package0xxxx::aȰ7++T(``bookX 1997 DejaVu Software, Inc.Man:DSN:DejaVubookNewtPack 3.4eN 1995-97, S. Weyer (portions may be derived from Newton Toolkit 1992-95, Apple Computer, Inc.)A9CIyAa@UR+bookTC!i)q i4 I wIi\!\A] XA)AYq!9Qq @UR/vversion@URflags@URiISBN@URtitle@URSshortTitle@UR3 {author@UR hcopyright@UR-publisher @UR@publicationDate@URIdata@UR !styles@URjɿ~contents@URbrowsers@URߧwtemplates@UR0.rendering@URu?appSymbol@UR\7icon@URohints*@QMan:DSN:DejaVu@UR_stringD@QDSNewt 1.0 Captain's Manual"@QDSN ManualJ@QDejaVu Software. Packaged by:F@Q 1997 DejaVu Software, Inc.,@QJohn Elliott IV C$A )Ii@URform_hidden @URUBform_printnames@URh base_href@URJqGetUserConfig@URedata CA CP@QNotes/DSNewt 1.0 Captain's Manual C! $AIa@UR% Fclass@UR:instructions@UR`literals@UR@argFrame@UR[<;numArgs@UR?(CodeBlock@apo{)_{1A1IQ@UR hfunctions$Cy !(AIa@UR|DebuggerInfo@apo {)r{A1I"@URL\UserConfigurationC A  A a @UR _nextArgFrame@UR_parent@URU{y_implementor@URߧwconfigSymC A a C A 1C a?qLMN!NYPPQRSITYTTU9UUWXQXXY1Yy[[]^!|)}~~ I1qI9 QAia AQ9aAyYa)!a)IayYIQ9!aY!q aα)Љ)yA܁)1qQ1iy!9!AYQi  1  IQ Q9ia!!Y#% &I&'A)A)y+/ /3Y345 7789a9;A?@9@B9CCyCPQ)QaTVYXaXYqZ[1[^!^^_i_a)af9gaghqhiYijjQkkyklIlm9mooqqwwACyA!@URtype@URZrformCA @URf"C_proto@URKviewFormatC9QA!@    `    <<~@URe1 %)JP%K% Jd81      @"@ bq̂RTRT "R(bq(      an)F" >" ? ? >" "         ?????      `< G~ @ `8~ @'`@~ (B < @(@  @(@@ @(@ @(Af` @p'f` `f` ff`fh fZ` f`f`` @    '@ !0( !P(@ !(@p !(0 !(@0 '@0 9;p0 `m͘0 a͘0 cm m09 gp0 0 p  ' !(B !(C !(@  !(@  !(B  p' >   D@  F[<q  Ab@D@ B@B@"C <0l8"@$`a`"$ !0<,I$'0I! I$%)(HI!0 I$%)&xI!` G$8%)!@I %.09 Cy!CC!!A!a9F@Q 1997 DejaVu Software, Inc.CI"YA 0@QTable of ContentsCy"CC"#)#Y#y# A!9"#@URazǸhrefs@UR'vscripts*@Q " Your missionA 0A #(A #0$D0@Q#MissionA #$ @URxFviewClickScript C!$)$A$q@a{:A$Q@UR PhrefScriptC$$ A a $@URX'@unitC CI$0@Q " Starting DSNewtCI%A@Q " LevelsCI%y"@Q " DurationCI%&@Q " DifficultyCI%,@Q " Other OptionsC"&I&y&#0@Q " Ship's controlsA <A &(A &<$h0"@Q#InterfaceCI'&@Q " Condition CI'Q"@Q " StardateCI' @Q " EnemiesCI'@Q " ScoreCI(@Q " EnergyCI(9*@Q " Message areaCI(@Q " PauseC"(() #&@Q " NavigationA (A )(A )A($0$@Q#NavigationCI)2@Q " What's out thereCI)8@Q " Amalgamation ships CI*!4@Q " Klingette boppersCI*q@Q " StarsCI*(@Q " Super novasCI*@Q " BasesCI+!$@Q " WormholesCI+a*@Q " InterferenceC"+++#@Q " ScansA A ,(A ,)$0.@Q#Navigation:ScanCI,q(@Q " Short rangeCI,&@Q " Long rangeCI,*@Q " Quadrant mapCI-9:@Q " Scan Selected TargetCI-L@Q " When the scanners are damagedCI-N@Q " Interference From a Super NovaC".i..#@Q " DrivesA A .(A .$02@Q#Navigation:DrivesCI/12@Q " Impulse and WarpCI/$@Q " AutopilotCI/B@Q " Docking and leaving baseCI0!H@Q " When the drives are damagedCI0`@Q " When the navigational system is damagedC"11)1I#$@Q " ArmamentsA $A 1Y(A 1$$ 0 @Q#ArmamentCI1 @Q " PhasersCI10@Q " Photon torpedosCI29$@Q " ReloadingCI2yF@Q " Blowing up the wrong thingC"23 3)#"@Q " DefensesA  A 39(A 3a $0 @Q#DefensesCI3 @Q " ShieldsCI3"@Q " CloakingC"4494Y# @Q " TacticsA A 4i(A 4$0@Q#TacticsCI4@Q " YoursCI5 @Q " Enemy'sCI59@Q " EasyCI5q @Q " AverageCI5$@Q " DifficultCI5 @Q " RepairsCy6!CC"6Y77#(@Q (c) 1997 DejaVu Software, Inc., All rights reserved. (last Newton Book update: July 23, 1997) This book created from HTML using Newt's Cape,A ,A 78i(A 7 r@Qhttp://www.netaxs.com/~weyer/newton/newtscape.html(A 7$ dPC88A 9 A!a89@URiname&@QYour Mission@QMissionCI9IB@QAs you patrol your quadrant of the galaxy, you will seek out Klingette boppers (or Amalgamation spaceships) and engage in battle. Star bases will allow you to refuel so that you can continue your mission. You must watch out for wormholes, undocumented on any chart, but known to exist. Success depends on your wits and your skill as a captain. The game is over when you kill all your enemies, or they kill you.CI<&@QDeepSpaceNewt runs under NewtonOS 2.0. If your Newton is an upgraded Newton 120, a Newton 130, or a Newton 2000, you can play DeepSpaceNewt.C=> @>9A!a80@QStarting the Game(@QMission:StartC>y>?IA!9@QTap the New Game button at the bottom of the playing area. You will see this window:$A $@ C9? ?@ 3  `<  <  !19<x=f7v/~m9f'`6f#`3vf!>3f|?`a qa3c=7f>c9a6vw1q7f639m6f>3wfv<7 m?y;n|@           <>1π@~3` p1lϾ1c`lٵ6`~1c`f17<33ag >3801`    < ~0[㇀ 8gϘ mvlٙ ~fo3 < 6fn[3 {g6o0g0` 0<> 0~3 |q[㇀380g1> ٙvn3`~6=͙fl36`<3m͙fl3v`3lo3` l큝Gf1`@   >100p0p0q003q0{0`{00?p`` `>` `3` `3g6 `>a `0g `0m `0g ` `0p?`CIL@QEnter the name of your ship, and choose the options to determine the configuration of your game.C>yMM6@QTap the Play button.$A @CIN9@@QDurationCINqF@QA short, easy DSNewt game will last about 15 to 20 minutes (if you win). Changing the length of the game increases the number of enemies. How much this changes the length of the game is debatable, because fewer enemies means more time flying through your patrol area looking for them.CIP@"@QDifficultyCIQ~@QThere are three ways to change the difficulty of DSNewt:CIQ@Q " Difficulty: intelligence and energy reserves of your enemies and the number of enemies and star basesC>yRSp@Q " Speed: time between moves (2, 1 or 1/2 seconds)4A  @ CISa@Q " Race: choose to play a member of the Amalgamation (base energy 5000 units) or Klingette (base energy 4000 units)CITq8@QThe easiest level is:CIT2@Q " Difficulty: EasyCIU(@Q " Speed: SlowCIUQ,@Q " Length: ShortCIU6@Q " Race: AmalgamationC"UWYW#h@QAt this level, there are nine enemies and twenty-one star bases. You have 5000 base units of energy, and your opponents have only 2000. Your opponents will be fairly stupid.$A A W(A W2@Q#Tactics:EnemyEasyCIX F@QThe most difficult level is:CIXi<@Q " Difficulty: DifficultCIX(@Q " Speed: FastCIY*@Q " Length: LongCIYI0@Q " Race: KlingetteC>yYZP@QAt this level, there are 33 enemies and 7 star bases. You have 4000 base units of energy, and your opponents have 5000. Your opponents will be quite intelligent.4A @|,C=[1@[Y(@QOther Options(@QMission:OtherC>y[]9@QThe Use Sounds option in the i-menu turns sound off and on. The High Scores option in the i-menu displays the high scores. The Clear Scores option in the i-menu removes all the scores from the list.tA ,@8A0@8A4@8AC8]A ^,@QShip's Controls @QInterfaceC^A^yr<# A!"^a#@URMlook^@R^ ^ ^^^ 0| f clcc`lٰ;f lff`l۰c 6ln|>}ύ} 3 3Ϟ6 0     8D$D"c0E ") "8) $H 8a8        **  "  g3 1 J@lJR J@({ "J@(B d2D1      @@@ } "@@@(  Y(  AbBIHp8 GBNO "IBRHE  'A&q8Āq::< L  !vf8 39)I)@!/I/0 !(I(@=&I&p     "  c,    " c     <Gp* Ȣ !YH 9)bRG !/BR*!(BRA =&AFpB   >e1 %)JP%K% Jd81      @"@ bq̂RTRT "R(bq(      an)F" >" ? ? >" "         ?????      `< G~ @ `8~ @'`@~ (B < @(@  @(@@ @(@ @(Af` @p'f` `f` ff`fh fZ` f`f`` @    '@ !0( !P(@ !(@p !(0 !(@0 '@0 9;p0 `m͘0 a͘0 cm m09 gp0 0 p  ' !(B !(C !(@  !(@  !(B  p' >   D@  F[<q  Ab@D@ B@B@"C <0l8"@$`a`"$ !0<,I$'0I! I$%)(HI!0 I$%)&xI!` G$8%)!@I %.09 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@??p88`l `l !p`͈xl >?0|0w!>?ͱqg5sl|39>! `{m6fmllc` ! `;oll{ >! `Ͷ10l w! ` `xǰylq  al 8`l  0p88 p??dA sAst1ttu9uuvivw1wx xyxyIyz)zz{Y{A sas.@Q#Navigation:Scan@s`@UR=JrectangleA st.@Q#Navigation:Scan@saA tQtq @Q#Armament@saA tt @Q#Armament@sgu`A uu! @Q#Armament@s`A uYu.@Q#Defenses:Shield@su_A uu @Q#Defenses@sA vvQ2@Q#Navigation:Drives@sA vv@Q#Message@s5A vw2@Q#Navigation:Drives@saA wQw8@Q#Navigation:Autopilot@sA ww.@Q#Navigation:Scan@s{A x)xa6@Q#Navigation:Overview@sKiZA xx0@Q#Interface:Energy@s[h`A yy1.@Q#Tactics:Repairs@sA yiy6@Q#Interface:Condition@s+:`A yz4@Q#Interface:Stardate@s9D^A zIzy.@Q#Interface:Score@sN\`A zz(@Q#Tatics:Enemy@sBQ`A {{A*@Q#Mission:Start@sJ-[fA {y{*@Q#Mission:Other@sJZ)A {|.@Q#Interface:Pause@sJ[CI|A@QThe main window for DSNewt is sized to fit older Newtons. If you are using a Newton 2000, this leaves some unused screen area. Live with it. Click on the main window above for an explanation of that feature.CI~ v@QIn the top left corner are ship and game statistics:CI~(@Q " Ship's nameCI~0@Q " Cloak indicatorCI!&@Q " Condition CIa"@Q " StardateCI @Q " EnemiesCI@Q " ScoreCI@Q " EnergyCII&@Q " Torpedoes CI@Q " ShieldCIR@Q " Docking and autopilot indicatorsC"9#@QA status bar showing the shield level is below the statistics.$A d|A (A )d(0 @Q#DefensesC"i)Q#@QThe long range scan of the surrounding eight sectors is below the shield-level slider.$A < A a(A <\0.@Q#Navigation:ScanC"i#@QA slider for the phaser strength is below the long-range scan.$A D<xA (A D<X00@Q#Armament:PhasersC"#@QIn the top right is the short-range scan of the current sector.$A `@\A (A `@d0.@Q#Navigation:ScanC"Y a#@QThe action buttons are below the short range scan. The first row of these will fire your weapons, navigate, and turn on your defenses. The next row scans your current locked target or turns on the autopilot.TA d L $A )q(A dt`0 @Q#Armament(A  H`2@Q#Navigation:Drives(A Q @Q#Defenses(A $@8@Q#Navigation:AutopilotC"q#~@QA slider for the warp speed is below the action buttons.$A D(tA (A D(XL02@Q#Navigation:DrivesC")#@QA slider for the impulse speed is below the warp speed slider.$A D4A (A D4X02@Q#Navigation:DrivesCIi@QDamage to the ship's systems will appear below the phaser and impulse sliders.C"9Y# @QThe name of each damaged system will appear, and the number of turns to repair the system. When the game starts, this area will be empty.$A  A (A   0`.@Q#Tactics:RepairsC" #@QGame messages will appear in the box below the list of damaged systems.$A  A (A  H02@Q#Interface:MessageC"a1#@QAt the very bottom is the i-menu, the New Game button, the Pause button, and the Overview button.TA hA,$@0@@ @ A (A D ``6@Q#Navigation:OverviewC=@1 @QCondition4@QInterface:ConditionCI@@QYour condition is either:CI@Q " Green: no enemies in sector and at least 1,000 energy unitsCIy@Q " Yellow: no enemies in sector and less than 1,000 energy unitsCI!@Q " Red: enemies in the sector or less than 200 energy unitsC=@@QStardate2@QInterface:StardateCI1 @QThe stardate updates by .05 GTU each turn. A GTU is a game time unit. The stardate has no bearing on the game in this version.C=Y@q@QScore,@QInterface:ScoreCI@QYou will score 100 points per enemy killed for a slow, easy game. You will lose 150 points for every base or star that explodes.CI@QIf you play at medium speed or average level, the points double. If you play at fast or difficult level, the points triple. The highest you can score is 900 points per enemy killed, playing a fast, difficult game (100 x 3 x 3). Correspondingly, you would lose 1,350 points if a star or base exploded at that level (150 x 3 x3).C>y"@QFor every hit against an enemy ship, you score 1 percent of the damage done to the enemy, in addition to any points for killing the enemy.$A h0C=@!@QEnergy.@QInterface:EnergyCIi@QYour ship stores energy for two purposes - shields and all other functions. The maximum energy rating is the same for each purpose, 5,000 units when you pilot an Amalgamation ship, 4,000 units when you pilot a Klingette ship.CIQ @QYour shields can absorb up to their maximum energy store in hits. The energy of your shields is shown as the shield percentage.CIy>@QThe ship's other energy statistic is shown in the list of ship and game statistics. Each time you fire the phasers or pilot the ship, you expend energy.C<A!a^aN@QMove 1 square under full impulseCY< @Q10/squareC<D@QMove 5 squares under warp 5C<@Q150/turnC)<0@QFull phaser blastCq<@Q500C<.@QMaintain shieldsC<x@Q50/turn another 50/turn if shields are less than 100%Cy<2@QRegenerate torpedoC<^@Q1,000 over maximum (not shown in window)C"I#D@QEach turn, you regenerate 100 units of energy, minus the energy you are using. If you are docked at a star base, you will regenerate 1,000 units each turn.$A hA (A h`D.@Q#Navigation:DockC=9@a&@QMessage area0@QInterface:MessageCI@QThe message area is at the bottom of the playing area. When your ship's systems are damaged or repaired, the autopilot reaches its destination, or an enemy ship is destroyed, a message will appear in this area.C=y@@QPause,@QInterface:PauseC>y@QTapping the Pause button will pause the game. The button name will change to Resume. Tapping the Resume button starts the game again.4A 0@<@tCIAL@QPausing allows you to exit the game without losing your "place." Pause the game, quit DSNewt, start DSNewt again later, and your paused game will be displayed.C8A "@QNavigation"@QNavigationCI@.@QWhat's out thereC9Y@u p 8='CId@QAmalgamation ships: yourself (or the enemy)C9q@u <>8CIb@QKlingette boppers: the enemy (or yourself)C9@u @@CI)@QStars: superheated balls of gas and dust, giving off light and heatC9@u !  !C"y!I#@QSuper novas: exploded stars, which interfere with short- and long-range scan$A $A Y(A $0`.@Q#Navagation:NovaC9@u l $H `$X)6CIaT@QStar bases: refuel and repair stopsC9@u p18:gLIlVm$e*9CIi@QWormholes: transport you to a random sector of the quadrantC9@u AA@A@ 0`HCIn@QInterference: when short-range scans are damagedCI)@Q C=Q@i@QScans,@QNavigation:ScanCI@$@QShort rangeCI@QThe short-range scan shows a the current sector. It is displayed in the large area in the upper right corner.C>y@QWhen you leave a sector, DSNewt saves the number and kind of astral bodies in the sector. To conserve memory, DSNewt does not save the position of the astral bodies. While it is disconcerting the return to a sector and find all the stars rearranged, we find that the surrealism of this "feature" adds to the overall playing experience. (The real reason is that it saves memory.)$A CI9@"@QLong rangeCIy@QThe long range scan is shown on the middle left of the DSNewt window. The scan is arranged in a three by three grid. Each cell in the grid has three numbers (or asterisks if you are on the edge of the quadrant or question marks if a star exploded in the sector). The first number is the enemies in the sector, the second the star bases, and the third the stars.CIq@QThe long-range scan will update as the number of enemies, bases or stars changes.C=9@i0@QQuadrant overview4@QNavigation:OverviewC! @  ؘ uUWUV  UWUW  U}UW+W + @W @+ @W @+ @WC000pq+DHHH"W@"+A"WB   "+@"WB   pq+ @W @+ @W @+ @WC000qq+DHHH #W@ #+A #WB    #+@ #WB   qq+ @W @+ @W @+ @WC0000q+DHHHH"W@"+A"WB    "+ @"WB    q+ @W @+ @W @+ @WC00000+DHHHHHW@+AWB     + @WB     + @W @+ @W @+ @WC00000+DHHHHHW@+AWB     + @WB     + @W @+ @W @+ @WC000q0+DHHH HW@ +A WB     +@  WB   q + @W @+ @W @+ @WC000pq+DHHH"W@"+A"WB   "+@ "WB   pq+ @W @+ @W @+ @WC000qq+DHHH "W@ "+A "WB    "+@  "WB   qq+ @W @+ @W @+ @WC000qq+DHHH "W@ "+A "WB    "+@  "WB   qq+ @W @+ @W @+ @WC000qp+DHHH W@ +A WB    +@ WB   qp+ @W @+ @W @+ @W @+ @W @+ @W @+ @W @+ W+W + ?W 0+ 6W 7v+ 3W 1+ 3W 7v+ 6W 0+ ?W +W+WUWUWjC>yʉT@QTap the Overview button to display the quadrant overview. For every sector in the quadrant, the overview shows the number of enemies and star bases in the quadrant last detected by the long-range scan. If you have not scanned the sector, the overview will show a question mark in the sector.$A $@HCI!<@QBecause enemy ships do not leave a sector unless fleeing from battle, the quadrant overview gives an accurate picture of where to find the enemy ships.CIy@6@QScan Selected TargetC>y4@QIn battle, you will need to know the condition of the enemy's ship. Tap the Scan button to see how much damage has been done to the targeted enemy.$A 0@CIA@H@QWhen the scanners are damagedC"Щґ#@QDamage to the short-range scanner appears as fluctuating interference in the short-range scan area. By watching closely, you can discover the position of bases, stars and enemy ships. Moving to another sector will not fix this problem.,A @DA (A 0.@Q#Tactics:RepairsCIA4@QDamage to the long-range scanner is shown by question marks in the long-range scan area. Damage to the long-range scan will not remove information from the quadrant overview. However, when the long-range scan is broken, information will not be added to the quadrant overview.C=Ց@J@QInterference From a Super Nova,@QNavigation:NovaCI)@QThe radiation from a star gone super nova mimics damage to both the short- and long-range scanners. Leaving the sector will fix the problem for the short-range scan, until you return to the sector. The long-range scan will always show question marks in a sector with a super nova. The overview will show an asterisk (*) in the sector.C=@@QDrives0@QNavigation:DrivesCIY&@QMuch of your time will be spent patrolling the quadrant for enemy ships. Your ship can fly via autopilot, or with manual controls. Autopilot currently has difficulty navigating around large objects like stars, super novas, bases and enemy ships. You cannot change the autopilot destination after it is set to navigate around the barriers; in this instance, the manual controls offer more control.C>yܙߩ@QThe warp and impulse sliders set your speed when using the manual controls and in autopilot. You may change the speed "on the fly." The impulse drive can be set to quarter, half, three-quarter or full impulse. The warp drive has a range of warp 1 to warp 9.9, in increments of 0.1. The game starts at full impulse and warp 5. The faster you move, the more energy you will use per turn.$A \CI@QAt speeds of less than full impulse (one square per turn), the short-range scan will not reflect the movement of the ship until the ship has flown a full square. It may appear as if the ship is not moving; check the impulse slider for the speed.CI@.@QImpulse and WarpCIA@QTo use the manual controls, point the ship in the direction you wish to go, and start the impulse or warp drive.CII"@Q " To select a direction, tap in the short-range scan area in the direction you wish to go. To go to the right, tap to the right of your ship. The short-range scan will briefly highlight the square in which you tapped, and your ship will turn in that direction. However, the short-range scan shows eighth turns (45 degrees), or north, northwest, west, southwest, south, southeast, east, and northeast. The ship will actually make a more precise turn. For example, if you turn the ship to north northwest (22.5 degrees), the short-range scan may show the ship as facing north or northwest. When you start the engines, the ship will move more precisely.CI@QTapping in the long-range scan also selects a heading, but only in increments of 45 degrees.CIi0@Q " Tap the impulseC9@u CII @Q " or warpC9y@u CI^@Qdrive button to start or stop the drive.CI@QYour ship will continue in the selected direction until you turn off the drive or select another direction. If you see you are about to fly into a base or star, tap to one side of the barrier to change direction. You do not need to turn off the drive.CIl@QIf you do fly into a star or base, you should suffer no damage. The navigational computers will automatically shut off the drive before there is any chance of an impact. If the navigational computers are damaged, the computers may not shut off the drives before the impact, and the ship will be damaged.C=9@Y @QAutopilot6@QNavigation:AutopilotCIR@QThe autopilot will take you directly to where you want to go without the chance of overflying. To use the autopilot, select a destination and start the autopilot.C"!#l@Q " You can select a destination in the current sector (for example, a star base) or a sector shown in the long range scan or overview (tap the Overview button to display the overview of the quadrant). Tap your the destination to select it, either a point in the current sector, or a sector shown on the long-range scan or overview. A destination in the short-range scan or the overview will flash when tapped. The short-range scan will show a selection mark around the destination. The long-range scan will not. (Close the overview of the quadrant if need be.)4A  ($@`A (A  6@Q#Navigation:OverviewC>yQ@Q " Tap the Autopilot button. Your ship will fly itself to the destination.$A ((@CI1@QYour ship is equipped with an early version of the autopilot, which has problems flying around barriers. The navigational computers will stop the ship, and you must fly around the barrier and turn off the drive before restarting the autopilot. You can also use the autopilot to fly around the barrier by selecting a destination perpendicular to your current heading.C=9@P@QDocking and Leaving the Star Base,@QNavigation:DockC>y@QTo dock, you must slow to quarter-impulse speed. The easiest way to dock is to use the autopilot, which will fly you at the selected speed to the star base, reduce speed to quarter impulse, and dock.Tap on the star base, then the Autopilot button.$A (@CI0@QTo dock manually,CIY@Q " Tap on the star base to change the heading to face the base.CI|@Q " Turn on the impulse engine (if it is not already on).CI@Q " When the ship is within one or two squares of the base, slow to quarter impulse speed.CIq|@QIf your ship is flying at faster than quarter impulse speed when you try to dock, the navigation computers will shut off the engine and deliver a warning message. Slow to quarter impulse using the slider (tap at the very end), tap on the star base to set the proper heading, and tap on the impulse drive button.C>y )@QIf your impulse engines are damaged, you can be towed into the base. Fly into the base at low warp. You should automatically stop, unless your navigational system is also damaged. Once stopped in a square adjoining the base, tap the base then the Autopilot button.$A (@C"qI#@QOnce docked, you will regenerate 1,000 units of energy. Repairs to the ship will take 1/5 as long.TA \ @ A (A 0T`0@Q#Interface:Energy(A 9l0`.@Q#Tactics:RepairsCIL@QBefore leaving base, use the slider to return the impulse engine to the previous speed. To leave the star base, choose a heading pointing away from the base and turn on the autopilot or one of the engines. You can change the heading or choose an autopilot destination while still docked.CI @D@QWhen the drives are damagedC" Q A i#@QWhen your drives are damaged, you will not be able to fly using that drive. It is considered a good tactical decision to flee the battle when one drive is damaged. When two drives are damaged in battle, it is likely that you will soon die.$A TLA  y(A  T0.@Q#Tactics:RepairsCI @\@QWhen the navigational system is damagedC" i#\@QDamage to the navigational system is one of the most aggravating problems that can occur. It causes your ship to fly like a drunken cadet, changing course randomly, even on autopilot. If you need to dock at a star base when the system is damaged, it might be easier to fly using manual controls.A A (A !0.@Q#Tactics:RepairsC8qA  @QArmaments@QArmamentC"!I#N@QArmaments are a very important topic of your training. Your ship includes both phasers and torpedoes. Before engaging in battle, you may wish to review tactics.$A `A Y(A `0@Q#TacticsC=@@QPhasers.@QArmament:PhasersCI!@QFull phasers will do 1,000 units of damage to a target next to your ship. The further away the target, the less damage from the phasers. At a distance of more than half-way across the sector, phasers are useless. However, a phaser shot is instantaneous, and always hits, even if you are pointed in the opposite direction.CI@QTo use the phasers, you must lock on to the target and fire.CIi@Q " Tap on the target to lock on. When the target is locked, corners will appear around the targetC9I@u }~^/:   C"#@Qin the short-range scan. If you tap on empty space, the phasers will not lock. If you tap on the wrong thing, for example, a star, the phasers will lock on that item as a target. You can blow up a star or base. This is not a good thing.$A XlA (A 9X,@Q#Armament:WrongCIB@Q " Tap on the phaser buttonC9@u CIy@Qto fire. The short-range scan will show the firing phaser. The message area (at the bottom of the window) will show if the shot hit.CI"@QWhen the target moves (or you move), the phaser lock will remain until you choose a different target, or one ship flies out of the sector.C"  #@QA full phaser blast uses 500 units of energy. You can change the amount of energy used (and damage done), by resetting the phaser strength with the slider. Even when the target is out of the effective range, you will still use that amount of energy to fire. You can continue to fire phasers until your energy runs out.$A HA  (A  00@Q#Interface:EnergyCI!)@.@QPhoton torpedoesCI!qF@QPhoton torpedoes will do 2,000 units of damage to a target next to your ship. Again, the further away the target, the less damage they will do. Torpedoes are still effective across the entire sector, doing 1,000 units of damage. At that range, it is very easy to avoid a torpedo shot.CI#2@QTorpedoes do not lock on as phasers do, and can be avoided, especially at long range. Torpedoes fire forward, that is, along your current heading.CI%!"@Q " Tap on the target to set the heading. You can tap on another area to select the heading, but tapping on the target can be more accurate.CI&aD@Q " Tap on the torpedo buttonC9&@u 8CI'Y@Qto fire. The short-range scan will show the torpedoes shooting across the sector. Torpedoes fly at twice full impulse (about warp 2). The message area (at the bottom of the window) will show whether the shot hit and what damage it did.CI)Y@ @QReloadingC")++A#@QPhasers depend on the energy available to the ship. With 125 units of energy left, you can fire the phasers at quarter strength.As you gain energy, your ability to fire phasers returns.$A 0A +Q(A +y0l0@Q#Interface:EnergyC>y+.@QYour ship starts the game with 10 torpedoes; this is the most you will have. Your ship creates torpedoes from energy. Once your ship reaches its maximum energy (5,000 units for an Amalgamation ship, 4,000 units for a Klingette bopper), each 1000 units it gains over that will be converted into a torpedo. The extra energy is not shown. It is easiest to reload torpedoes docked at a star base.$A TC=/!@/iB@QBlowing up the wrong thing*@QArmament:WrongCI/@QIf a star or base is between you and your target when you fire, the phaser or torpedo will hit whatever is between you. If you repeatedly hit the star or base, it will explode. Any explosion will damage your ship. The small explosion from an exploding enemy causes little or no damage. The explosion of a star base, a much larger object, will damage your ship and might throw you out of the sector. The explosion of a star will do even more damage than a base.C83yA 3@QDefenses@QDefensesCI3@QAmalgamation ships come equipped with shields. Klingette boppers have both shields and cloaks.C=4@4@QShields,@QDefenses:ShieldCI5!v@QAmalgamation shields can withstand up to 5,000 units of damage, that is, five full phaser blasts or two and a half torpedoes (don't ask what a half torpedo is) at point blank range. Bopper shields can accept up to 4,000 units of damage, that is, four full phaser blasts or two torpedoes at point-blank range.CI78@QTap the shield buttonC97@u  GY CI8@Qto turn the shields off and on. When a ship's shields are on, a line appears around the shipC99q@u x,\x}gW+CI:@Qon the short-range scan. Additionally, when your shields are on, a circle appears around the ship shown in the shield button.CI;1@@QThe shield status gauge is above the long range scan. The shields will regenerate at 1 percent of effectiveness a turn, minus any damage taken that turn.C=<@<@QCloaking*@QDefenses:CloakCI<@QOnly Klingette boppers have cloaks. When you choose to play a Klingette, a new buttonC9=@u CI>YD@Qwill appear next to the shield button. This is the cloak button. Tap this button to turn on your cloak. When your cloak is on, your ship will be greyed outC9?@u @P*CI@Q@Qon the short-range scan. The cloak button will also be greyed out.CIA2@QYou cannot have both cloak and shields turned on. If one defense mechanism is on when you turn on another, the first mechanism will be turned off.CIBQ@QWhen you play an Amalgamation ship, you will not see cloaked boppers on the short-range scan.C8C9A CY@QTactics@QTacticsCIC@@QYoursC9C @    " @@ H$B@`PH  @pK,H @0 & O.0  @ T" 1 0c.  @ d$Ir$ 0"as@   @@@ @  H@$ 10"a IL$0? H@ Cf @@DX`$@ LX`$ "D $  2AwdL$ GF"$'2)EP#`@ JE@"HJ$ BQ1`"c@ @ " H$ p @  @a 0"F@ A⼀qB "@@ HBQ`@0   "(@DH1 0a C*D Xd$H$LX0"`C3(D(*P " @ J#$ ` @p90 FĀ:@ H@$aD@ 0"aAD@@ q@܀d$IL$D 0aFC@@x@ ~L   HyH@ H` 0a  H$  P 4 "@@GI` p4 U @LR("(@D4 `"( H@ @ d$H$(*P@ $`@"D "C  $ @" $I $" @I$@ LF 8  ` xPEx Ap8@ % p? l!l0l0    0A  PE@`8  ` `@  laJ aJO c*O nc.f `8? PE  A @    HI $$   L  Y O&T@  D6@U(  DPT  D>PT`  @ f`n̜  <,x^ h/X 8L`g89f h%`gE@@g@~@x=d8-:f  w7k$bpo$ jWb$sx f7 n"݆\fTU  ABFU T qYފjbxц1[ f @ nIc3 ͘TըUU $*( @ @@CIPP@QAbove, a very badly damaged ship.CIQA@@QDefenseC"QST!#x@QBe sure your shields are up! This sounds simple, but... Turn shields on before you enter a sector with an enemy ship. The enemy could be right next to your ship when you fly in, and get off a few rounds before you have time to react. The long-range scan shows the number of enemies in the surrounding sectors.$A <A T9T(A Tal .@Q#Navigation:Scan(A Ta( PCIT@QDon't be afraid to run away. Once it's over for you, it's over. Better to live to fight another day. When one critical system (engines, defenses or weapons) is damaged, leave the sector.CIVq@QBe sure your ship is at full strength before engaging in combat. Use the star bases to refuel. Star bases are not available to enemy ships; enemies regenerate no faster than 100 energy units a turn. At a base, you can regenerate 1,000 units.CIXy@@QOffenseCIX@QUse torpedoes at longer distances. Phasers are effective only halfway across the sector.CIY&@QUntil you are used to the game, don't let the enemy ships get too close. At close range, an enemy ship has the advantage over a novice user.CIZd@QIf the enemy ship runs away, follow firing.C=[I@[i@QEnemy's(@QTactics:EnemyCI[x@QYour enemy's tactics depends on the game level you are playing. How quickly the enemy ship carries out those tactics depends on the game speed. It is a good tactic on your part to start a new game level at a slow speed. The tactics on all levels are essentially the same; what changes is the enemy's tenacity.CI^9^@QTactics are influenced by three factors,CI^B@Q " torpedoes in the sector,CI_V@Q " damage the enemy has suffered, andCI_6@Q " distance from you.C"_``#@QWhen any torpedoes are in the sector, the enemy will turn on a defense system, shields or cloak.$A 8LA `(A a 80 ` @Q#DefensesCIaAr@QWhen the enemy is badly damaged, it will run away.C"aeYe#~@QIf the distance is greater than three squares from you, the enemy will fly towards you (in a random, evasive pattern). Within five squares, the enemy will turn on a defense system, shields or cloak. Within three squares, the enemy will circle your ship or move randomly around your ship. Each turn while flying around your ship, the enemy will decide to shoot or move. The enemy will fire torpedoes until out of torpedoes, then use phasers.4A 8DA ee(A e8h @Q#Defenses(A f @Q#ArmamentCIfQ @QAn enemy that is badly damaged and unable to move will fire wildly at you or at a star to blow themselves out of the quadrant.C=gy@g@QEasy0@QTactics:EnemyEasyCIg@QEnemies at the easy level are fairly stupid. They are more likely to:CIhZ@Q " turn on shields instead of cloaking,CIiV@Q " remain fighting until nearly dead,CIiq8@Q " fly than shoot, andCIiR@Q " blow up your ship when crippled.CIj1@@QAverageCIji@QAverage level tactics are midway between easy and difficult tactics.C=k@k9 @QDifficult:@QTactics:EnemyDifficultCIkX@QAt difficult level, enemy ships will:CIlD@Q " cloak rather than shield,CIlaH@Q " run away sooner to survive,CIlx@Q " shoot as often as fly while flying around you , andCImQL@Q " explode a star when crippled.C"mnn#@QRemember, at this level, enemy ships have nearly as much (if not more) energy than you do.$A 4A n(A n0(`0@Q#Interface:EnergyC=o1@oQ@QRepairs,@QTactics:RepairsCIo@QSince the safety regulations of stardate 2043.87.621, all star ships come equipped with self-repair modules. In the control area listing which systems are damaged, the ship will also list the number of turns to repair the system.C"qvv#@QWhen you are docked at a star base, repair time will be five times faster. If a damaged system requires more than 100 turns to repair, the crew at the base will replace components in the damaged system (reducing repair time by 50 turns for each component) until the repair time is below 100 turns. (I.E., if the system requires 210 turns to repair, in the first component replacement will reduce repair time to 160 turns, the second component replacement to 110 turns, the third to 60 turns. This will take place over three turns. Thereafter, the system will require 60 turns to repair, reduced by a factor of 5 to 12 turns.)$A 4 xA v(A v4<0.@Q#Navigation:DockCyw)CC!wYr@Q 1997 DejaVu Software, Inc., All rights reserved.A wCwx)xIA8x@URLz@\list@QContentsA y yyzzQzzz{1{i{{||I|||})}a}}~ ~A~y~~!Y9qQ1iCy!y"AAyAyYyq@URw>bounds@URCitem@URazǸlevelA 0Cy!y8A 0Cy!y=A Cy!z1N!A Cy!ziPA hCy!z[A Cy!z]A 0Cy!{A Cy!{IA HCy!{AA `Cy!{A HCy!{!A $pCy!|)aA HCy!|aA 0Cy!|A Cy!|9A HCy!} A Cy!}A! A Cy!}y! A  Cy!}a A ,Cy!}) A HCy!~!y A Cy!~YA  lCy!~ A XCy!~! A XCy!! A Cy!9 A Cy!q A `Cy!QA 0Cy!A Cy!!A  lCy!Q)AA Cy!/ A  Cy!3YA 0Cy!4A \Cy!16$rootC A@UR[VoptionsAPI@URR#gotoHREF C!yA@a*o)_"o) |  *oD| )   +  ot  + $"+{{o{*_"o{ *{o{ *_" ( o _"o o" *g *_'o| ~+_"o5"'4_6"oX'C'=_Y"os<_" 1o8_" +o*_"o  (!"C_"o (!:_"#"'4o;}o}_ |${o{%*_ |&|'o0|'_3()4_"**o^+1B_",*oq"_"-1|.  /2o0*_"o |1"24_"o_""32o4_"o56"24_"o" _"o""g._1'g: _='ooY7_Z"oc_uot"32_u"|8o90w:;o<;*_<=*_"_"AQIi!Y)  !YyY! 9 Qi8qA1I)Iii!y1yơ@UR!StrFilled@URČPIntern@Q#@URpopenManual@UR`?bookRef@UR/]_function@URHPerform@QNotes/ C!A)@a{)ow||*oH|)~o*{|*o& _'"_/{| +oE_H"}*oY{}+_Z} { oq _r"+_x{(AIQ !@URHmStrLen@UR;vTBeginsWith4CaA8A a )@URdstr@URqpos@URupto@URǢbwith@UR]Kpos1@URO"slen@URwFpos2C @Q<TITLE>@Q</TITLE>@URzfindHTMLentry @Qtext/html@UR޲kdispatchFile@UR2Toggle@Q:@Qhttp:@UR3 {getURL@URۡurlCop@UR*PreferredApp@Qmailto:@URRk subject@URq>bodyf@Qhi, I saw this cool document in Newt's Cape. 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