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NONE AVILABLE> A)h A7(@&A NUCLEAR DETONATION HAS JUST OCCURREDA A)| 8.(@YOU HAVE FA}LLEN TO YOUR DEATH8 A) <2(@!YOU HAVE BEEN ZAPPED BY THE LASER< A) KK(@:THE MOON BASE HAS JU}ST BEEN DESTROYED BY A LARGE ASTEROID  ,,(@YOU HAVE FAILED TO SURVIVE  >*(@DO YOU WISH TO TRY AGAIN?}.>4YA  Ab 8<,@A0 "@A0 RH(@THERE IS A METOR SHOWER, YOUR SPAC}E SUIT HAS DEVELOPED A LEAK!R AH& @A)0 5(YOUR SUIT IS NOW SEALED+6-@5 A0l 8}<,@"A0v "@A0 %(THE SHED IS LOCKED!% AH @A2` 9#(YOU ARE IN THE }SHED AIRLOCK/6-@9 A0 $(YOUR ATTEMPT FAILS$ A@ 8<,@#A0 "@A0 8}.(&IT IS DANGEROUS TO PROCEED IN THE DARK8 AH @A)@ :$(THE SHAFT IS NOW ILLUMINATED06-@:} A0\ 8@,@A)@f A0 8<,@7A0 "@A0 SI(ATHERE IS A LA}SER BEAM HERE PASSAGE NOT POSSIBLE WITH BEAM PRESENTS AH @A)R 7!(THE BEAM IS NOW DEFLECTED-6-@}7 A0@)AP"@APK6-@A(-YOU HAVE JUST BLOWN AIR SEAL IN SPACE STATIO}NK AP` @"A(pj"@A(pt A0"@A`68@,-@@68@}<@,-8@<@,h68@<@,-8@<@,68@<@,-@6-@ A`}"A)   A`2 8@,@A9@< 8@,@A9F56-@+(BOMB IS} NOW DEACTIVATED5 A@d1'(YOU HAVE NOTHING TO DO IT WITH!1 A@x.$(THERE IS NOTHING TO DO IT TO. 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A POWER PACK$-@B:,7<,4 AF@}  6-6@$ *6.7%@<%@,*6-4 4ELE6-@> 4KEY6-@H} 4SEA6-@R 4OXY6-@\ 4MOD6-@f 4ILL6-@p 4ROB6-@z} 4DEA6-@ 4NUC6-@ 4BOM6-@ 4TRA6-@ 4DIL6-@ } 4CRY6-@  4COM6-@ 4MES6-@ 4UNI6-@ 4MIR6-@} 4BAD6-@ 4PAC6-@$4AR("6.4AR@.4TRYAIP}84USEAIPB6-6@L$V AEj8,"@$t(YOU DON'T HAVE ~ AI0(}YOU'RE ATTEMPT FAILS AI0g +g(UŠϠŠΡ YOU ARE STRANDED ON THE MOON WITH A SPACESHIP THAT WI}LLNOT WORK.MM(E YOUR ONLY HOPE IS TO FIND YOUR SHIP AND MAKE IT BLASTOFF FOR EARTH.kk(c TO DO THIS YOU MUST EXPLORE }THE SURFACE OF THE MOON AND INVESTIGATE ORUSE WHAT-EVER YOU FIND.gg(_ TO MOVE AROUND ENTER THE FIRST LETTEROF COMPAS}S DIRECTIONS (N,S,E,W), ALSO U OR D(UP AND DOWN)ll(d YOU CAN ALSO TRY COMMANDS VERBS SUCH AS GET, DROP, OR TRY FOLLOWED B}Y AN OBJECT, UNIT, PACK, ETC.oo(g YOUR OXYGEN AND POWER SUPPLIES ARE LIMITED SO CONSERVE. YOU DIE MANYTIMES ON Y}OUR WAY TO EARTH.NN(F HOWEVER, ONCE YOU HAVE FOUND THE WAY IT BECOMES A EXERCISE...$AT MARE SERENITATI}S++ON RIM OF POSIDONIUS,TOTAL DARK TO E.TWIXT DAWES & PLINIUSAT PASS IN HAEMUS MTNS.AT CRATER MANILUS}AT MARE VAPORUM.AT MT. EUDOXUSINSIDE ARISTOTELES.IN CHANGING AREA.IN LACUS SOMNIORUM.33AT LAC}US MORTIS,THE SURFACE IS VERY SOFT HERE"!!AT E. SIDE OF MARE IMBRIUM.,<<AT THE BASE OF PLATO CRATER, A SHINY OBJECT IS }SEEN W.@55BEFORE A METAL SHED,A SIGN READS VENT. SHAFT #2T44E. OF MARE SERENITATIS,THERE IS TOTAL DARKNESShDDAT CRAS}H SITE OF A SPACE CRAFT,THE SHIP ENTRANCE IS BEFORE YOU|$$AT THE CENTER OF MARE IMBRIUM.))IN THE AIRLOCK CHAMBER OF TH}E SHIP.11IN THE AFT CARGO AND FUEL STORAGE ROOM++IN THE ENGINE ROOM OF THE SPACECRAFT.!!IN THE SHIP'S CONTRO}L ROOM.IN AN AIR LOCK CHAMBER.GGINSIDE A VENT. SHED.A LADDER,LEADS DOWN INTO A LARGE METAL SHAFT.IN A VENTILL}ATOR PASSAGE.IIAT A VENT.OPENING,THOUGH THE OPENING A LIT PASSAGEWAY CAN BE SEEN**IN A LIGHTED SPACE STATION CORRID}OR.%%IN THE SPACE STATION INFIRMARY.((IN THE RECREATION ROOM AND LIBARY.CCIN THE MESS HALL ABANDONED FOOD,TRAYS A}RE STILL ON THE TABLES**IN THE STORAGE ROOM AND SUPPLY AREA.&IN THE SLEEPING QUARTERS.0))IN AN ELEVATOR AT SUBSUR}FACE LEVEL.:%%IN AN ELEVTOR AT SURFACE LEVEL.D$$IN THE STATION CONTROL CENTER.NIN THE TRANSPORTER ROOM.X&&IN TH}E SPACE STATION LABORATORY.b>>IN THE HANGER AREA,THE LAUNCH AREA.IS JUST SOUTH OF HEREv07,04,02,15,00,00,01,01}09,03,14,01,00,00,02,0302,05,14,04,00,00,04,0401,05,03,00,00,00,05,0504,00,03,06,00,00,06,0600,0}0,05,00,00,00,07,0708,01,09,11,00,00,08,0800,07,10,00,00,00,09,0910,02,14,07,00,00,11,1100,09,14,08,0}0,00,12,1312,15,07,16,00,00,14,1400,11,00,13,00,00,15,16 00,16,12,22,00,00,17,1899,99,99,99,00,00,19,2}0 11,18,01,00,00,00,21,22*17,16,07,16,00,00,23,23416,17,11,17,00,00,23,23>15,19,00,00,00,00,24,24H18},00,20,00,00,00,25,25R00,00,00,19,21,00,26,26\00,00,00,00,00,20,27,27f00,00,13,00,00,23,29,30p24,00,00,00},22,00,31,31z25,23,00,00,00,00,32,3327,26,33,32,24,00,34,3425,00,30,31,00,00,34,3434,25,41,00,00,00,34},3400,29,42,36,00,00,34,3428,38,40,37,00,00,34,3400,00,00,26,00,00,35,3500,00,26,00,00,00,36,36}00,00,25,00,00,00,37,3800,00,00,25,00,00,40,4000,27,00,00,00,00,39,3900,28,00,00,00,24,43,4300,00,28,}00,00,00,44,4400,00,29,00,00,00,45,4529,00,39,00,00,00,46,4740,00,00,38,00,00,28,2800,39,00,29,00,00,}10,10$00,00,00,27,42,00,41,41.00,00,00,28,00,41,42,428ARD:MOONSURV.BAS39,00,29,00,00,ntrol is one of the worlds most demanding professions. Every minute in the tower a Controller is called on to make life or dea!}th decisions for thousands of passangers and crew members. He or she must control a constantly changing situation; monitor fl!}ight depaisions for thousands of passangers and crew members. He or she must control a constantly changing situation; monitor!} flight departures and arrivals; guiding planes around bad weather, mountainous terrain, and restricted flight areas; coping !}with feul emergencies, slow planes, and fast jets (including the supersonic Concorde). In this fast-moving environment, even !}the slightest miscalculation can lead to a dangerous near-miss or mid-air disaster! Air traffic control is not for everybody;!} to succed you must have superb concentration, quick wits, and nerves of steel. KENNEDY APROACH gives you a chance to test !}your mettle. How well can you handle the pressure and responsibility? Learn the ropes by working the graveyard shift at Atlan!}ta International, and then work your way up to prime time at John F. Kennedy International. Happy Landings! B. Options W!}hen the simulation has loaded, you will see the main option screen. Here you can select between showing a demo (type "D"), sh!}owing an instant replay of a scenario that you have previously saved on your own disk (type "R"), or playing a new game. If n!}o selection is made within 30 seconds, a demo is shown automatically. To play a new game you must select a skill level from!} 1 (easiest) to 5 (most difficult). It is a good idea to start with the easiest levels in order to gain experiance with the s!}imulation. The more difficult levels will put you right into heavy traffic situations with no margin for error. The level is !}selected by typing a number from 1 to 5 or bput you right into heavy traffic situations with no margin for error. The level !}is selected by typing a number from 1 to 5 or by moving the joystick up or down and pressing the trigger. Once you have ch!}osen a skill level you willbe offered a choice among several cities at which to work. the selection presented to you is depen!}dant on the skill level you have chosen. The different metropolitan regions are described in the map section of this manual. !}Choose one by typing the corresponding number or using the joystick as before. D. Control Tower Access Codes (NOTE: This s!}ection does not apply to all versions of KENNEDY APPROACH - Derrek). Before your fist shift, you must enter the proper passwo!}rd in order to log on to the air traffic control computer system. The computer will present you with a number, and you must c!}onsult the password tables (located below) for the word that corresponds to it for your computer. It is very important to g!}et the correct password for your computer in order to gain access to the system. Type the access code, press RETURN, and you'!}re ready for your first shift as an air traffic controller.Access Codes------------1 - FAF 9 - ILS2 - DAF !} 10 - CDI3 - INF 11 - BFR4 - MSL 12 - HSI5 - NHF 13 - DCA6 - TCA 14 - MDA7 - ATL 15 - ASR!}8 - SST 16 - IASII. STANDARD OPERATING PROCEDURES A. Visual Display 1. Control Area Map: The largest section of !}the simulation display is the Control Area Map. The Control Area Map is designed to provide you with the state of the art com!}puter graphic representation of the information provided by the air traffic controllers. Kennedy Aproach's display improves o!}n the old technology, round radar screens, by providing pseudo 3-dimensional icons of aircraft with direction, altitude, and !}flight path information for the entire area you are controlling on one integrated screen. (1) The Dot Grid: A grid of dots!} one mile apart is superimposed over the ground to aid in navigation. The bright dots donate regular air traffic lanes. (2!}) Air Traffic Features: Entrance and exit fixes (places where aircraft routinely enter and leave your area) are labelled, as !}are airports. On the approach side of each airport is a VOR tower. Incoming planes hold (circle) around this untill they are !}cleared to land. Aircraft that are landing must approach from this direction. (3) The Planes: There are 3 types of airplan!}es in KENNEDY APPROACH: light planes, jet airliners, and the supersonic Concorde. Light planes are smaller then jet airliners!}, and the Concorde is distinguishable by it's drop-nose and delta wings. The direction the plane is pointing indicates the di!}rection of travel ( which will always be one of the eight primary points of the compass: North, Northeast, East, etc.). Below!} the plane are bars indicating current altitude in thousands of feet, and to the right is the plane's ID letter. (4) Terra!}in Features: Also on the map are mountains, storms, and restricted zones. Plains must maintain an altitude of at least four t!}housand feet over the mountains, and they should avoid storms and restricted zones altogether. 2. The Command Line: Just ab!}ove the Control Area Map is the Command Line. Here, messages are diplayed as they are radioed between you and the aircraft in!} your area. When you use the joystick to direct traffic you will see your commands written out, and you will then see the pil!}ot's response. 3. Flight Plans: In the upper right-hand section of the screen are the Flight Plans for the active aircraft !}in your area. The uppermost letter in each column is the plane's ID letter, corresponding to the ID of the Control Area Map. !}Below the ID is the first letter of the origin and the first letter of the destination fix or airport for that plane. Below t!}hese is te altitude in thousands of feet. Aircraft that are waiting to take off have a "*" in the altitude field. 4. The Cl!}ock: In the upper left-hand corner of the screen is the time-of-day clock. Your shift ends on the hour. The passage of time i!}n the simulation is measured in real-time. In other words, the pressures you experience correspond exactly to those experienc!}ed by real air traffic controllers. Time can be accelerated by holding down the SPACE BAR while the simulation is operating.!} 5. Alarm Area: Between the clock and te Command Line is the alarm area. Dangerous situations are reported here. These inclu!}de incorrect exit altitudes and fixes, conflicts and crashes. B. Aircraft Communications As Air Traffic Controller, you di!}rect the flight paths of all planes in your area. You must give precise instructions to each pilot indicating turns and altit!}ude changes. Planes will fly straight and level unless otherwise instructed. You may direct the activities of any aircraft in!} your area by establishing contact with it, entering the Command Mode and issuing instructions. 1. Establishing Contact: Yo!}u can establish contact with a plane in one of two ways. One way is to type the plane's ID letter, as displayed on the Area C!}ontrol Map. The other way is to use the joystick to mave the cursor (the white rectangular box near the center of the map) ov!}er the plane, and ten give the joystick button a short push (less then one second). 2. Entering the Command Mode: Whichever!} method of establishing contact you use, you will automatically enter the Command Mode. To confirm this the image of a plane !}will turn into an arrow, the flight plan for that plane will turn white, and text will be displayed in the Command Line. 3.!} Issuing Commands: To tell the pilot what direction you want the plane to fly, move the joystick left or right untill the arr!}ow points in that direction. To specify the altitude at which you want the pilot to fly, move the joystick up or down untill !}the altitude bars under the arrow indicate proper altitude. As you select the heading and altitude, the text on the command l!}ine will reflect the appropriate command. A short push on the joystick button and you will hear your command radioed to the p!}ilot and will hear his "Roger" response. You can now watch the Control Area Map to see as the pilot begins to make the altitu!}de and heading changes you gave. 4. Exiting the Command Mode: Once you issued a command (which always consists of both head!}ing and altitude instuctions) , you will automatically leave the Command Mode. Note that these latest commands will override !}any previous instructions. If you want to exit the Command Mode without issuing a new set of instuctions, simpley give the jo!}ystick button a long push (greater then 1 second): the arrow will disappear and the plane will reappear. 5. Status: When th!}e skies become crowded it is often difficult to remember what instructions you have given to each plane. You can ask a pilot !}for his status by selecting the plane with the cursor and giving a long push (greater then 1 second) on the joystick button. "}Watch the command line and listen for his response. C. Air Traffic Control 1. Incoming Aircraft: Some aircraft will enter"} your control area from an adjacent area. The flight plan for each incoming air craft is posted one minute before the plane b"}ecomes active in your area. When the plane enters your area, te flight plan changes color from grey to black, and then the pl"}ane appears. It now awaits your instructions to complete it's flight plan. Incoming aircraft will always enter the area at an"} altitude of five thousand feet. 2. Take Offs: Flights departing from airports in your area will post their flight plans on"}e minute before they are ready for take-off. The flight plan will have a "*" in the altitude field and will turn blackwhen th"}e aircraft is ready. To give clearance for take-off, type the plane's ID letter on the keyboard to enter the Command Mo"}de. Now use the joystick to instruct the pilot to climb to the desired altitude. Remember not to start a take-off when anothe"}r plane is landing! 3. Landing: Aircraft destined for another airport must be landed by heading the plane down the runway a" }nd giving it clearance for landing (altitude 0). Aircraft that have been cleared for landing and have reached altitude 0 can " }no longer be given turn commands. Remember, aircraft must land on the runway from the arrival side of te airport as denoted b" }y the VOR tower. 4. Holding: Since only one aircraft can use a runway at a time, it may be necessary to put other plane's " }bt:#ܶWK.nUS8O&~H(6 3=Asu7:jtQً_n&$ dwb/Vqދ1VRU`j.old right) or counter - clockwise (hold left) direction. A plane scheduled to land will automatically hold at the VOR tower u"}ntill cleared to land. At times you will need to instruct a pilot to enter or maintain a holding pattern, To do this, e"}nter the Command Mode and push the joystick in the desired direction (left or right) untill the "hold" symbol appears over th"} plane in the Control Area Map and the command line says "Hold at VOR". Then, while still holding the joystick left or right,"} give the joystick button a short push and the command will be given. This command usually accompanies an altitude change com"}mand for a landing aircraft. 5. Exiting the Control Area: An aircraft that does not land in your area must leave via the ex"}it fix indicated in it's flight plan. All such aircraft must exit at an altitude of four thousand feet. D. Simulation Aircra"}ft Characteristics 1. Speed: The various types of aircraft travel at different speeds. Light plains move two miles (2 grid "}dots) every minute, jets move 4 miles every minute, and the Concorde moves 8 miles every minute. 2. Altitude Changes: All o"}f the planes have a climb/decent reate of one thousand feet per mile (grid dot). 3. Turns: All three types of plane have a "}turning radius of 1.5 miles. This gives an effective turn angle of 45 degrees per grid dot. E. Inflight Restrictions In or"}der for traffic to proceed safely through your area several requirements must be met. 1. Aircraft Seperation: The first and"} foremost of these requirements is aircraft seperation. You must maintain a one thousand foot seperation in altitude between "}aircraft flying within three miles of each other. Note that planes may fly within three miles of each other if they are seper"}ated by at least 1000 feet, or they may fly at the same altitude if they are at least three miles apart. Failure to meet airc"}raft seperation requirements will result in a "conflict" condition and a possible mid-air crash. 2. Bad Weather: Occasiona"}lly severe weather (thunderstorms) will move through the area. Planes must avoid this or they will crash. 3. Mountains: A p"}lane will also crash if it does not maintain an altitude of at least four thousand feet over mountainous areas. 4. Restrict"}ed Zones: Planes must risk being shot down by nervous security personnel if they overfly the Washington Monument/White House." } 5. Fuel: Planes carry a limited amount of fuel and will run out if delayed excessively. Planes that are landing at airport"!}s in your area only have fifteen minutes of fuel from the time they enter the area. All other planes start with 60 minutes of""} fuel. When a planes fuel supply gets below eight minutes it will contact you and declare an emergency. You should direct the"#} plane to land at the nearest airport for refueling. If you allow a plane with a fuel emergency to exit your control area, yo"$}u will disrupt the air traffic in the adjoining areas, which will cause incoming planes to have low fuel. Occaisionally, on t"%}he higher skill levels, you may get aircraft entering your area already with low fuel emergencies. F. Contoller Evaluation "&} When your shift ends (on the hour) you will be paid one months salary based on your current GS rating. You will eligible for"'} bonus pay and/or a promotion based on the following performance factors: 1. Positive Factors: successful landings, prope"(}r exits, and handling of emergencies. 2. Negative Factors: conflict handling, crashes, missed exits and flight delays. ")}Should you commit a major error such as a crash or missed exit, the game (and your career as an Air Traffic Controller) will "*}be over. At this point you have the option to: (1) go on to your next shift, (2) show an instant replay of the scenario jus"+}t completed, (3)save the previous scenario to disk for later play, or (4) go back to the main option screen. As before, your ",}option is selected by typing the appropraite number or moving the joystick and pressing the trigger.III. CONTROL AREA WITH "-}} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E traffic here consists entirely of jets, with equal numbers of departures , arrivals, and transits. Weather is always good an"/}d the terrain is basically flat. B. Denver, Colorado This area contains Stapleton International Airport. Air traffic consi"0}sts mostly of jet departures and arrivals with some through flights. There are mountains to avoid here, and the weather can b"1}e terrible. C. Dallas- Ft. Worth, Texas Here we have the extremely busy Dallas Fort Worth International Airport (DFW) and "2}the bothersome Dallas Love Field. With the large volume of arrival and departures here, flight delays can be disasterous. And"3} just when you get all the jets sorted out, up come some light planes from Love Field! Fortunately, the weather is usually ok"4}ay here and the terrain is flat. D. Washington, D.C. This is a very difficult area to controll. First, there are two large"5} airports: Dulles International, and Washington National. Secondly, air traffic consists of three different speed classes of "6}aircraft: light planes, jets, and the supersonic Concorde. Additionally there is a restricted area over which aircraft are pr"7}ohibited. E. New York, New York This one will drive you crazy. Balancing the departures and arrivals at the John F. Kenare"8} prohibited. E. New York, New York This one will drive you crazy. Balancing the departures and arrivals at the John F. Ken"9}nedy International and LaGuardia International airports with the heavy volume of through flights takes tremendous concentrati":}on. If you can handle the busy shifts here you should consider yourself a real air traffic controller! 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Ao (08@HOY%hhhhhhhhhhhhggggfggggggg"}fggghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhkmmixixKKKKKKKKttttttttw"}eemeeffffkkkkkkkkjjjjjjjjtttttw R} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6E} quBM"OcqaSC.p!*صb='*룦t>K:o3Z~^SZ\e3z6 s_b/º Y6EPirated 27/07/87by the insane POLAR BEAR from thefreezingICELAND________That's cool,man________Regards to all pirates