for a new form of organization. Solid rules had to be laid down in order to avoid nasty incidents like that with the faultons, and so, the sports messengers of all races of GholD met in the year 11218 to give the GRAND MONSTER SLAM the form still valid in our day. This, of course, couldn't be achieved without creating discord. For example, the introduction of the "three-step-rule" (which means, one has to make at least three steps while crossing the pitch in the homerun) made the giants leave the games forever.Then there were the vain pelvans, obviously favourites of the emperor, which categorically demanded to be allowed participation in the games, which lead to introducing the famous "pelvans" (named after the race); yes even the beloms raised their voices once more! In the meantime, they had founded the FUMB (Fighting Union of Maltreated Beloms) and vigorously pushed through the "bom-punching" as an intermediate bonus round, commonly known also as the "revenge of the beloms". The newly participating pelvans couldn't help making nasty remarks, and called this extension of the games-procedure a "dwarf rebellion", which got them the beloms' wrath and the dwarves' hostility (people nowadays believe that dwarves try to make as many "pelvans" as possible during a game). Eventually the board of organizers passed the definite version of the rules, therewith giving the GRAND MONSTER SLAM its current form. THE GAMES NOWADAYS: In the year 12847, the GRAND MONSTER SLAM appears to be more splendid than ever. The festivities accompanying the games have gone on for four cycles now, and on the streets and lanes of HodH CrownguarD merry people enjoy themselves continuously, while the games go on. From all parts of known GholD, creatures flock to the city in order to look at the sporting show, although the GRAND-SLAM-stadium has no more than 1348 seats. Behind their protectively riden claws people whispered that murders have been committed in order to obtain a seat in the bowl - nevertheless, black market prices have risen to an astronomical level. Fortunately for those who don't find a place in the bowl, there is no reason for moaning, because all can participate in the super festival accompanying the games. In addition, the TV-rights have been sold to the "Union of Professional Clairvoyants" (UPC), who offer their services at all public places. All in all, this big advent still offers one or two extra gold coins of potential profit. Besides the restaurants and inns, whose business runs high during the games, many little craft shops offer "sport-bandages", which are needed for first aid not only by the SLAM-players, but also by many dedicated fans. On the other hand, sponsers overvalue the public-relations-effect of the GRAND MONSTER SLAM every now and again. "Filkili's craft's defile" (today an unimportant smithy in the middle of the dwarves' realm) for example couldn't manage an international breakthrough, in spite of excessive arena advertisements, because the greatest part of the audience cannot read. Even the selfmade-slogan "With Filikili's happy axe, any elf you may decap" could only be deciphered by the elves present. Which brings us to the "ogrice", the public guards- and help-service, maintaining law and order, when disappointed and / or drunken fans of different races fight each other. Very remarkable indeed, that the ogres, not very helpful under most circumstances, have volunteered for this task - and for no payment at all! One of the ogres' most important jobs is to take all weapons from spectators on entering the stadium. Unfortunately, the board of organization had been forced to take this measure because of repeated acts of violence against referees. The most spectacular case was, when a referee had been pulled into two halves by an ogre before the eyes of the audience. The ogre had been disqualified because of "accidentally" crushing a belom under his feet. Remark of a palvanish eye-witness: "Looks like a halfling now." Until today, many referees are used to inconspicuously vanish in the crowd in order to avoid harassment, because even the ogrice has difficulties in guaranteeing the discipline of the audience. The custom of uttering discontent by throwing smaller creatures (preferably goblins and pelvans) onto the pitch never could be abolished. Despite all such adversities, the GRAND MONSTER SLAM remains a big festival of friendship and understanding. To quote Dorin Ironhand, chair-dwarf of the board of organizers on opening the current GRAND SLAM: "Simply duff'em up!" Here ends the story. I've also put in the designers notes, so here they are: Designers' Notes ---------------- Rolf Lakamper, in charge of the game design: When i conceived the basic idea of GMS and told Hartwig about it, i had no idea about what i had started: Day after day, Hartwig proved his intimate familiarity with the realms of fantasy by presenting new monsters, who had applied to him for participation in the Games1 We selected the best players, and then my work at the program began: Orcs, halflings, dwarves and elves had to be put together peacefully into the computer. The beloms developed a preference to make use of even the slightest faults in the program and to not only fly across the pitch, but also through the memory! It was particularly interesting to provide the monsters with characters and an understanding of the play. So, you will find among them the uncontroled and lazy ogre Brunf, who on the other hand has a mighty kick! A tactically experienced play is the chief feature of Gnarl, whereas Stig "Firy" Grunf is the old warhorse of the Games. In fact, the opponents-program follows several parameters, like e.g. talent for observation, slyness, power of kick, laziness, resistance and so on. In this way, every character has its own strength and weaknesses, and with just a little experience and observance, the dwarf has a real chance of winning. In case your computer starts dripping water, don't panic, this is because Zsch'luk has its in-between baths! (What the hell is he on about?) Volker Marohn, PC-program-conversion: When we considered how to provide the player's opponents in THE GRAND MONSTER SLAM with personalities of their own, we quickly agreed that a mere random- figure-algorithm or a control along tables wasn't worth it's salt. We had to give the monsters up to a certain degree a real artificial intelligence! I suggested the Heshenberg-algorithm, a model creating predictable, but not stereotype reactions. Each opponent is classified by a set of reaction-parameters describing his or her physical and mental abilities. We started with a set of parameters equal for all opponents. Then the appaling development of personalities began. Soon, Drunfluk reacted other than Stig "Firy" Grunf, who again behaved not like Hiro-Sha - but they all together didn't do what they should have done! In those times the saying was devised: If computers won't do what they should do, it is because of a) a power failure b) a virus c) the Hershenberg-algorithm. Finally, we succeeded in stopping the anarchic development of our monster- personalities and persuaded the creatures to volunteer for the GRAND MONSTER SLAM. Still, every opponent has it's own individual character with all their strengths and weaknesses. Not a single one of them is unbeatable! Read the passage on the presentation screen and observe the opponents' reactions during the game. Even though you may not be one of the quickest reacting performers of the joystick, you will anyway have a real good chance when adapting your play to the opponents weaknesses. On the other hand, the opponent will take advantage from your weaknesses. So, don't disgrace your dwarf! And if anything in the opponents' behaviour should confuse you. . . simply ask Professor Hershenberg! Hartwig Nieder-Gassel, graphics and design: The GRAND MONSTER SLAM is the first product to be published under the label GOLDEN GOBLINS. I have sound experience in fantasy illustration, based on my activities in the German role-playing scene, but the fact something as "untechnological" as fantasy is easily adaptable to the technical world of computers, i had to discover by myself. If you dig into the very nature of fantasy you will certainly find out that a lot of work and love of detail has to be invested in the background of any fantasy-action-plot. If not, the Grand-Slam characters will only appear as curious looking characters who participate in a strange sport because of unknown reasons. On the other hand, if you tell the gamers that the best fighters of all races of this fantasy world meet regularly, because some thousand years ago the goblins fought a war because of which they are still being laughed at today, the whole event becomes a sound thing, and the gamer will then be a participant rather than a mere spectator wielding a joystick. (Note from MONTY: THAT HAS BLOODY WELL GOT TO BE THE LONGEST GOD-DAMNED SENTENCE I'VE EVER WRITTEN IN MY LIFE! Thank you for listening). So, after Rolf had developed the basic game idea as well as the game components, it was my job - and it proved to be a rewarding one - to work out the complete game background, besides creating the screen graphics. This background is now presented to you in this booklet. I took the background from a role-playing-campaign i had written some years ago with a friend of mine. We had created the fantasy worlds of GholD and called it to life by role-playing (based on the D&D-system (Note from MONTY: The D&D system has now, or was some time ago, updated to the AD&D (Advanced Dungeons & Dragons) system. This system is a lot more precise and a lot more fun.) - for anyone who is interested in it). This proves to present enough colourful background material for the GRAND MONSTER SLAM. Players who are familier with this form of gaming will find that the creatures populating the GRAND MONSTER SLAM are also familier to them, well, most of them. Pelvans for example and beloms have been thought out by Rolf and should be marked with an (R). Thus, the GRAND MONSTER SLAM became a lot of fun for all of us, and if the GOLDEN GOBLINS some day create another fantasy-style game, it certainly will be located on the world of GholD as well, presenting a good chance of meeting familier faces again. -------------------------------------------------------------------------- The GRAND MONSTER SLAM was developed by: Rolf Lakamper: Responsible for the project, original Amiga (puke) program, game design. Volker Marohn: PC-program conversion. Gisbert Siegmund: Atari-ST program conversion (Horray! Good ol Gisbert!) Hartwig Nieder-Gassel: Original Amiga (puke) graphics, graphics-conversion for Atari-ST (Horray! Good ol Hartwig (?)!!) and PC (EGA - No comment, neatral machine), game design, artwork, design, and manuel. Olaf Menges: Graphics-conversion C64 Andreas Gortz: Graphics-conversion C64, PC (EGA). Thanks to: The rest of the goblins (Bettina Wiedner, Holgar Ahrens, Jorg Prenzing), Thomas Schictel and Philip Ridgeway-LeGresley, Kristin Dodt, Rachel Gauntlett, Uwe Schaffmeister, Bernad(o) Morell(i), Alexandra "Mouse" Nolle, Marc A. Ullirich and those who pack everything in plastic bags (Wot?). Music - Chris Hulsbeck (and very good it is too - MONTY) The lead miniatures are manafactured by Hobby Products GmbH Setting: Fotosatz Lorenz. GholD, the world of six suns, was created by Hartwig Nieder-Gassel and Jurgen Dolassek (his mate). GOLDEN GOBLINS is a trademark of Rainbow Arts. GRAND MONSTER SLAM _ (C) by Rainbow Arts GmbH (Wot is this GmbH biznezz?) Well, that's it for this DOC. The spelling mistakes in this manuel were BLODDY AWFUL! I have (of course) corrected them all, but some of them were so terrible that i had to sit and work out what the sentence meant!! What a joke. It isn't very surprising that this game comes from Rainbow Arts (a german company!). Well, i just have to tell you that i happen to play AD & D. To anyone whose interested, I am a 5th level Wizard, specialized in the school of Conjuration & Evocation. By the time you read this, i'll probably be 6th level as i only have about 4000 exp. points left and at present, there is a bloody massive Red Dragon coming up!! OK, till the next DOC... SEE YA! MONTY '90 '90 Grand Monster Slam Manuel ------------------------- Typed using a keyboard on a 1040 STFM (a rare thing these days) by: MONTY GholD - The WOrld of Six Suns Somewhere in the universe, beyond time and space and also beyond the limits of our understanding, the world of GholD exists. There, every morning the sun rises in another direction, following a rhythm of a six- day-week. A great variety of beings populate the lands and seas of their home-world, in which "technology" is not a known term, whereas however, magic does work. The history of GholD spans several thousand years, full of the rise and decline of mighty empires, full of great wars of Good and Bad fighting eachover, but we have also to mention the times of peace and understanding, encompassing the most amazing cultural achievements. One of these achievements is the Grand Slam, which presents perhaps the best way from war to peace. This biggest sporting advent of the southern continent had begun as a war between goblins and men - and today, all peoples of the world celebrate this festival of mutual understanding. From all corners of the continent,the most strange creatures comes into the big capital of the Empire of Men every 5 years in order to participate in the games. Rumour is that notice of the Grand Slam has even reached the northern continents, and so, everybody hopefully expects the way when a ship out of unknown countries anchors in the harbour of HodT CrownguarD, bringing new players for the grand Games. This year, everybody's attention is attracted by the dwarves, who participate in the Games for the first time.All people respect and fear those tough little guys out of the western mountains. One can hear rumours of the champion of the dwarven as being a legendary hero, and also the king of all the proud dwarves clans is expected as a visitor to the Games. The big question is: Will a newcomer rise up into the top class of Grand Slammers - or even achieve the title? Rules of Play ------------- Since the reformation of the games rules in the year 11216, the famous Grand-Slam-Tournament has consisted of three leagues. The first match is an elimination contest with 8 players, who fight eachover in pairs. The pairs of opponents, and the winners of this contest form the pairs of the second fight. Logically, only 2 players are left at the end of the second game. These two will then fight in the final in order to decide who is the winner of the first league. The winners of every fight have to participate in an intermediate game after each game. This intermediate game is called the "Revenge of the Beloms". As everybody knows, the FUMB has pushed through this game part with great vigour. The winner of the whole league must also pass a qualification, an event which is called "The Remarkable Six Faultons". Anybody who fails in this qualification (which demands great dexterity) cannot go up into the next group of competitors. The participants of the second league are veterans with considerable experience in the Games; they don't even need to pass the first league (indeed only beginners, like your dwarf, compete in the first match - or fighters who have been disqualified in the last Games). After the winner of the first elimination contest has joined them, the second group also consists of 8 players, and again there is an elimination contest in order to find out the next league winner. The pitch is now separated by a waist- high wall, thus making the game more difficult!. This is especially so with the Homerun, because now you have to move up to the middle of the baseline in order to start the run (because of the gap in the barrier). After an additional (and more difficult) "Remarkable Six Faultons" - event, the winner of the second league joins the final round, there meeting only 3 players - the winners of the last 3 GRAND SLAM-tournaments. He has to beat them one after the other in order to finally obtain himself the yellow jerkin and the golden medal . . .; but watch out, because all three opponents have magical powers which they use vari- ably. The whole event is accompanied by a bonus-point-scoring-system which has proven itself very helpful in evaluating the performance of individual players, and the betting business does not take profit from it. 1. The Main Game: First to appear on the screen are the pairs of the first matchgame, formed by lots, one atop of the other. The gamer's character - the dwarf - appears in the top left corner. Continue by pressing fire. Now the dwarf's next opponent is presented in detail (giving name, race, profession, game skills, character and last, but not least important, the sponser!). Continue by pressing fire. Now the main game begins! The dwarf is placed in the foreground, and each of his opponents plays in the background. Six beloms squat at each baseline. It is the player's task to kick his own beloms across the pitch to the opponent. If you have successfully kicked all your own beloms off your baseline, you can start to make your "homerun", which means running across the pitch to the opponents baseline. If you reach that, you are the winner! While kicking beloms, the most important things are to avoid the opponent's beloms and to hit the opponent with your own beloms as often as possible. In case of a player being hit, he remains lying on the ground for a certain amount of time. This amount of time increases in the course of being hit several times. This is then the other player's best chance to kick as many beloms as possible to the other side and to pour out a stream of vituperations (vitu-wot?) on the opponents fans! Which leads us to the so-called "Pelvans", the penalty in the GRAND MONSTER SLAM. Pelvans are given if you have kicked a belom into the audience, either accidentally or deliberately. Particularly opposing fans who are very much irritated about your vituperations tend to kick a belom "into the blue". If then a pelvans is given (look at the roaring dragon on the left sideline), the pelvans-creature sinks down a rope to the pitch and places itself on the pelvans-point ("P") of the executing player. This player may now choose how to kick the pelvans to the other side: straight forward, angled to the right, or angled to the left. At the moment of shooting, the other player must already have made his mind up in which direction he is going to run himself in order to catch the pelvans at his baseline. (This is merely a game of chance. The player being shot at with the pelvans may choose the direction in which to run by moving his joystick before the moment when the pelvans is kicked off by the opponent. If you suppose that the pelvans will come directly towards you, of course you won't run off to either side, but rather remain in your position!) Scoring: Every single game is worth a certain number of points, which the winner will receive. Additionally, he will obtain a time bonus when having finished the game especially quickly. CONTROL: < * > Joystick left / right: Move along the baseline. '*' Pressing fire and keeping it pressed: Collect strength for a belom-shot. The longer the dwarf keeps the fire button pressed the higher and further he will shoot. \ '*' / Move joystick forward to the left or right while keeping fire button pressed: Determine direction of shot. The longer you keep the joystick in the chosen direction, the greater the side-angle will become. * Let go fire button: Shoot. \ * / Joystick forward, angled left/right: Special shot. When you determine the angle of shooting without simultaneously collecting strength, and then kick off the belom, you will make a low shot across the barrier. '*' Joystick down and press fire: Irritate opposing fans! | | Pelvans: \ '*' / Joystick up / up left / up right and press fire: Determine direction and kick off the pelvans. < * > Joystick left / in the middle / right: Determine direction in which to run when wanting to catch a pelvans. Possible only before the opponent has kicked of the pelvans. | '*' Homerun: Joystick up and press fire: Start on the homerun. KEY: * = fire button not pressed '*' = fire button pressed \ & / = diagonally upwards left and right respectively | & | = up and down (respectively!) After every main game, the pairs of this fight as shown at the start will appear once again. The losers of the game are now covered by the so-called "loser curtain" (by the pelvans also called the "robe of silence"). 2.The Revenge of the Beloms: After every main game which the dwarf has won he has to compete in an intermediate game, giving him the chance to increase his score (but he may also loose points!). Basically, the aim of the intermediate game is to keep off the beloms (still in bad temper from the main game) by use of a so-called "shove-off pole" (a pole with wooden pushers at both ends). The beloms will then try to reach the dwarf from eight directions, in order him over by a precisely-aimed tickling-attack. The dwarf tries to prevent them from doing so by pushing them away with the shove-off pole (so-called "push off"). Of course, the dwarf is not allowed to win this game (a condition demanded by the beloms). A short notice in addition: Try to shove-off all oncoming beloms (recognizable by their trail of dust, kicked up by their about 200 feet) in an active way, rather than only blocking the way with a pole end. Sho- ved-off beloms fly from the pitch and need more time to reach their starting point again. Scoring: The display on the right side of the screen shows how many beloms you must shoot away in the current intermediate game, before you go to the ground. In case you don't manage to shove off enough beloms, you'll loose points from your current score. In case you push off a lot more beloms, your score is increased. CONTROL: < * > = Joystick left/middle/right: Aim shove-off pole. \ | / = Joystick in all six other directions: Push with the shove-off * pole. / | \ This way you can cover only six of the eight directions from which the beloms will attack you. So, from time to time, change your basic position in order to cover all eight directions in the long run. < '*' > = Joystick left / right and press fire: Move into another basic position (once you get the hang of this, it comes naturally). 3.The Remarkable Six Faultons: After every league you have to pass the qualification of the 6 faultons, who in their spare time form a successful singers' sextette, in order to go up to the next match. The dwarf's task is easy to grasp: By means of a well-aimed kick, he has to deliver a belom into the open mouth of a faulton. Don't be too afraid of this! The beloms have been expressively instructed that they will be spat out again by the faultons after the qualification game! In order to go up to the second league, you have to successfully "feed" 2 faultons; for the third league you will need four hits. If you don't pass this qualification, you will need four hits. If you don't pass this qualification, you have to repeat the previous match, much to the enjoyment of the competitors; in addition, you lose all your points collected during the last match. (This is also a result of a reformation of the rules. Until then, the goblins had lost every qualification, in order to collect more and more points by repeating the same league over and over again. Certainly this was an expression of their professional attitude, because the GRAND SLAM is the goblins' national sport. Scoring: Every belom delivered into a faulton's greedy mouth provides you with points. In case you don't pass the qualification, you will lose all points acquired during the qualification and during the previous match. CONTROL: '*' = Keep fire button pressed: Determine strength of shot. * = Let go fire button: Shoot. The dwarf is moved from one lick-off-point to the other automatically. PC-Users, attention please: F1 key = "master key" Keyboard-Control: ESC :Stop game P :Pause Cursor :Control Space :Fire Button OK, that's the instructions over with. Now read the other part (the story). See ya! MONTY '90 FULL DOC FOR ITALY 1990 ~~~~~~~~~~~~~~~~~~~~~~~ TYPED FOR POMPEY PIRATES BY TEDDYSTACKER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .....and used by SEWER SOFTWARE too!! Hey ! Look Alien - This is in lovely lower case - Just for you!! PLAYER CONTROL -------------- For either team,the player you have direct control over, is highlighted by a large arrow of the same colour as the team,positioned below the player being controlled. Control of the "HIGHLIGHTED" player continues until either,movement stops,at which,the player of the same team who is closest to the ball becomes active. BALL CONTROL ------------ The ball is able to move freely around the pitch when it is kicked,but as soon as it is within a small distance of any player it will be automatically "trapped". The ball is then moved to a position relative to the direction of the player. Once a player has control of the ball,it will stay "locked" to him until it is either kicked or taken from him by another player. KICKING THE BALL ---------------- When your player is in possession of the ball,he can kick it in the direction he is facing by holding down "FIRE" and releasing it when required.The amount of time "FIRE" is held down,combined with the player`s strength determines the speed of the ball when it is kicked.There is a maximum amount of time that the button can be held down,before the ball is kicked automatically. You may also "chip" the ball by reversing the direction of your player immediately after kicking it. N.B. More powerful kicks will cause the ball to travel above the ground automatically. HEADING THE BALL ---------------- When the ball is close to your player,but still in the air,you can "head" the ball by pressing and releasing "FIRE".However,holding down "FIRE" has no effect on the speed of the ball. TACKLING -------- There are two ways that your player can tackle: Normal Tackle ------------- If your player`s attempting to tackle,facing the player in possession,he has a chance of taking the ball according to the relative skill factors of the players.If your player is behind, however,he cannot tackle in this fashion. SLIDING TACKLE -------------- When your player is not in possession of the ball,pressing "FIRE" will initiate a "sliding tackle".This causes your player to "slide" in the direction he was facing,during which time he cannot be controlled.If your player comes close to the player in possession of the ball whilst he is sliding,he may or may not take the ball,according to the relative skill factors.However,if your player "slides in" from behind the other player,there is a chance a foul will occur. GOALKEEPERS ----------- If your goalie is under "control" he moves in the same fashion as the other players.However ,if the ball is not under the control of your team and the player closest to the ball is from the opposing side then "FIRE" combined with the direction of the joystick causes the goalie to dive. SET PIECES ---------- The various "set pieces" (i.e. kick off,throw in,corner kick,goal kick,free kick and penalty) that occur during the game ,all behave in a similar fashion with regards to control of the player in possession of the ball.Namely,the direction and speed of the ball when it leaves the player.In all cases,play is suspended until "FIRE" is pressed and released. GOAL KICKS AND CORNERS: ---------------------- These take the form of animated sequences in which a player is seen to run to the ball and kick it,when "FIRE" is pressed.The direction and length of time "FIRE" is held down still determines the balls direction and speed. PENALTIES: ---------- These take the form of a separate graphic screen,using the viewpoint of the player who is taking the penalty.As before,the direction of the joystick determines the region of the goalmouth that either the ball will travel towards or the goalie will dive towards,"FIRE" causes the player to kick the ball or the goalie to dive in that direction. KEYBOARD CONTROLS ----------------- SHIFT + H = Toggles Hold / Pause Mode SHIFT + T = Quits The Game Only Joystick Control is Possible, Ports As Follows: Port 0 - Player 2 / Computer Port 1 - Player 1 CREDITS: Doc typed by Teddystacker with proof reading by Wacky Jacky.Original Manual supplied by THE WIZARD AND THE KING -Keep up the good work lads!!!. `*o$| B?< NA/@ L( &H~,|@:raPdaLeX`ONuadpt`taQ Agma4p` `a`a0gadt`Q`dtaQtg SAaRQrNu$K k -,KJgѓrg<f``T+R В+@+jЪ+@+j O/C <)QNu - ЭT&M*Sf*o m mNATOMZ 0-aA5R!(rC$KX2Gy s')rk\)qIHO$' By!H݅[Y[h2?ȴeH'3tLm\5 <Fi21c00!Dk dHdHdHd2C"[@ ʜSfe\ꔆ\CMsF=sڗ1iֻ˨[X0֢\AMNQ''9srtA-u1NL)Ii%Rt˚E-i'޲rm䥵 ʮޗ;MiKؙRbm.cwN,:~gIǽ_@.-)e^Dazla'+6ӼTk%J^br{A.mMg_'Bq)-:q)-:q+fyĤĤĤĤ;g*x#fa3O?NΞNl>~Ѩ4 4<2vkLN.%܃gI>[6 { N0tl֨trr0emSX2lm1QRiJ'Z"Zq>) IֈO BRu%}'Z"Zq>) IֈO BRu%}(h%'Z"Zq>) IֈO BT'Z"Zq>) IֈO BRu%낐h낐hi%'Z$DiaTAzDiaT@ D EDia9QEDia9QEDi' 9QQEDg NTAQEDg NTAQED 0TAQQaTAQ!9Q)BQ-*s?aNa?ܸkQʈ~t5` 0v~d?]Ox]'$z! ?^Oץz?^{O׭{ ?^O׵{?^;O׽ް~ f~KO` ?_i'ʰ~~\ O|` ?_ɀ'?1`t`;Xw];V I ?,fМX::%sG3  h| ю%,,;N, ǔH̐%x'V-b%ۏÞ\?q{#2<-a.'3A@XND/ .h e kX>j ;8 $?w TʧH|lPN,i$<i˚YQ̵$O.j@irn[N,Zx Ȏ4?h 5Ӑ4؝19NAie9aŇ:[gˁ/. vo>$M5]VB\ԁ.d@p9.g^rlBq$\\Kl9Z%}8z rqN]Lˉuq'NM N(çV 5oA,sp$sS,i@ u-` %d6 eKY}9[ 4D9%pNr菤NyaH;zv yuK;.+JywYaU-`Q.=zrnX %ߵ0T)N0ƕ"v-"v;W"vrlTO,'ai"v3dk:~B[@;Uga:S`g`,| _v2jk!KX \{׷:] O{'`Bv~ ?t6OB{T"K@%iװ4f.Yװx]Cr 1 V%K  N^k泵 +`y6T;D&[H[)U5k:vXR+`A-aH˜& ^姍X]8fv@;뒟'N,>N,:Z^Wa8XN'ty۝XiwD1Μeom>s5[:%WN6Fh[A"~r97HSVޖ2r) k5aIgLv el ܈9݃] ņrOe@%O wEQkrh@e~,Br?l=Ӌ `'3''PNg|aNf}s偫g6pjs!6F.Zv9e2]pCNwƈ%@r\C*\ >xKZ ŀK KA(<'is w^N,]9X 8)w%΃\V9\pRÂÆsaHXK{4vº4B ) LX3R RST IX  Bz: zw`Ӏ*ك[aVG^ .4]Djιv=)ʵQv`S5edXsMjt |W5 \6@](djYf% ݞz聶-z9\:ay!N]`KGn.N[A`/"$,jKX '`|ztaZ[]; Ղzv ; ƀKX UkiA v s~KBqHװ?)sHJL'%˸@;1;.]ga9|T%O;s~v.Jsk=;\'`̀z6ФlnHHOfOl)) FlB@l') F{e!H R6RfgvR 프lB6e!.脼 FlClCl{!ޮ⑔A9Np'Lp yl8%C,'\`pAy py\;9y 20o80`Vpd~ t@ 0+ KpYʈ#~ ElwwDs#k`R+`Vk`4~ia%sհ%֠i` yCWH%'`l.l/;~ )5 հ% =[]4IRr@9:`%ANH'69V?ç6R 8`[}ʅl {( HK&l'Rө{) JHl+Hy͔e/?qlJq`/-ӁnRsh'vnSͤ%0&[;zoVԊx l,zOl0'#vvuyi%8vv~ {{;;Ûl@@vv ;N ' %ׅ]~Bry-O6C^. aZ8[t9^j]Evj.\hi#,*ʃD _Oww=we8KفNo'4+ yxs0'6lנRtD F q?KO<.jZI{ {^Q-/>]b:'^6shk.lT>K/XyƂ{.{옪R{1yNY%='_UѳR uъB1HX ͽF)+R]B9RzƝNI)ً ròz>:_ZH$ZCՀ0%B^NJZ])z)ހOlnaNmMpID:^*-GE=UR6oԊ,BIX`:V^UϷ*rpik9a,4M[Τ+<ωJ`mХRj+O/&ۗտ.+j_ҝ4CK 7S?~ gBN,%qsK|]Ӳ^p 9h)%nya-dB]H;'0M'_PŸ i2Pq;%1dvo4p~-"ǖ3tg+ط(0Ͻ\ȪdƌȪѯ;+sF?Ѻs%㎝9s(â qgVZ6Uyŧ/hբYRfl"q{-NL>uh-/Ƙ5.,ީsU-W7r\Jb󕈴֧fԇj't0]ӦP:f ;4.l亹gq-yڛ5gD,Fg0N\~mO~(Ov+SXN9?l~RfD_ 3!;՛zC>Z"ԶG0L{Uy ^L;)u֭sy*HdR\>˞]sTjJ<Ϳz97e ȇU#eU.5 ٿ=ѵr?DN%'6n7o=qH.fH"3p9럓 e{.vӵ_˸qm`;L!g'.W|}YO]\J湔儻D0 3H|}q'%Q`K>\]eEDeN^IoA.a.#eh󜩺r;HOe%]^Yiu\2y[K&ZI:e'ϲq%-#N]ֆH}<\hNO:]ȩ?UKXgs.ƿ.m3Oj[$~nq]gճj 1iګrY:\RNW"y뚳?YoS4FJT`]'۹uOV9S-<+K^jڳiՈkY6]dKdKKvlwNw>ϖ2\)'gs.u}z u;49u]k˿9.K^j|:5ũG/!{_;]\{)zrf3iQVRnSh ;]R}`% ˼AOȈD\e\s'/o.חRURߞ~lpeDkFz[{..-M?.I׻RpݰedicaJtYA<lNi_߀#6&'%%%{=:%0"%i3}8ON'O&@:u`DA=8=_Ju5:\O/V&RTL9rjs=Nv0'{㿋אz^/uMXSZ?l=;,δ(Kx) -` ;@KdI}P٫5zH@v ȟ2':bSHX kR w_QU__=R5g 5VU }T _D  }sK#GIFrf++ ύq: ՝) ν#LNlB_Vɜ;2K TמBw4PFwS ΝOk/{(?FRA_4~(<բw]zj)="P%[\P`-9e.(%(J4ۓgԿa-:|.%I}ghEKq:'&Q> ϩ9/}K+̺\HKaT#0&98Pyϖӱ@ I%QNGN (6] ɐAHXr.h_̗84P ŀ/ \P K(?,S"K.h[N q@%1b_@\\ WgcI턄.$SV@%hN%Fw_&O ӟ4P]t_Q@KNXV5_TB ]x]c_h./ugB_E ڸ+I.(%TXV:z(%ӑ LPItPK[``v]ZgNDfR;+ Y!iqKy_ȗάL 6kr R^g/#~{(j~)h%Ħ۠IqihڊaNw!- ';ّ- %}k [ʝH'R ԉ}ej%ZBg@NE8ZD[EaTP'R w9qpX+蠝yi~ ԂMqՒ/h-p(v( ePij'P [H^x&/`'.$ Fkk LN'Ҩ9YvN5NTp'qb= N'*yR\`'NV@N\@ _M~(w8xs@( ơ ŀ2N.rNv_U? l-P 1{rp- mw~KH('* -% yEP8NU/A?Z@qtQ'.O0ENE9D+NM^Z%M?4[ERF/|rx9q  3'"W@N(@/.h̀1{r@6Уd;N'HYg '/l+R @^e .(gz(KϤK'Hj i ɘ@ ]Pa@'/2 ]8-L_0'/9y`N.ʠOf'36*rD0:XV@NDDi`)- V)QA=S: 䅥r>^D!dNfl ́s5CfNgmTPNl̐N-l ٠lŁ9b9hfV@|Od-,'~(PA=;ә!h= F C9N א'sSk[t!9[T@fO,+]`N1ilU=Sy!=SDw$Awk0'" 6(A=h k4 6Z@@لmu!=4@pK&v(+ ݱȐv?'ۀqT'sm/ڸ^n)/*NO hO 9Ei0Nnw+m.0l̋1+}&(-} DeyODiqA?40XYZ-t'00G"h+Z{` kq 3@){UToqz u` f9p:8"sz<ȝtmR{/{xqig\f 'nN?'Z)ԅ;>w}ѷI'(-6q 3@)@NfW1A;aOl8ˉF%OM=HؠRE?dAHS }%C irš>('N<q{'''?''0#={A=PܘK-z8H@'/p M?[MEoqNoF' @ش-ҢM;E9Y@ش^,'@^FP#=v=I[)1@{}<NȨpa' 5)zlǁ0KeQOhz1 ݱF'dOEA={{/a=ąoq[{%9ӌmzhA;Ѽ0hNtR 36I!TS+X*'2*w}œ`Ÿs0ž0k&@'2'0s4 W'2+ DV/ ,:i};w0x@Nn~'0@N\('9Ņ9 ' we;KR#8'0TN+K6S Ŋ ]&/ '2s1'6*s|'*; 3H=,Zm wiALg" ήbь0`NažO.˄}ZNEzs!Nf ˏPO0'*6zh O{}in0O٬0':()ٸa;x؟܋KqX@OO~wخj`"{'@VmN~N^@'zwwf='r*a?paϠaœ0 ]Ky@O\` '0 ߜh)$)W'_K*U ˥\Nd`@'?LO!J !=4ءo{ {n@ ٠m qLNJT'',O\h@4P`Nr" ͞"rn ) ]&/ ˉNU'. OV70ӷC z iw L_9YB~X ' ӉĞج''{Eb'*@`NEAH ͯ&(@'!=Y{#b}qiO @)@OfRb= ~h8('('w=`NDBGr%~P ˺ )@Ao븽w٤ NN\xX'r 3>`hZ\ y'79QNW/tې Mq9'& 'rpAX`ZYO`O\0tN9':PZ KA?p‘T959?PZ 6^\`+ B{ =ٴZ-vbPN(b{)Aq{Ow ܸ)^ q'6"?#ȗ-E&y1&;ؤU9`` NȁD>e5]6gյs@mng NȁDq>lFZh yz(ݠ.hzD%8%6ȁDMyA qt]Pv?#d { 'x'Pv- Tjd5PvN" s@]@'kK])'R6DT\% 4]Pۓ~ t>M֗@5P qA=`"'dAN>TNe˩lu+p=O3@^'O A Z"Th"{0A D|O]6kt4P@ZmGfLc~)w%k3a/'q.( &FoOCE/$`" ] w@)>+ Tm-PXļ5 &]|KH(i\P`-?H3DP`-9|C O~(? Ƞ< v˲> uP !.w.|;4{" ʠ''=ʠ0?dP ȠTK~9ؠ| u~A)uK$P|a /" "~b qDObu35uh8rut;G%x %%d/LgHÐ89.$ |gϠ,q ;>3hdHdHs&8̶N-lf[28e-G_r4R <%.1wa .Ӯ8p yl-@vxrrZٮ8x>kY|B;eٶN6ݛg @TZ**(#9XӍ#.K[4Ld]Dbq1C~͠|[D'fZ>$8e5RI9],'=[Q44Ɔ<'g;G3cLgkq.q/:KNqhݗI<U U .@ Ӛ?jpˆ}˹t`dvi=S4ѱĺ2;Tt\18  pIp& wpkZڗ w dp%5t9.ôqƚLqoKRڊ\pW +umWF}0'xȼcZdO`%xKkw %K-RHsR\ppɲ^z1OV.^Af}pe!M6l) Ϯ'.$'-i K`6 S`Kɉɓ-KLO%)`6' Ϯ%ąl͂\NO6rD0mÚSaH^}$ 2/5W e2d_<% 2yO16վ ‘ah5+N.-T2MB~$/`ĂR¿l%2}R~m+uc=Yxt[88?\aӫ8qfu;74~LN'8Gτ8wF#w'xs gw?夿?9X\çӋ/QL٣GE~wh3:d&8O?ҧz<`Ta-l+LFA-aK$K' Tx920<'*(gyoRR1ӓ=;.Pq$P.[x|% 6OpmICoLN&><ˁH1 ^V;ɍhkHg~ 甗#yx? Rq8LN&'0&'^aͼRsco {< axLqV;ÀmS$2CEs$6閎aBC//x_) nIco=-"sxҵ3fox