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  1. THE DOX FOR PARADROID 90..TYPED IN BY SCOOTER OF GENESIS
  2. ========================================================
  3.  
  4. SCENARIO;
  5. IT IS THE YEAR 2390.A FLEET OF SPACE FREIGHTERS HAVE BEEN DESPATCHED TO THE
  6. FRONTIER WORLD WORLD OF BASMYTH IN RESPONSE TO URGENT CALLS FOR MILITARY
  7. ASSISTANCE FOLLOWING ATTACKS FROM THE BORDERING TRIMORG EMPIRE.THESE FREIGHTERS
  8. CARRY A SKELETON CREW BY VARIOUS DROIDS,RANGING FROM SIMPLE CLEANING ROBOTS TO
  9. COMPLEX CYBORGS CAPABLE OF PILOTING A SHIP.
  10. THE FREIGHTERS ARE CARRYING A CARGO OF BATTLE AND SECURITY DROIDS TO HELP IN
  11. THE DEFENCE OF BASMYTH.THREE DAYS AGO,SUB-SPACE MESSAGES WERE RECEIVED FROM TWO
  12. DISTRESS BEACONS LAUNCHED FROM THE FLEET.THE CREW OF THE U.S.F PARADROID
  13. REPORTED BEING SCANNED FROM AN UNCHARTED ASTEROID FEILD,MOMENTS BEFORE THE
  14. DROIDS IN THE CARGO DECK MYSTERIOUSLY ACTIVATED THEMSELVES,MINUTES LATER THE
  15. BRIDGE WAS UNDER ATTACK FROM THE BATTLE DROIDS,AND THE ONBOARD COMPLEMENT OF
  16. CREW ALSO BECAME HYPER ACTIVE. THE CAPTAIN OF THE U.S.F PARADROID REPORTED THE
  17. BRIDGE BULKHEAD DOORS HAD ALMOST BEEN BREACHED AND THAT THE REMAINING HUMAN
  18. CREW WERE UNABLE TO REACH THE SHUTTLE BAY TO ABANDON SHIP.
  19.  
  20. SINCE THE MESSAGE WAS SENT THREE DAYS AGO,WE CAN ONLY FEAR THE WORST.IT IS
  21. ASSUMED THAT THE ROGUE DROIDS HAVE TAKEN OVER THE SHIP,POSSIBLY UNDER ALIEN
  22. CONTROL,AND WILL BE USED AGAINST THE FREE PLANETS.IT IS THEREFORE IMPERATIVE
  23. THAT THE FREIGHTERS BE STOPPED IMMDEIATELY .IT IS TO DANGEROUS TO BEAM MILITARY
  24. PERSONNAL ABOARD THE FREIGHTERS,BUT IT IS POSSIBLE TO USE TO USE MKII PROTOTYPE
  25. INFLUENCE DROID(I.D) IS A SMALL SELF-POWERED ANTI DROID UNIT. IT USES
  26. ANTI-GRAVITY GENERATORS TO HOVER ABOUT.IT CARRIES ITS OWN ARMAMENT, A LOW
  27. POWERED PLASMA BOLT SUFFICIENT TO DAMAGE OR DESTROY SMALL DROIDS,BUT UNABLE TO
  28. PENETRATE ARMOURED BATTLE DROIDS.HOWEVER,ITS MAIN FEATURE IS ITS ABILITY TO
  29. RENDER AN ENEMYS DROIDS BRAIN UNIT INOPERATIVE AND CONTROL THE DROID
  30. ITSELF,ABLE TO DIRECT ITS WEAPONS UNDER THE PROTECTION OF ITS ARMOUR.
  31.  
  32. THE I.D IS ALSO ABLE TO RECHARGE ITSELF FROM THE DROIDS ENERGY BANKS BUT THE
  33. LIFE OF THE SLAVE DROID IS SEVERLY SHORTENED AS ITS BRAIN UNIT ATTEMPTS REGAIN
  34. CONTROL,INEVITABLY RESULTING IN BURNING OUT AND DESTROYING THE DROID. AT THIS
  35. POINT THE I.D BECOMES A FREE AGENT ONCE MORE.IN ORDER TO KEEP ITSELF CHARGED
  36. UP,THE I.D MUST CONTINUALLY GAIN CONTROL OF A NEW SLAVE DROID. MORE POWERFUL
  37. DROIDS ARE HARDER TO TAKE OVER,BUT OFFER A BETTER PLATFORM FOR TAKING OVER
  38. DROIDS. THE DROID LIBARY ON THE SHIPS ONBOARD COMPUTER CARRIES MORE INFORMATION
  39. ON THE DIFFERENT DROIDS LIKELY TO BE FOUND ON THE FREIGHTERS.
  40.  
  41. CONTROL MODE;
  42.  
  43. CONTROL IS BY KEYBOARD OR A JOYSTICK IN EITHER PORT,MOUSE CONTROL IS NOT
  44. SUPPORTED,SELECT THE CONTROL MODE BY PRESSING F1 TO BRING UP THE OPTIONS SCREEN
  45. AT ANY POINT DURING THE TITLE SEQUENCE. PRESS F1 AGAIN TO CYCLE THROUGH
  46. AVAILABLE MODES. OTHER OPTIONS SHOWN ON THIS SCREEN ARE DETAILED LATER.
  47.  
  48. KEYBOARD CONTROLS ARE AS FOLLOWS;
  49.  
  50. UP --- O P Q W 1 2 0 OR THE UP CURSOR
  51. DOWN --- L;A S OR THE DOWN CURSOR
  52. LEFT --- M , Z X OR THE LEFT CURSOR
  53. RIGHT --- . / C V OR THE RIGHT CURSOR
  54. FIRE --- ALT CTRL AND EITHER SHIFT KEY
  55.  
  56. SEQUENCE OF PLAY;
  57.  
  58. PRESS FIRE TO PLAY. THE INFLUENCE DEVICE IS BEAMED ABOARD THE SELECTED START
  59. SHIP, INITIALLY ONLY THE FIRST TWO SHIPS MAY BE SELECTED,BUT ANY SHIP REACHED
  60. MAY SUBSEQUENTLY BE SELECTED.
  61.  
  62. THE I.D WILL MATERIALISE OVER ONE OF THE SHIPS TRANSMAT POITS. IT IS ARMOUR
  63. PROTECTED AND UNABLE TO FIRE FOR UP TO 4 SECONDS. YOUR TASK IS TO DESTROY ALL
  64. OF THE DROIDS ON THE SHIP BY SHOOTING,RAMMING OR TAKING CONTROL OF THEM, AS
  65. EACH DECK IS CLEARED,THE LIGHTS DIM ON THAT DECK TO INDICATE THAT NO OTHER
  66. DROIDS ARE PRESENT.
  67.  
  68. YOU MUST USE THE LIFT NETWORK TO TRAVEL FROM DECK TO DECK AND FINALLY RETURN TO
  69. ANY TRANSMAT POINT AND BEAM OUT ONCE ALL THE DROIDS ON THE SHIP HAVE DESTROYED.
  70.  
  71. THE INFLUENCE DEVICE;
  72.  
  73. THE INFLUENCE DEVICE (I.D) IS MOVED AROUND THE DECK IN ALL DIRECTIONS BY
  74. POINTING THE JOYSTICK (OR KEYBOARD EQUIVALENT) IN THE REQUIRED DIRECTION.TO
  75. FIRE THE PLASMA BOLT,JAB THE FIRE BUTTON WHILE POINTING IN THE RIGHT DIRECTION.
  76. IT WILL NOT FIRE WHEN THE JOYSTICK IS CENTRED FOR TOO LONG.
  77.  
  78. ADDITIONAL FUNCTIONS ARE CARRIED OUT BY HOLDING THE FIRE BUTTON DOWN WHILE THE
  79. JOYSTICK IS CENTRED.THIS IS `TRANSFER MODE`,AND IS SHOWN BY A SPARK EMANATING
  80. FROM THE I.D. ONCE THE SPARK IS VISIBLE THE I.D CAN NOW MOVE AROUND IN THIS
  81. MODE,PROVIDING THE FIRE BUTTON IS HELD DOWN.
  82.  
  83. FROM THE TRANSFER MODE YOU CAN; 1. ATTEMPT TO TAKE CONTROL OF OTHER DROIDS BY
  84. TOUCHING THEM WITH THE SPARK.
  85. 2. ACCESS THE SHIPS ONBOARD COMPUTER FOR EXTRA
  86. INFORMATION.
  87. 3. OPERATE THE LIFTS TO MOVE TO OTHER DECKS.
  88.  
  89. DROIDS;
  90.  
  91. EVERY DROID CARRIES AT LEAST ONE METHOD OF SENSING THE PLAYER,AS DETAILED IN
  92. THE DROID LIBRARY. MOST DROIDS HAVE TRUE VISUAL AWARENESS,AND WILL SEE THE I.D.
  93. IF IT IS WITHIN ITS ANGLE OF VISION AND WITHIN ITS DISTANCE LIMIT. SOME DROIDS
  94. HAVE NARROW ANGLED VISION,SOME WIDE, AND SOME QUITE SHORT DISTANCED.
  95. DROIDS WITH AURAL SENSORS WILL ONLY REACT IF THEY HEAR THE I.D. FIRING OR IF
  96. THEY HEAR THE TRANSFER SPARK.SOME DROIDS CARRY RADAR SENSING EQUIPMENT AND CAN
  97. DETECT THE I.D. ANYWHERE IN THE VICINITY.
  98.  
  99. WEAPONS;
  100.  
  101. MANY DROIDS CARRY OR ARE FITTED WITH WEAPONS. ONCE SUCCESSFULLY TRANSFERRED TO
  102. SUCH A DROID YOU MAY THEN FIRE IT`S WEAPON. THE WEAPON WILL ALWAYS FIRE IN THE
  103. DIRECTION THE DROID IS FACING,REGARDLESS OF THE JOYSTICK DIRECTION.
  104.  
  105. TWO DROIDS ONLY CARRY A HEAD MOUNTED WEAPON,WHICH MAY BE FIRED IN ANY
  106. DIRECTION,DEPENDING ON THE JOYSTICK.AND IT IS THEREFORE INDEPENDENT OF THE
  107. DROIDS ACTUAL FACING DIRECTION. THE WEAPON WILL NOT FIRE IF THE JOYSTICK IS
  108. CENTRED.
  109. SOME DROIDS CARRY NO WEAPONS AT ALL,IN WHICH CASE THE INFLUENCE DEVICE`S OWN
  110. WEAPON IS USED,WHICH BEHAVE LIKE A HEAD MOUNTED WEAPON.
  111.  
  112. DISRUPTORS;
  113. ONE DROID CARRIERS A SONIC DISRUPTOR,THIS DAMAGES ALL SUSCEPTIBLE DROIDS IN THE
  114. VICINITY OVER A SHORT PERIOD OF TIME.WHEN FIRED IT TAKES TIME TO BUILD UP,THEN
  115. DISCHARGES,IT TEMPORARILY SCRAMBLES THE DROIDS BRAINS.IT HAS NO EFFECT ON
  116. HUMANOIDS,AND SOME DROIDS HAVE PROTECTION CIRCUITS.
  117.  
  118. POWER DOWN;
  119. WHEN ALL DROIDS,BUT NOT NECESSARYILY RAIDERS,ARE DESTROYED ON DECK,THE ONBOARD
  120. COMPUTER SHUUTS DOWN THE LIGHTS ON THAT DECK,AND BONUS POINTS ARE AWARDED. WHEN
  121. THE FINAL DECK IS CLEARED,A MESSAGE WILL INDICATE THIS AND YOU SHOULD PROCEED
  122. TO A TRANSMAT TO BEAM OFF THE SHIP.
  123.  
  124.  
  125. ENERGY;
  126. THE INFLUENCE DEVICE`S CAPACITY TO HOLD ENERGY IS SLOWLY REDUCED AS TIME GOES
  127. BY,AS INDICATED BY THE INNER DARK BAR OF THE ENERGY DISPLAY AT THE TOP RIGHT
  128. OF THE SCREEN. THE ACTUAL AMOUNT OF ENERGY HELD IS SHOWN BY THE OUTER BRIGHT
  129. BAR OF THE ENERGY DISPLAY. THIS WILL NORMALLY OBSCURE THE INNER BAR,BUT DAMAGE
  130. INCURRED DURING THE GAME FROM ENEMY SHOTS OR RAMMING WILL REDUCE THE OUTER
  131. BAR. TO RESTORE THIS ENERGY IT IS NECESSARY TO STAND UNDER AN ENERGISER,AN
  132. OCTGONAL PULSING DEVICE,WHICH ARE LIBERALLY SPREAD AROUND THE SHIP.WHEN A DROID
  133. APPROACHES,A RING OF ROTATING LIGHTS ACTIVATES AND ENERGY IS GAINED,UP TO THE
  134. MAXIMUM CAPACITY FOR THE DROID. NOT THAT THE ENERGISER MAY BE DESTROYED BY
  135. GUNFIRE,PREVENTING OTHER DROIDS USING IT.
  136.  
  137. THE ONLY WAY THE I.D CAN RESTORE ITSELF TO FULL CAPACITY IS BY TEMPORARILY
  138. TAKING CONTROL OF ANOTHER DROID. THIS GIVES IT TIME TO REPLENISH ITSELF ON THE
  139. HOST DROIDS ENERGY SUPPLY.
  140.  
  141. TRANSFER GAME;
  142. THE TRANSFER GAME INVOLVES THE I.D. FIGHTING THE TARGET DROID FOR OVERALL
  143. CONTROL. THE CENTRAL CONTROL BAR IS SPLIT INTO 14 ELEMENTS,INITIALLY SET TO
  144. ALTERNATING YELLOW AND ON THE FIRST SHIP,RED ELEMENTS.TIMER INDICATORS-STRADDLE
  145. THE CENTRAL BAR,AND VARIOUS WIRES LEAD FROM EACH SIDE OF THE BAR TO TWO
  146. OUTSIDE TRACKS.
  147.  
  148. YOU HAVE A FEW SECONDS TO SELECT WHICH SIDE TO WISH TO PLAY ON,WHILE THE TIME
  149. INDICATORS RISE FROM THE BOTTOM OF THE CENTRAL BAR TO THE TOP,YOUR DROID AND
  150. TARGET DROID ARE SHOWN ON THE RELEVANT SIDES AT THE TOP.MOVE THE JOYSTICK LEFT
  151. OR RIGHT TO SELECT YOUR SIDE.INITIALLY YOU ARE ON THE LEFT(YELLOW) SIDE.WHICH
  152. SIDE YOU SELECT WILL DEPEND ON THE ARRANGEMENT OF THE WIRES AND CIRCUIT
  153. COMPONENTS ON EACH SIDE.ONCE YOU HAVE SELECTED THE SIDE TO PLAY ON,THE TIMER
  154. WILL REACH TO THE TOP AND BEGIN TO COUNT DOWN.YOU HAVE UNTIL THE TIMER REACHES
  155. TO BOTTOM TO GET THE MAJORITY OF THE CENTRAL BAR ELEMENTS OVER TO YOUR COLOUR
  156. BY FIRING YOUR PULSERS,SHOWN ON THE VERY OUTSIDE OF THE LAYOUT. THIS TRANSMITS
  157. POWER OF YOUR COLOUR THROUGH THE CIRCUIT TO THE CENTRAL BAR,CHANGING THE COLOUR
  158. OF THE CENTRAL ELEMENT OR ELEMENTS REACHED TO YOUR COLOUR.THE SPARK UNDER TO
  159. DOME AT THE TOP OF THE CENTRAL BAR SHOWS THE COLOUR OF SIDE CURRENTLY HOLDING
  160. THE MOST ELEMENTS. THE MORE POWERFUL THE DROIDS INVOLVED, THE MORE PULSERS YOU
  161. GET TO START WITH.
  162. PULSERS ENTER THE SIDE TRACKS FROM THE TOP AND MAY BE MOVED UP AND DOWN WITH
  163. THE JOYSTICK.PRESS FIRE AND THE PULSER MOVES FORWARD AND TRANSMITS POWER ALONG
  164. THE WIRE FOR A FEW SECONDS BEFORE IT BURNS OUT.VARIOUS COMPONENTS MODIFY THIS
  165. POWER ALONG THE WAY TO THE CENTRAL BAR,AND SHOULD BE TAKEN INTO ACCOUNT WHEN
  166. CHOOSING WHICH LINES TO FIRE ALONG,THESE ARE;
  167.  
  168. 1. SPLITTERS - POWER BRANCHES OUT INTO 2 PATHS
  169. 2. JOINERS - POWER MUST ARRIVE AT BOTH INPUTS TO ALLOW POWER THROUGH.
  170. 3. AUTO-PULSERS - ONCE ACTIVATED BY POWER,THESE WILL CONTINUE TO PRODUCE POWER
  171. ON THEIR OWN UNTIL THE END OF THE GAME.
  172. 4. TERMINATORS - POWER CANNOT PASS THROUGH AND IS WASTED.
  173. 5. COLOUR SWITCHES POWER IS CONVERTED TO THE OPPONENTS COLOUR.
  174.  
  175. THESE COMPONENTS MAY BE ARRANGED IN VERY COMPLEX WAYS,BUT IT IS USUALLY BEST
  176. TO PICK THE SIDE WITH THE MOST SPLITTERS AND AUTO PULSERS AND AVOID TOO MANY
  177. JOINERS AND COLOUR SWITCHERS.
  178. SUCCESFUL TAKEOVER OF THE MAJORITY OF THE CENTRAL BAR AT THE END OF THE GAME
  179. WILL ENABLE THE I.D. TO `HOP OVER` TO TARGET DROID,AND THE PREVIOUS HOST,WILL
  180. BURN OUT AND BE DESTROYED.FAILURE TO TAKEOVER A DROID WILL RESULT IN THE
  181. DESTRUCTIONOF THE TARGET DROID,AND THE I.D.`S CURRENT HOST,IF PRESENT.IF THE
  182. I.D. WAS FIGHTING THE TRANSFER GAME ALONE AND LOSES IT WILL BE DESTROYED AND
  183. THE WHOLE GAME IS OVER.IN THE EVENT OF BOTH SIDES HAVING AN EQUAL CONTROL OF
  184. THE CENTRAL BAR,AND THE DEADLOCK OCCURS THE TRANSFER IS REPLAYED.
  185.  
  186. CHANGING DECKS;
  187. THE LIFTS MAY BE ACCESSED BY STANDING UNDER A LIFT CONTROLLER AND ACTIVATING
  188. TRANSFER MODE,THE SCREEN WILL DISPALY A SIDE VIEW OF THE SHIP,HIGHLIGHTING THE
  189. DECK YOU ARE CURRENTLY ON AND THE LIFT SHAFT YOU ARE SITUATED IN.MOVE THE
  190. JOYSTICK UP AND DOWN TO CHANGE DECKS,AND PRESS FIRE WHEN THE REQUIRED DECK IS
  191. HIGHLIGHTED.
  192.  
  193. CONSOLE ACCESS;
  194. APPROACH A CONSOLE AND ITS SCREEN WILL LIGHT UP.ACTIVATE TRANSFER MODE AND THE
  195. ONBOARD COMPUTER WILL BE ACTIVATED. YOU WILL SEE A MENU SCREEN WITH 5
  196. OPTIONS,ACCESSED BY MOVING THE JOYSTICK UP/DOWN AND PRESSING FIRE ON THE
  197. REQUIRED OPTION.
  198.  
  199. 1. LOG OFF - RETURN TO THE GAME
  200. 2. SHIP DATA - SHOW A SIDE VIEW OF THE SHIP AND OVERALL SHIP STATUS
  201. 3. DECK DATA - SHOW A PLAN VIEW OF THE CURRENT DECK AND DECK STATUS
  202. 4. DROID LIBRARY - ACCESS DATA ON ALL DROIDS
  203. 5. IN GAME STATISTICS- SHOW CURRENT GAME DATA
  204.  
  205. SHIP DATA;
  206. THE SHIP NAME AND OUTSIDE VIEW OF THE SHIP ARE SHOWN.MOVE THE JOYSTICK
  207. LEFT/RIGHT FOR A DETAILED DISPLAY.NOTE THAT SOME OF THE DECKS ARE BEHIND OTHERS
  208. AND ARE ONLY SHOWN WHILE THE DECKS ARE BEING DRAWN.THE DECKS ARE COLOUR CODED
  209. AS FOLLOWS;
  210.  
  211. YELLOW -- CURRENT DECK,NO OTHER DROIDS
  212. BROWN -- NO OTHER DROIDS ON DECK
  213. PINK -- CURRENT DECK-NOT YET CLEARED OF DROIDS
  214. RED -- NOT YET CLEARED
  215.  
  216. THE PINK AND THE RED WILL BE DIFFERENT COLOURS ON SHIPS OTHER THAN THE
  217. FIRST.MOVE THE JOYSTICK LEFT/RIGHT TO TOGGLE BETWEEN THE TWO DISPLAYS. AND
  218. PRESS FIRE TO RETURN TO THE MENU.
  219.  
  220. DECK DATA;
  221. A SMALL SCALE PLAN OF THE DECK IS SHOWN.YOUR CURRENT POSITION ON THE DECK IS
  222. MARKED AND INFORMATION IS GIVEN REGARDING THE NUMBER OF DROIDS REMAINING ON THE
  223. DECK AND SHIP.PRESS FIRE TO RETURN TO THE MENU.
  224.  
  225. DROID LIBRARY;
  226. MOVE THE JOYSTICK LEFT/RIGHT TO VIEW EACH DROID IN TURN.ONLY THOSE DROIDS EQUAL
  227. TO OR LOWER THAN YOUR CURRENT HOST DROID`S SECURITY CLEARENCE MAY BE VIEWED.TO
  228. VIEW MORE DATA ON A PARTICULAR DROID,MOVE THE JOYSTICK UP/DOWN.PAGES OF TEXT
  229. WILL BE SHOWN,ONE AT A TIME.PRESS FIRE TO RETURN TO THE MENU.
  230.  
  231. STATISTICS;
  232. SOME IN GAMES STATISTICS ARE PROVIDED FOR YOUR CONVENIENCE.THE STATISTICS FOR
  233. THE PREVIOUS GAME MAY ALSO BE VIEWED BY PRESSING F9.DURING THE TITLE
  234. SEQUENCE.PRESS FIRE TO RETURN TO THE MENU.
  235.  
  236. ALERT STATUS;
  237. DESTRUCTION OF DROIDS BY ANY MEANS RESULTS IN THE ALERT STATUS OF THE SHIP
  238. ARISING.THIS SLOWLY REDUCES WITH TIME.BY DESTROYING LOTS OF DROIDS QUICKLY IT
  239. IS POSSIBLE TO CHANGE THE ALERT STATUS FROM NORMAL GREEN TO YELLOW,AMBER OR
  240. EVEN RED. THIS INCREASED ALERT STATUS YEILDS BONUS POINTS EACH TIME THE ALERT
  241. LIGHTS FLASH AND THE ALARM SOUNDS.
  242.  
  243. RAIDERS;
  244. RAIDERS MAY BEAM INTO THE FREIGHTER AT ANY TIME.THE ONBOARD COMPUTER SOUNDS A
  245. WARNING KLAXXON AS THE RAIDERS SHIP APPROACHES.THE RAIDERS WILL BEAM IN,LOOKING
  246. FOR THINGS TO STEAL AND DESTROY.IT IS IMPERATIVE THAT THEY ARE ELIMINATED
  247. QUICKLY,ALTHOUGH ONLY DROIDS NEED TO BE CONSIDERED TO COMPLETE THE SHIP.
  248.  
  249. CONVENIENCE KEYS;
  250.  
  251. DURING THE GAME PRESS `HELP` TO PAUSE,THE `HELP` OR FIRE TO RESUME GAME.
  252.  
  253. DURING PAUSE MODE PRESS `ESC` TO QUIT GAME.YOU CAN PAUSE THE GAME WHEN
  254. IN THE TRANSFER GAME.
  255.  
  256. DURING THE TITLE SEQUENCE;
  257. F1. CHANGE CONTROLS BETWEEN JOYSTICK OR KEYBOARD.
  258. F2. SELECT START SHIP(ANY PREVIOUSLY VISITED SHIP MAY BE STARTED ON)
  259. F3. SWITCH THE TRANSFER GAME ON/OFF
  260. F4. VIEW PREVIOS GAME STATISTICS.
  261.  
  262. HINTS AND TIPS;
  263. SOME DROIDS CANNOT BE TRANSFERRED TO.DONT JUST DESTROY ALL EASY DROIDS EARLY
  264. ON,YOU MAY NEED THEM LATER ON,WHEN YOU GET INTO TROUBLE ON A DIFFICULT DECK.
  265. IF YOUR HOST DROID IS BLOWN UP,USE THE 4 SECONDS OF ARMOUR PROTECTION WISELY,IT
  266. IS BETTER TOESCAPE AND RETURN TO FIGHT LATER THAN STRUGGLE ON.
  267.  
  268. ....................THE END..TYPED IN BY SCOOTER-GENESIS.......................
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