# Perfect dark statistics / Maximum figure capacity

## A guide to Perfect dark's statistical figure capacity maximums and limitations.

By Kudrun. (07.02.01)

First off, I would like to thank everyone who has replied / E-mailed me (See credits).

This guide is designed to aid you in all aspects of Perfect dark’s combat simulator statistics. It also documents the entire process I’ve gone through to maximise them.

Aim:
Quite simply, to increase all statistics to their maximum capacity.

What is meant by “Increasing a statistic to it’s maximum capacity”?:
Basically, getting a statistic to show the highest number possible. This figure may be a multiple of 9 (9999…), and / or limited to memory.

Why?:
The ranking system in Perfect dark’s Combat simulator uses numbers. When a certain set of numbers is reached (be it any order) a title is given. To eliminate the possibility of anything being granted (title, codes etc..) after you reach Perfect:1, I decided to maximise all statistics. By doing this, I gain every possible set of numbers, every title, and in turn gain anything extra to be had. (If anything at all).

As well as this I wanted to know what happens when you reach the maximum figure capacity and then increase it by 1.

The first thing I did:
Cry. I was overwhelmed, and then I thought. Instead of looking at the statistics as a big set of scary numbers and trying to maximise out all the statistics at once, I decided to concentrate on just one. This would then give me a basis to start the others. To do this I decided to start at the beginning. Looking at the statistics screen, you can see that each field has a length.

Eg.

Kills:………………….0. –What it looks like from 0.

There is only a certain amount of room for a number to fit into. This could be your figure maximum.

Kills: 999999999999999. – Possible maximum figure capacity.

I needed to find the statistic that would take the shortest time possible to maximise, and so I measured each statistic field. Looking at the shortest ones I eliminated all the fields that use a (k) or (M) to signify Thousand, or Million because this drops the figure length and increases the time taken to reach the maximum number because you're taking away 000 and/or 000000 from the figure. What was I left with? "Headshots" !! Now this made me laugh. It wouldn't necessarily take that long to reach the maximum figure capacity for "Headshots", why?, because we can cheat.

I plugged in two controllers (One with auto fire). applied my x-plorer cheat cartridge to my N64, and entered these codes: Infinite ammo player one and Infinite health player two (See details later). Then I simply set up player one to be aiming at Player two's head, donned my trusty Cyclone (secondary function) and cellotaped Z down. Bang! Over 44.5 thousand headshots in an hour.

What happened next?
In the beginning, I had said that a maximum figure capacity could be related to the actual width of a field. This would give a nice 999… maximum that couldn’t be increased on. What I found after a while was to change all that. I returned to a game/experiment one day (A game to increase "Headshots"), to find that the figure hadn’t gone up. It was set at 1048575, and wasn’t going up any more.

Why 1048575?
1048575 is the decimal translation of FFFFF in hexadecimal. Programmers use hexadecimal because they have more figures to use. The statistics so far show the use of a five figure hexadecimal number as a maximum. This conserves memory, whilst providing a large figure (In decimal) that would take a long time to reach and extend the games life. As well as FFFFF, 11111111111111111111 is also a translation of 1048575 in binary. By converting the binary to bytes, and then back into decimal, you end up with the number 255, and as many programmers/hackers will know this number is quite significant. A quick example (Only) of the use of 255 in programming can be given as such: The set speed at which a character can move may be programmed into Perfect dark like this: 80f7600 0120 (Dec). The maximum speed your character could run at (By use of hacking) would be written: 80f7600 0255 (Dec). 255 is a maximum, and the reason why 1048575 is as well.

With this knowledge in hand, what did I decide to do?
Well, now that I knew the statistics had a maximum (1048575 or similar), I needed to find out exactly what the maximum for each field would be. "Kills" and "Headshots" were fairly easy to maximise (All details later), I'd maximised "Headshots", so I set to getting kills. When I found this to also be 1048575 (I wasn’t expecting it to be anything else to be honest with you) I decided to move onto a field that used a (k), (M), (: ) or (.) in the translation of the statistic. These fields got me thinking, and I asked myself these questions: 1) If a statistic uses a (k/M) at the end to signify thousands/millions could the statistics use anything higher than (M), like (B) billion?, 2) Does the k/M use up some of the memory (a maximum, of the translation of 1048575) in translating the statistic (This may lower 1048575 to something like 104857M)? or 3) is it just in-built to pop up when the figure reaches a thousand/million, having no effect on the maximum figure?

Have I found out yet?
No, and it is going to take some time to find, but I can make a good educated guess. A statistic that uses a (k) or an (M) in it's translation, is very unlikely to use another letter to translate when it gets to a higher number (B (Billion)), there just isn’t any logic in it (One thousand million “Damage dealt”, I don't think so). Therefore, it is safe to say that the maximum for "Damage dealt" (or similar) would use (Along with it's maximum) an (M). The programmers aloud for statistics to get into the millions, but I doubt they thought of including a (B) into the billions. Whether the (k), (M) or similar uses up memory (and shortens 1048575) is another matter. This can only be found out when a statistic reaches 104857M. If it goes any higher, then the maximum would definitely be 1048575M. This of course will not be proven for a while (Slight understatement), but it is safe to say for now that the maximum figure capacity for any statistic only uses numbers.

There is also the issue of the (.0) included in the translation of "Damage dealt", “Distance” etc… when this is used, I believe it decreases 1048575 to 104857.5 . Using (.0) onto 1048575 (As 1048575.0) would only increase the figure to 10485750 (Remember, the end figure has to be a translation of FFFFF). This number is bigger than the maximum can go (1048575), and so 104857.5 is the maximum. The (.) is ignored as it doesn’t really decrease the size of maximum (A 5 digit hex or limited 8 digit dec), it is just used to show a fraction (As km is used to show kilometres).

Time. It is safe to say that the maximum limit for "Time" would be another translation of 1048575, something like 104:85:75. This though, is just not possible. There aren't 85 hrs in a day, let alone 75 min in an hr. 104:23:59 is the maximum limit for time. This is because the combat simulator's time works in a 1>:1>23:1>59 order (As time would). Upon reaching 104:23:59 the clock would stop. It couldn't move on to 105:00:00 because 1050000 is higher than 1048575, and even though 1042359 is smaller than the limit, then next number it would go to would be too high. Again this can not be proven for a while. There is also a slight possibility that the time may change to Month:Day:Hour and then Year:Month:Day (As hour to Day did), but I doubt it somehow. 104:23:59 it is.

Update (31.05.01):

Well, after what seems like a century since the last "maximum figure" was found I have some results that I think might interest you. There is some good news and some bad news though. The good news is that I have finally reached my estimated maximum figure for "Distance", 104857.5km!!! The bad news is that this isn't the maximum figure.

I returned to my experiment last night to find that the figure for Distance had exceeded 104857.5km. This now leads me to believe that the statistics for Distance take into consideration the decimal point. With this knowledge in hand, it is safe to say that the maximum figure for Distance will actually be 1048575.?km. At present I don't know what the ? (Decimal) will be. It could only be 9 at a maximum because the other (1048575 - Decimal) number can not increase any more. Of course this could all be wrong, I'm just hypothesizing.

There is also the issue of “Time”. As we know “Time” uses a : in the translation of it’s statistic. With the knowledge of the possibility that the . in the “Distance” translation acts as a stoppage, does this mean that “Time” will act in a similar way? Instead of my predicted 104:23:59 as “Times” maximum, could 1048575:23:59 be more like it?

Update (24.06.01):

Some very interesting information has come to light of late, and I shall like to explain it to you. Krijy (A member of Pdark.com and ARHQNET.com) has managed to manipulate the statistics to maximums using an Action replay. Now, these maximum have been hacked with a cheat device (Which I never wanted to do – which is why my method is long, but rewarding), and although only calculated maximums, they do shed some light. (See below for table of Hacked Maximums)

In the beginning stages of my “Statistical Maximums” analysis I had figured that most (If not all) maximums would be a translation of 1048575 (Or FFFFF in hexadecimal). This assumption was made on the basis of the two maximums I had already found (“Kills” and “Headshots”) which where both 1048575. This now seems not to be the case. Krijy’s results represent a detailed example of statistical maximum limits. And all are constructed differently (Although similar). Lets me explain:

Since the beginning, it has been known that a statistic will use as higher figure as possible to represent its maximum. This example was shown in “Kills” maximum of 1048575 / FFFFF. It would take a long time to reach 1 Million kills, and so increase the life of the statistic memory.

With what Krijy has found, it shows that all statistics use similar Hexadecimal numbers to each other. For example: FFFFF, 3FFFF, 7FFFF (See table below for results).

Update (04.07.01):

NEWS!! I have reached and stopped at one of the hacked maximums. I was very near to it anyway. Damage dealt: Instead of my 104857.5M estimate, it was in fact 6.7M. Now I need to work on getting to the other hacked maximums to see if they are “The” ones. I have created a table (See below) that details the time needed to be taken to reach the hacked maximums from 0. Using the same calculation, I have also worked out how long it will take me (From my extensive maximisation) to reach the hacked maximums. The results rest at my next target being either: Pain received – 156.86 hrs or Survivor medals – 1.32 hrs. (The time taken to reach “Survivor medals” maximum is decreased from before because of an AR code which Krijy made me aware of (See below)). I shall try it (On a different character), but for now I’m working my way towards “Pain received” maximum of 6.7M.

Update (04.08.01):

A few things are bugging me about the hacked maximums.

Krijy found the “Ammo used” maximum to be 3FFFFFFF Hex, which is 1073M in Decimal. When though, is “Ammo used” going to turn over to the Millions (M)? My “Ammo used” statistic to date stands at 19233k. This should have gone over to M by now, but hasn’t. 19233k is 19.2M and would have surely made more sense to use at it uses up less memory, whilst still representing the same figure. If you are going to go into the Thousands, why not the Millions?

Could “Ammo used” continue to use a k, and reach 3FFFFFFF Hex(Or 1073741823 Dec) without changing? Could 1073741823k be “Ammo used” maximum? Maybe we will find out one day.

Another thing that is bugging me is the hacked “Time” maximum. Krijy has estimated it to be 24855:03:14:07, although I don’t understand. Does he mean 24855 days, 3hrs, 14min and 7 sec? I shall have to ask him. “Time” is one of those ones which is hard to estimate. The translation of the statistic uses many characters ( Like : ) and is split into different sections. It also runs independently to the others because it uses a 0-60-0 counter. We shall see.

More when I find more. Watch this space.

-------------------------------------------------------------------------------------------------------------------------------------------------------------

### Results:

Number of (Statistic) possible per hour (Using methods below):

Kills……………………………………10500
Deaths…………………………………..504
Ammo used……………………………..53k
Damage dealt………………………...35.7k
Games played………………………….180
Games won…………………………….180
Games lost……………………………..180
Time……………………………….00:01:00
Distance…………………………….138km
Medals…………………………………..180
Medals (New code)………………….45900

My predictions for all statistic maximums (07.02.01).

Kills………………………………….1048575 (Known)
Deaths………………………………1048575
Ammo used………………………..1048575k
Damage dealt……………………104857.5M
Games played………………………1048575
Games won…………………………1048575
Games lost………………………….1048575
Time………………………………..1048575:23:59
Distance………………………..1048575.9 km
Medals………………………………1048575

Time (Hrs) to reach statistic maximums (Above) from 0.

Kills……………………………………..99.86
Deaths………………………………..2080.5
Ammo used……………………….19784.43
Damage dealt…………………29371848.74
Games played………………………5825.42
Games won…………………………5825.42
Games lost………………………….5825.42
Time………………………………...2519.983
Distance……………………………..3759.84
Medals………………………………5825.42

and yes, that is 29.4 Million hrs to reach “Damage dealt’s” maximum.

## My personal statistics to date (02.08.01):

Creator: Kudrun
Character: Perfection

Kills………………………………….1048575
Deaths…………………………………..1542
Accuracy……………………………….70.8%
Ammo used………………………….18169k
Damage dealt…………………………..6.7M
Games played…………………………..1914
Games won……………………………..1239
Games lost…………………………………60
Time…………………………………70:03:22
Distance………………………….114223.6km

Medals

Accuracy…………………………………4095
Killmaster………………………………...4864
Survivor…………………………………..4864

Title: Perfect:1

Krijy’s Hacked Maximums (Decimal / Hexadecimal) :

Kills………………………………….1048575 / FFFFF (Known)
Deaths………………………………1048575 / FFFFF
Accuracy…………………...4294967295.0% / FFFFFFFF (Hacked maximum)
Ammo used…………………………...1073M / 3FFFFFFF
Damage dealt…………………………..6.7M / 66FFFF
Games played……………………… 524287 / 7FFFF
Games won…………………………..524287 / 7FFFF
Games lost……………………………524287 / 7FFFF
Time………………………….24855:03:14:07 (Although I don’t understand this)
Distance……………………….3355443.3km / 333333
Medals………………………………..262143 / 3FFFF (Except “Survivor” at 65535 / FFFF)

Time (Hrs) to reach Hacked statistic maximums (Above) from 0.

Kills……………………………………..99.86
Deaths………………………………..2080.5
Ammo used……………………….20245.28
Damage dealt………………………..187.68
Games played………………………2912.71
Games won…………………………2912.71
Games lost………………………….2912.71
Time……………………………….…………?
Distance……………………………24314.81
Medals………...…………...(Survivor) 364.1
………………...…………..(Others) 1456.35
…………………(New code) (Survivor) 1.43
…………………...(New code) (Others) 5.71

# Methods:

Personally used methods to increase each statistic in the quickest time possible. Set them up, turn television off and leave.

(In each case, the character you wish to increase is P1).

Kills:

(No credit to me for discovering this one)

Scenario: Capture the case
Options: One hit kill
Arena: Felicity
Weapons: All Remote mines
Limits: All infinite
Simulants: 8 Dark sims
Teams: P1 and all sims on same team

This is how I personally represent the Felicity toilet explosion loop: Make sure your spawn point is in the small room just outside the toilets (It’s rather cramped with 9 people in, but the sims will soon scarper off). Collect some mines, and throw them on and directly around the case in the toilet stall. Next litter the small room you started in with around 20 mine (Floor and walls). Stay in the room, and command all the sims to “Save case”. When all the sims have gone past you and are gathered around the case (And mines), close both doors as you exit. Stand clear, and detonate mines. You’ll know the loop is working because the explosions with be continuous. If the explosions stop and/or any sims escape, you will have to restart the whole procedure again. Those sims will try anything to escape.

Deaths:

At first I believed that it would be possible to stand in the Felicity toilets whilst the explosion loop was running, and just press start (Or use a cheat controller) to respawn, but this is impossible. As soon as you respawn, you die, and are unable to pause to quite (Try it). I then thought of having a P2 dummy sat outside the toilets who could pause the game for me, but the loop doesn’t seem to work in 2 player, so...

Scenario: Capture the case
Options: One hit kill
Arena: Felicity
Weapons: All Cyclones
Limits: All infinite
Simulants: None
Teams: P1 vs P2

Extras:

P1 – Cheat controller with “Auto fire”
P2 – (X-plorer codes) Infinite ammo/ no reloads, right hand (Press start a few times):

ED5DF20A 596A
C86FEB9F 595A

As with “Kills”, restart until you spawn in the small room just outside the toilets. Controlling P2, grab a cyclone and head back to P1 (Who is still in the small room). Stand in a corner facing P1, and press Start a few times to activate the “Inf ammo” cheat. Kill P1 and then press Start on P1 controller to respawn. Aim P2’s crosshair at P1 and cellotape Z down. Then use the “Auto fire” on P1’s controller to continuously restart. You have just created your very own death loop, where P1 constantly respawn, then dies in the same spot.

No Cheat device? Well... Same set up but...Stand P2 on top of roughly 4-5 ammo crates which have been shot into one spot. Then put the Cyclone onto It’s secondary function, aim at P1 head and press Z every five seconds. As well as doing this, holding P1 controller and press START every five seconds (Or so). Loop compiled, even if it is a little monotonous (I suggest you watch a film whilst doing this).

Scenario: Combat
Options: No auto aim
Arena: Any
Weapons: All Cyclones
Limits: All Infinite
Simulants: None
Teams: P1 vs P2

Extras:

P1 – (X-plorer codes) Infinite ammo/ no reloads, right hand (Press start a few times):

ED5DF208 596A
E86FCA2F 594F

P2 – (X-plorer codes) Infinite health:

ED6FDA41 5970
C86FE324 90DA
ED6FDA41 5970
C86FE314 90DA

Simply place P2 in a corner (So it doesn’t move when shot at), and set P1’s Cyclone crosshair on P2 head. cellotape Z down on P1’s controller and listen to the groans of P2. Reposition the crosshair if necessary to gain maximum repetition.

No Cheat device? Well...

By using the same method as for "Deaths" (Only player reversed) you will gain a lot of head shots. You can also swap P2 for eight sims (On your team) and use their heads.

Ammo used:

Use “Headshots” set-up, or for a simplified version, only use P1 “Inf ammo” and aim at nothing. The Cyclone is the best weapon to use for “Ammo used”, as it discharges the most ammunition in the quickest time possible. I only use 1 Cyclone, as I find 2 is a lot slower.

Damage dealt:

Simply use “Headshots” set-up, but reverse the characters. P1 is now being pummelled in the face by P2.

P1 – (X-plorer codes) Infinite health:

ED6FDA41 5970
C86FC7B4 90DA
ED6FDA41 5970
C86FC7A4 90DA

P2 – (X-plorer codes) Infinite ammo/ no reloads, right hand (Press start a few times):

ED5DF20A 596A
C86FEB9F 595A

Games played:

Notches up one every time you play a game, you can’t help but increase it.

Games won:

Start any 2 player game, P1 pause and quite.

Games lost:

Swap controllers (Change ports) so P1 is now P2 and start any 2 player game, P1 pauses and quite.

Time:

Nothing you can really do to speed this up I’m afraid (Unless anyone knows of a way to speed up the in-game clock - suggestions please).

Distance:

Scenario: Combat
Options: Fast movement
Arena: Ruins
Weapons: None
Limits: All infinite
Simulants: None
Teams: P1 only

Extras:

P1 – (Action replay codes) Crazy speed:

810229B2 4100

P1 character – Mr Blonde (He is the fastest character)

Find the largest room in the level (It can be found from the snow junction where about 4 paths meet (In open)). It has no roof, 1 door and 1 other exit (But you have to climb up it to get out). This is the largest room (That is inescapable) I’ve found in any arena in Perfect dark. Now simply hold the control stick in a SE direction and you’ll go running (More like flying) around the outside of the room backwards. The sound of you characters feet on the ground is very funny indeed and helps to know when you are travelling at your fastest. When you are travelling at you fastest (Not in a corner, but going from corner to corner) push R, L and start at the same time (If after doing this you are paused just press start). Now let go of the control stick and you will see you character run around in an anti clockwise direction by itself. To increase your speed even more, use a large elastic band to hold the control stick in a NW direction.

Medals:

Scenario: Combat
Options: No auto aim
Arena: Felicity (Or another small arena)
Weapons: All Farsights
Limits: Time – 1, Score – 1, Team score – infinite
Simulants: None
Teams: P1 vs P2

From start, grab a Farsight and “Target locate” P2. Aim at head (Must be head) and fire. Then press start and quite. You could wait for P2 to fall and for the game to end automatically, but it’s quicker to quite yourself. Voila, all 4 medals.

(Update)

A new code has been made that allows you to gain 255 medals each time you get one medal. This in effect speeds up the pace of things 255 times!! The trouble is, I don’t like to increase the statistics in this way. I have heard of characters statistics getting all messed up when cheat devices were used to manipulate them. I prefer to use conventional methods and only increase a statistic with a device from within a game (I.e Speed up a character). Here is the code:

Player 1 (Action replay codes):

Soon – I’m too tired to give it now.

The great thing about these methods, is that you inevitably increase more than just one statistic at a time (“Time” being the obvious one (No pun intended)). If you are using (For example) the “Head shot” method, you are also increasing; “Damage dealt”, “Ammo used”, “Games played”, “Games won”, “Time”, and a small amount of “Distance” and “Medals”.

Amount of time N64 should be left on for:
Throughout my “N64 life” (Into my 6 th year now) I have never had any problems with any of equipment failing. That’s not to say it couldn’t, it’s just I take very good care of it (I have very minimal analogue stick looseness). To be safe in telling you how long to leave the methods running for, I’m going to tell you what I do and leave it up to you’re judgement to decide. I will not be held responsible for any damage of property.

First off, I own a PAL N64. I have heard of NTSC N64’s overheating whilst using Perfect dark (Although the amount of time wasn’t mentioned), but I have never had any problems (Again, that’s not to say that it couldn’t happen). I live in a well ventilated house, and put my N64 on a table, with no other objects (Equipment etc…) around it. If I’m using a cheat cartridge, I’ll leave my N64 on for 10 hrs. If I’m not it may be 10-15 hrs. These are personal times and should be read as such. I suggest that you use 6-7 hrs as a base. Some people say that the top lid above the memory pak gets way too hot. If it does, turn your N64 off and leave it for a good few hrs. This is a sure way to tell that you have left it on for too long. I have a VCR in the room, and set it’s clock to 00.00 whenever I start a method. If you are unsure, or want to be safe, then I suggest that you don't leave your N64 unattended.

So now what?
This guide is by no means a statement ending to “Statistical figure capacities”. There are still some statistics that I haven’t reached maximums for yet, and so can not be sure as to what they truly are. Though as you can see previously, I’ve made a good educated guess. I’m still working away to reach the other maximums so until then, I will update whenever is needed. I hope this topic goes the distance, and with your help, it will.

### Credits:

Credit / Thanks given to the following people for their help and support throughout my experimentation (In no particular order).

Angelfire.com – For having such a base site and providing me with the opportunity to present my findings and communicate with like-minded people.

Rare – For creating one of the worlds finest games.

The Hitman – For discovering that 1048575 is the decimal translation of FFFFF hexadecimal, for sticking up for me whilst I was away and for his continuous support.

ThE ReApEREDic – For his support and complements.

FirEmu1313 – For trying to hack the statistics to their maximums, but unfortunately disappearing before he could comment.

Neo-Egyptian – For making me aware that figures in games usually have maximums that are limited to memory.

Double0Bond – For his superior hacking / programming knowledge and support.

Rio – For his continued support and input.

Kev_Bomb – For his praise and support.

Pd2001 – For his dedicated praise, helpful hints and for stating that “This is the best topic I have ever read”.

PDJimmyfan – For his praise and acceptance.

BLoBbY – For sharing his opinion on the (k) and (M) issue.

Maian Ambassador – For his very helpful replies, up-most support and for suggeting that a try for moderator here in the quirks and glitches forum.

DX720 - For some useful information.

Krijy – For his great input, hacking skills, and hacking Maximums.

Although this guide is my creation, these people have put a lot of thought into helping me. Be it factually or supportively (See entire topic), praise be to them.

The topic that started this all off:

I authored a topic on pdark.com’s “Quirks and glitches” forum (Which I moderate) on 19.12.00 called “Statistics. There is a limit!!!”. This topic (As with this guide) is well worth a look (It’s 6 pages strong (31.05.01)) as it documents entire processes made towards “Statistical limits” from me and the other forum members:

Want to use this guide?: If you want to use the information contained in this document on your homepage / site or to print out and use, then you may, all that I ask is that you use it in it’s complete form (From start to finish) which credits me (Kudrun), and those involved. Thank you.

For information on other statistic related topics (How does the ranking system work etc…) see:

(I had nothing to do with these by the way)

If this topic has interested you, why not check out some other topics / quirks and glitches that I’ve authored at:

Pdark.com/Quirks and glitches (Which I also happen to moderate):

*My personal favourites.

(Date is original date posted)

“Flying high in sewers” – 29.09.00 *
“Un co-operative simulants” – 20.10.00
“Ranking? All questions answered !!!” – 20.10.00
“Blow up dataDyne meeting” – 02.11.00 *
“Quirky glitches and fun cheats” – 02.11.00
“New soundtrack!!! New menu!!!” – 02.11.00
“A couple of quirks” – 14.11.00
“dataDyne guard ghost in CI !!” – 14.11.00 *
“RC-P120’s cloak dominant over clocking device !!” – 14.11.00 *
“Farsight’s “Target locator” in it’s primary function!!!” – 14.11.00
“Personal stars – Perfect:1” – 27.11.00
“Shoot through the floor” – 28.11.00
“Controller modification!!” – 28.11.00 *
“Beyond Perfect:1 / Statistic numbers” – 01.12.00
“FireEmu1313 (Statistic figure capacity)” – 09.12.00
“Entropicdecay anagrams” – 18.12.00 *
“Statistics. There is a limit ! ! !” – 19.12.00 *
“Donkey Kong in Air base!!!” – 09.01.01 *
“Button glitch in “Air force one” – 09.01.01
“Perfect dark. Timesplitters and Map makers” (PD/Nintendo Chatter – forum) – 25.01.01
“New CI quirks / Glitches” – 05.02.01
“Mysterious figures solved !” – 05.02.01
“Until the time is right” – 06.02.01

I think by now, most of you know I like long posts. As well as writing them, I also like to read them. They give the writer / reader a sense of freedom, and communication.

I hope you’ve enjoyed reading this guide. It has been designed by me to be as helpful as possible.

Contact:

kudrun@lycos.com