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Expand (3c-d)⁴ using Pascal´s Triangle

Updated: 5/30/2023
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Zachary Dunsdon

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Q: Expand (3c-d)⁴ using Pascal´s Triangle
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Follow these 6 stepsNOTE: This is NOT the same as balancing a regular chemical reaction! Please see the related question to the bottom of this answer for how to balance a normal chemical reaction. This is for oxidation-reduction, or redox reactions ONLY!These instructions are for how to balance a reduction-oxidation, or redox reaction in aqueous solution, for both acidic and basic solution. Just follow these steps! I will illustrate each step with an example. The example will be the dissolution of copper(II) sulfide in aqueous nitric acid, shown in the following unbalanced reaction:CuS(s) + NO3-(aq) ---> Cu2+(aq) + SO42-(aq) + NO(g)Step 1:Write two unbalanced half-reactions, one for the species that is being oxidized and its product, and one for the species that is reduced and its product.Here is the unbalanced half-reaction involving CuS:CuS(s) ---> Cu2+(aq) + SO42-(aq)And the unbalanced half-reaction for NO3- is:NO3-(aq) --> NO(g)Step 2:Insert coefficients to make the numbers of atoms of all elements except oxygen and hydrogen equal on the two sides of each half-reaction.In this case, copper, sulfur, and nitrogen are already balanced in the two half-reaction, so this step is already done here.Step 3:Balance oxygen by adding H2O to one side of each half-reaction.CuS + 4 H2O ---> Cu2+ + SO42-NO3- --> NO + 2 H2OStep 4:Balance hydrogen atoms. This is done differently for acidic versus basic solutions.For acidic solutions: Add H3O+ to each side of each half-reaction that is "deficient" in hydrogen (the side that has fewer H's) and add an equal amount of H2O to the other side.For basic solutions: add H2O to the side of the half-reaction that is "deficient" in hydrogen and add an equal amount of OH- to the other side.Note that this step does not disrupt the oxygen balance from Step 3. In the example here, it is in acidic solution, and so we have:CuS + 12 H2O ---> Cu2+ + SO42- + 8 H3O+NO3- + 4 H3O+ --> NO + 6 H2OStep 5:Balance charge by inserting e- (electrons) as a reactant or product in each half-reaction.Oxidation: CuS + 12 H2O ---> Cu2+ + SO42- + 8 H3O+ + 8 e-Reduction: NO3- + 4 H3O+ + 3 e- --> NO + 6 H2OStep 6:Multiply the two half-reactions by numbers chosen to make the number of electrons given off by the oxidation step equal to the number taken up by the reduction step. Then add the two half-reactions. If done correctly, the electrons should cancel out (equal numbers on the reactant and product sides of the overall reaction). If H3O+, H2O, or OH- appears on both sides of the final equation, cancel out the duplication also.Here the oxidation half-reaction must be multiplied by 3 (so that 24 electrons are produced) and the reduction half-reaction must by multiplied by 8 (so that the same 24 electrons are consumed).3 CuS + 36 H2O ---> 3 Cu2+ + 3 SO42- + 24 H3O+ + 24 e-8 NO3- + 32 H3O+ + 24 e- ---> 8 NO + 48 H2OAdding these two together gives the following equation:3 CuS + 36 H2O + 8 NO3- + 8 H3O+ ---> 3 Cu2+ + 3 SO42- + 8 NO + 48 H2OStep 7:Finally balancing both sides for excess of H2O(On each side -36) This gives you the following overall balanced equation at last:3 CuS(s) + 8 NO3-(aq) + 8 H3O+(aq) ---> 3 Cu2+(aq) + 3 SO42-(aq) + 8 NO(g) + 12 H2O(l)


How can I find errata for the old SPI war game Atlantic Wall?

Here you go: http://www.grognard.com/errata/atwall.txt And if the link does not work here is the errata............. Happy Gaming!!!!!!!!!!!!! casl_ent@hotmail.comATLANTIC WALL Clarifications and Addenda as of October 1978 for SPI's Atlantic WALL (as found on Addenda sheet included with Game) MAP: 1. The half-hexes to the east of hexes A2601 and A3601 should bear the TOWN symbol 2. Trevieres (C2619) should be a TOWN. 3. Hex B5633 is a WOODS hex. 4. The Allied Supply Pool on Map E is slightly covered when Map B is overlapped. Players should either draw their own Track or keep track of Points on a separate piece of paper. 5. Map E should have a 3900 hexrow. Note that the terrain for this hexrow exists, although the hexfield has not been superimposed on the map. COUNTER-MIX: 1. Ignore the "Countermix errata" at the end of the Scenario booklet. The following additional company-size units are considered attached to Panzer Lehr Division permanently: 3 MkIV(T), 2 MkVI(T), 1 JgV(T). 2. The U.S. DD Satterlee is missing. It is identical to other DD's. 3. The Strength of the French unit 10CD/3xx should be 2(1)6 (company size) 4. Five British "Assault Shr" tank companies are mistakenly back-printed with the Strengths 1-3-12. They should read 1-1-P. 5. The British "Cent" tank companies should be assault companies, back-printed with Strengths of 1-1-P. 6. British unit KRRC/50xx (Mech inf-8(4)12) is missing from the countermix. 7. British unit 46CD/3xx (Commando-6(2)6) is missing from the countermix. 8. 3 British "Assault Shr" tank companies should read "Assault F" (Flail, 1-2-12/1-1-P). RULES: [2.32] German Parachute Infantry should be Movement Class A1. [5.4, F.4] At the beginning of the Parachute Movement Phase, the Allied Player rolls one die for each airborne division on the map. Up to the limit of these die rolls, the Allied Player may bring back to full-strength any reduced parachute companies on the map, as long as these companies do not move during the Phase. [6.78] Note 3 should state "Class B units may not enter this terrain..." [8.1] Stacking restrictions during both the Invasion and Post-Invasion Stages are now as follows: 3 combat units in any non-beach hex and 12 combat units in any beach hex. [9.18] Class B units may only attack across River hexsides if they normally would be able to cross the River during movement. However, the Combat Strength of Class B units attacking across River hexsides is HALVED. [9.45] The maximum number of regimental integrity bonuses that may be awarded per defense is one. [9.51b] Machine-gun, armored engineer, bicycle infantry, parachute, and marine units should also be pictured. [9.51c] "Unparenthesized" should read "parenthesized" and vice versa. [9.51c] Ignore this Case if at least 3 Combat Strength Points of recon and/or mech infantry units are stacked with an unparenthesized unit. For example, if a 5-10-12 tank battalion were stacked with two 2(2)12 mech infantry companies, that stack meets the requirements of an Armor Superiority Bonus. [10.7] Artillery reinforcements landing on a sub-beach hex are considered Out of Battery. [13.14d] If an Allied division is "unsupported", all units of that division are immediately OUT OF SUPPLY, not out of communication. Thus, simply placing an HQ on its "U" side obviates the need to place OUT OF SUPPLY markers on all the division's units. They attack at half strength at all times when their HQ is unsupported. [13.19] Company units and German units directly subordinate to 7th Army HQ may trace supply to any Friendly HQ. [14.0] Only battalion-size units may build IP or entrenchments, including the engineer unit involved with a normal unit described in Case 14.2. [14.1] Improved Positions may never be built in Bocage hexes. In addition, entrenchments in Bocage hexes have the same effect as IP in non Bocage hexes. [15.4] In order for static units to build-up, they must be committed. [17.48] The reductions for Class B German units' Strategic Movement Allowances should be DOUBLED (i.e., -8 becomes -16). [17.6] N/F units may be allocated to missions during the day, and normal air units may be allocated to missions during Night Game-Turns (as long as no single unit is ever allocated to a mission during both Day and Night in a single day). However normal air units allocated to missions at Night have their Strengths HALVED (round fractions down). [18.4] The Allied Anti-Battery Segment and the German Anti-Ship Fire Segment continue to take place throughout the game, regardless of whether the Invasion Stage has ended. If this Stage has ended, the Allied Player may only bombard batteries. This fire does not have to be "planned", and the ship(s) that performs it may not fire (or have fired) during the same Game-Turn. After the Invasion Stage, this fire occurs only once during a Game-Turn (i.e., ignore the Second and Third Allied See Landing Phases). [18.44] Allied BB are only affected by fir from German 240 or 280 batteries. Allied CA and MN are only affected by fire from German 240, 280, 210, or 150 batteries. [18.46b] Add one to die roll if target adjacent to Friendly unit. [19.2] When the German Player is making Off-Map Movement die rolls during Night Game Turns, he must add one to his roll. [20.2] During the Replacement Segment of the Allied Movement Phase of Game-Turn Five, the Allied Player receives 12 extra Replacement Points. These points may be added to any HQ's on the map in any combination by simply replacing the HQ's existing replacement chit with one of greater strength. [23.54] British parachute companies that land off the eastern map edge are not eliminated. Instead, they are placed in a reduced condition in an 0001 hex of Map D. They must be placed in the hex in which they "exited" the map. [24.1] Airborne Division HQ's ALWAYS land safely by glider. [24.1] Glider battalions may not be broken down to land. [27.1] If the German Player ever occupies a sub-beach hex, all Allied demolition engineer points in that hex are eliminated. In addition, no reinforcements may land there. [29.29] In addition, the Allied Player receives a shift of one column to the right on the CRT for each flail tank unit participating in the attack. [32.0] Starting with Game-Turn Five, the Allied Player may declare that any Landing Beach has "failed". This declaration is made at the beginning of the Allied Invasion Stage. When an invasion has failed, incoming reinforcements for that beach are delayed 8 Game-Turns, and may be brought onto any other beach. All subsequent Mulberry die rolls are increased by TWO. All units that have landed on the beach that failed must remain - there is no evacuation. However, the Allied Player may begin to use the Ground Support Strengths of his air and naval units on the applicable map (of course, only if all the other Landing Beaches have reached their Gap Numbers). [32.1] The instant a beach reaches its Gap Number, the Allied Player is permitted a "free" Battalion Breakdown and Buildup Segment (of course, subject to all the restrictions of Case 15.2) SCENARIOS: [33.1] THE FALL OF CHERBOURG 1. German unit 2/729/243 should be 2/729/709. Unit EB/7Ar(I) should be EB/7Ar(R). 1 "75" battery should be set up in hex 1307, not 1303. 1/919/709*(I) sets up in 2711, not 2811. 2. U.S. 801/VII(T) should read 801/4xx(AT). Where called for, the U.S. Player should set up his units in hypothetical hexrow 3900 (see clarifications earlier) 3. Ignore Case 33.17c (see clarification earlier) [33.2] THE CAUMONT GAP 1. German setup changes are as follows: 38/2Pxx(R): 5514; 17PG(R): 5114. Both MkV companies of Panzer Lehr should be MkVI. 2. Allied setup changes are as follows: ES/56/50(I): 4006; SWB/56/50(I): 3906; GLO/56/50(I): 3805; DLI/151/50(I): 4001; DLI/51/50(I): 3902; DLI/151/50(I): 3802; all units of 7Axx: within 2 hexes of 3205. Omit all units of British 231st Brigade. Air unit 363 (P47) should be 362. 3. At the beginning of each German Player-Turn, this Player rolls the die once for 2nd Panzer Division and once for 3rd FL Division. The resulting number is the number of units from these respective divisions that may be moved normally for the remainder of the game. Not before these units have been "committed" may they be moved. [33.3] OPERATION "EPSOM" 1. All German infantry units of the 716th Division should start the game reduced. The German Player receives 10 entrenchment markers, not 6. All units of 21Pxx may trace supply to any Friendly HQ. 2. The British Player may receive all units of 4Ax. They are under the same setup restrictions as 43rd Division. Tank unit 144/3Ax should be 144/33Ax. 3rd Division should exclude 22D/3xx(Flail) from its setup. All units of 50xx may trace supply to any HQ. Artillery unit 19/I should read 6/I. [33.4] BLOODY OMAHA The designation "1T" on Easy Red-1 and Dog Red sub-beaches should read "1Dd". [33.5] GOLD, JUNO, SWORD 1. During the Invasion Stage, British commando units may land in battalion-size before the Gap Number is reached. They are never subject to drift die rolls, even if they land as normal assault units on a sub-beach hex. For stacking purposes, each unit equals 2 companies. They may never be pinned, although they are reduced by any "E" result by small arms fire. 2. The deployment of command units at the start of the game should be changed as follows: Roger, H-Hour: 4CD/3xx; Roger, 2nd Sea Landing Phase: 3CD/3xx; Roger, 3rd Sea Landing Phase: 6CD/3xx, 45CD/3xx (see Note 1). 47CD/50xx and 10CD/3xx may land on any Map D beach hex during H-Hour. 48CD/3xx may land on any beach hex during the 2nd Sea Landing Phase. 3. The "1T" designation on the following 3rd Sea Landing Phase sub-beaches should be "Cent" assault companies": Nan Green, Nan Red, Jig Red, and King Red. 4. Naval unit FLORES is a DD. 5. German commitment die rolls should be delayed ONE Game-Turn (i.e., the first die roll takes place on Game-Turn TWO, the second multiplied by two - on Game-Turn Three, etc.). [33.6] UTAH BEACH 1. German units 513/30x(R), 517/30x(R), and 518/30x(R) should setup on hex B5827. 2. The Allied naval unit SOEMBA is a DD. [33.7] CAMPAIGN GAME 1. Ignore all references to British commando units on the Reinforcement Schedule. On Game-Turn 5, 41CD/3xx(C) may arrive on Sword Beach, and 46/3xx(C) may land on Juno Beach. 2. The following German units are missing from the setup: 2/739/709(I): E1433; 561/243xx(I): E2141; 1/243xx(A): E2747; 709xx(R): E2211; 629/7Ar(I): E1135. SUGGESTED RULES ADDITIONS: A. FLAK 1. Using this rule, air units that are using their Ground Support Strengths against an Enemy unit may be fired upon by that Enemy unit. However when using this rule, the number of air units that may use their GS strengths against a hex is increased to 3 (see Case 17.34) 2. Each ground unit in the game possesses a Flak Rating: a: All company or static units (exception 2b): 0 b: German "88" companies: 2 c: All battalion units (exception 2d): 1 d: German "88" battalions: 3 e: HQ units or any hex with 3 hexes of an HQ: 3 3. Before any combat in which air units are participating is resolved, Flak must be performed. This is done by rolling a single die once for each air unit using its Ground Support Strength against the hex. Refer only to the HIGHEST-rated flak unit in the hex (or, if within 3 hexes, an HQ). All others are ignored. On a die roll equal to or less than this unit's Flak Rating, the air unit being rolled for is reduced (or, ir already reduced, eliminated). After these resolutions, the normal combat may take place. 4. No flak may take place at night. 5. When using this rule, both German and the Allied Player may replace one step of strength on any existing air unit during the AM Mutual Air Allocation Stage of odd-numbered days (not Game-Turns). This is performed simply by flipping any reduced air unit back onto its full strength side. B. ADVANCE AFTER COMBAT IN BOCAGE 1. Whenever an Enemy unit in a Bocage hex is being attack, the Owning Player may declare an "Accelerated Assault" (AA). 2. If an AA is declared, the attacking Player may ignore Case 9.93, which restricts advances after combat in Bocage. 3. If an AA is declared, the attacking Player's units are automatically disrupted at the conclusion of the attack. However, if the combat result calls for disruption or demoralization for the attacking units, there is no additional effect to these units. C. ENGINEERS 1. If an engineer unit of any size is stacked in the same hex as a non-engineer unit, and that stack of units is attacking an Enemy occupied hex, the attacking Player is permitted an "Engineer Combat Bonus." This Bonus allows the attacking Player to shift the ratio one to the right on the CRT. 2. Each individual combat is only permitted ONE Engineer Combat Bonus (i.e., a maximum on one shift to the right for this reason) 3. If the attacking Player is utilizing an Engineer Combat Bonus, then his participating engineer unit(s) must be the first of his units to take any losses in this combat should he suffer an adverse combat result. D. VARIABLE ALLIED REINFORCEMENTS 1. Using this rule, ignore the Allied Reinforcement Schedule (except for glider untis) after Garme-Turn Three. Instead every Allied unit on the Reinforcement Schedule that has not landed by the end of this Game-Turn is considered "available" for reinforcements. 2. Starting with Game-Turn Four, the Allied Player rolls a single die once for each Landing Beach on the map. This die roll takes place at the beginning of his Reinforcement Segment (even if a Landing Beach has not yet reached its Gap Number). The resulting die roll is the number of units that the Allied Player may choose from his "available" reinforcements to land during that Game-Turn on the the Landing Beach just rolled for. 3. If a Landing Beach has "failed", the Allied Player does not roll a die for this beach during his Reinforcement Segment. 4. During Heavy Overcast Game-Turns, halve the die roll for each Landing Beach (rounding fractions down). 5. During Store Game-Turns, no reinforcements may be landed by the Allied Player at all (i.e., no die rolls take place). 6. There are no restrictions with regard to which Landing Beach available reinforcements may be landed on. Units may be landed on any beach. E. ARMOR COMBAT OPTION 1. In an attack, any full-strength tank battalion may (at the Owning Player's option) instead utilize the Combat and Armor Strengths of its reduced side. This decision must be made by the attacking Player before ratio determination. However, note that the tank unit is not actually reduced by this decision. It may only be reduced if it takes step losses normally. 2. Example: A U.S. 5-10-12 tank battalion is stacked with two 2(1)6 infantry companies. Normally, this stack does not meet the requirements for an Armor Superiority Bonus. However, before the resolution of an attack, the U.S. Player states, "I am using the Strengths of the tank's reduced side." As such, for this combat, the unit becomes 2-5-12. The stack now meets the requirements for Armor Superiority. In the ensuing attack, the stack has a Combat Strength of SIX and an Armor Strength of FIVE. F. GAP BLOWING AT HIGH TIDE 1. Allied demolition engineers had limited capability to blow gaps underwater (i.e. at high tide). As a result, the Allied Player should be permitted to blow gaps during even-numbered Game-Turns. However, two is subtracted from all die rolls when blowing gaps during these Game-Turns (0 or -1 results always yield no gaps)


What must the rider who does not have the right of way do in an indoor or outdoor horse riding school- stop in the middle nothing it is up to the right of way rider to act go to the inside track?

go to the inside of the arena, pasing the horse going the opposite way by at least a metre. -18 1i 18 1i,18 1f 1l 22 24 32 2j 3u 2v 4l 3a 59 3r 65 4b 6v 54 7p 5t 8q 6q a4 7k ba 8g cj 9c ds af f3 bk gb cq hl e1 j1 f8 kd gh lq HQ n8 j8 om kr q1 mi ra ob sf q4 tg ru ud tp v5 vj vm 11d vv 136 101 14t vt 16j vm 17u vc 195 uu 1a3 uf 1am tv 1av tb 1b7 sq,1bk tc 1t0 te,1op 10d 246 1gl,1o1 17r 1nj 16s 1n5 15p 1mp 14r 1m5 13h 1ld 125 1kp 114,1rj vs 1ru 10g 1sd 115 1sq 11o 1tg 12i 1uc 13c 1vc 146 20h 153 21s 161 231 16r 249 17l 25i 18g 26t 19c 289 1a8 29n 1b5 2b5 1c1 2cl 1ct 2e6 1dp 2fn 1ek 2ha 1fc 2it 1g3 2ki 1gn 2m6 1h7 2nr 1hl 2pb 1hv 2qk 1i6 2ru 1ia 2t0 1ia 2u1 1i6 2v5 1hq 307 1ha 31c 1gm 32a 1g2 333 1ff 33p 1et 34d 1ec,34m 1f6 34k 1fv 358 1g5 35p 1fu 35k 1fc 352 1f3 34h 1f4 34i 1fn,357 1g4 358 1h3 359 1hu 35a 1il 35e 1j9 36c 1jo,35e 1j7 352 1jm,357 1gt 35q 1gj 369 1ga,356 1gs 34o 1gj 34a 1ge,35c 1fc 34j 1fu,38h 1gl 39f 1hi 3af 1ik 3b9 1jf 3bu 1kn 3cd 1lv 3ck 1na 3c0 1on 3aq 1pj 39g 1pu 384 1q3 373 1ql 37n 1rr 396 1sm 3ao 1tb 3c4 1tc 3da 1sh 3eg 1sh 3et 1tp 3di 1ug 3bo 1uh 39t 1u3 389 1tq 373 1u2 386 1v5 3a5 1vu 3c0 20r 3dq 21q 3fe 22h 3gu 22r 3i4 22p 3iq 21v 3ja 20q 3jg 1vo 3jf 1ui 3j2 1td 3ik 1sa 3i5 1r6 3hm 1q3 3h9 1ov 3gt 1nn 3gk 1m6 3g8 1kt 3fp 1ji 3fa 1i4 3ep 1gk 3e7 1f4 3dk 1e5 3cr 1dn 3br 1e1 3ar 1ef,3ar 1ef 39s 1f3 38s 1fq 388 1gh 37s 1h5 38f 1ha 38u 1gv,3ag 1g5 3ak 1gq 3b8 1gp 3b0 1g7 3ae 1g4,3cr 1f8 3ce 1fq 3cv 1g3 3dd 1fp 3cu 1fh,3ci 1ed 3cb 1ev 3c4 1fe,3a2 1f8 3an 1fe 3ba 1fj,3c8 1t2 3cb 1tm 3cf 1u8,3di 1uf 3di 1tq 3dj 1t7 3dj 1sn,3e4 1tt 3e1 1t6 3du 1sk,3b9 1tc 3b8 1u0,39d 1sp 391 1ta 38n 1to,39f 1u3 39u 1tn 3aa 1tb,3b5 1u1 3b7 1uh,3eh 1t4 3dq 1tc 3d2 1tg 3c8 1tj 3bd 1tn 3al 1tr 39u 1tt 397 1tn 38k 1tb,37v 1q4 37v 1qm 37u 1r6,38a 1q4 38a 1qm 38a 1r5,3gh 1ei 3gj 1fn 3gp 1h0 3hb 1io 3hu 1k6 3iv 1m0 3k0 1ng 3l3 1ov 3m6 1qe 3na 1rr 3of 1t6 3pm 1uf 3qt 1vn 3s4 20u 3tc 224 3uk 239 3vu 24d 41d 25e 42s 26f 44b 27e 45r 28a 47b 295 48q 29t 4aa 2am 4c7 2bj 4e4 2ch 4g2 2df 4hi 2e6 4j2 2es 4ki 2fh 4mf 2g5 4o9 2gi 4q1 2gp 4rq 2gt 4tj 2gs 4vb 2gm 512 2gd 52l 2g1 53s 2fi 54v 2et 55n 2e0 561 2d3,51m 2jp 528 2ki 530 2l6 53v 2lc 54h 2l6 53r 2ko 532 2kd 52c 2k5 51p 2ju,53s 2ko 541 2l8,54v 2j2 54q 2jr 54j 2kh 54g 2l6 54v 2kk 552 2jv 553 2jc,54j 2ke 54t 2kr,51m 2jt 513 2kk 50q 2le 50l 2m5 50e 2ld 50h 2kj 50t 2jt 51c 2jd 50k 2jj 503 2k7 4vk 2ks 4va 2lg 4va 2ki 4vr 2jp 50h 2j2 51a 2io 521 2iu 52g 2jh 52t 2jt 52u 2j1 52q 2i7 52n 2hh 535 2i7 539 2iv 53c 2jj 53v 2is 54t 2ih 55o 2ib 56j 2ik 57a 2j6 57o 2jq 56u 2jg 565 2j7 55d 2j0 563 2jn 56s 2k8 57i 2kq 582 2la 58e 2lm 57m 2l8 570 2kj 569 2k0 55i 2jh 54t 2j4,54v 2ma 54e 2mo 54h 2nc 54n 2nt 55b 2nd 562 2n8,598 2n3 58b 2ne 578 2nj 564 2nn 54e 2oe 531 2p7 51p 2ph 50f 2pg 4ve 2pj 4um 2q6 4ve 2qv 50m 2r7 51t 2r7 53c 2r9 54m 2r8 55r 2qs 56n 2q5 57c 2pd 57v 2og 58d 2np,5ai 2h9 5ao 2j1 5at 2kg 5b1 2lo 5b9 2ne 5bp 2p6 5ce 2r0 5d8 2sr 5e5 2um 5fe 2vn 5g6 309 5h4 30o 5i1 30r 5j1 311 5k4 31g 5l6 320 5mb 32q 5na 342 5o8 35f 5p6 36p 5qa 384 5ri 39d 5sr 3an 5u5 3c1 5vg 3db 60s 3el 628 3g0 63l 3hb 651 3io 66c 3k8 67l 3lr 68k 3nk 68r 3pc 68l 3qr 68b 3s3 67l 3tc 671 3ut 66p 40b 679 41q 689 438 69f 44m 6ak 465 6bs 47l 6d6 494 6ei 4af 6g0 4bm 6hk 4cl 6je 4de 6l9 4e1 6n3 4e9 6ol 4e2,6ol 4e2 6q0 4dk 6r9 4cs 6si 4bt 6tr 4at 6v2 49q 709 48m 71d 47h 72b 46e 739 45a,6vi 4cf 6v6 4d6 6ue 4d4 6tv 4dn 6ul 4ea 6vg 4e9 705 4dp 705 4d0 701 4cd,70n 4g7 72e 4gk 74b 4h0 75l 4hn 76d 4iq 755 4jo 73n 4js 74a 4l6 75h 4lr 76p 4mh 77u 4n9 78t 4oa 792 4pl 788 4qt 76i 4r8 74u 4r3 73i 4qn 72d 4qb 715 4pu 700 4pp 6uq 4pm 6ts 4pj,78o 4pv 77q 4pl 76u 4pb 764 4p2,6rm 4fo 6rr 4es 6si 4e2 6t5 4d6 6te 4c0 6uc 4bg 6vd 4bg 707 4bg 712 4bi 71l 4c8 723 4cu 72v 4dc,7ai 4i0 7bf 4je 7ca 4kh 7d5 4lk,75p 4i2 75q 4in,7bq 4fh 7av 4g6 7c4 4hg 7db 4in 7eb 4jp 7eu 4l2 7fh 4mb 7ek 4ms 7db 4mt 7c5 4mp 7bh 4m5 7bk 4l9 7b2 4kh 7ae 4jj 7ab 4il 79k 4ib 7a4 4ht 7aj 4iq 7b2 4jj 7bt 4k6 7cp 4kl 7cf 4lr 7cr 4mt 7dp 4no 7es 4oh 7g0 4pa 7h6 4q6 7id 4r2 7jm 4s0 7kv 4sv 7m9 4tu 7nk 4uu 7p0 4vu 7qc 50v 7rp 521 7t6 532 7ui 544 7vv 556 81c 569 82q 579 845 584 858 58r 86a 59j 87a 5ae 88d 5bd 89j 5cj 8aq 5ds 8c3 5f8 8dd 5gk 8ek 5hp 8fr 5iv,8fr 5iv 8h2 5k7 8ib 5lh 8jk 5mr 8kt 5o5 8m6 5pg 8ne 5qr 8ol 5s8 8pt 5tm 8r5 5v4 8se 60i 8tm 61s 8uv 634 908 64c 91i 65e 92u 66c 94a 678 95m 684 973 690 98k 69r 9a5 6an 9bl 6bi 9d5 6c9 9et 6d1 9gk 6dk 9ic 6e5 9k5 6ei 9m1 6eq 9nu 6et 9pr 6en 9rn 6eb 9tf 6dr 9v4 6d7 a0l 6ce a22 6bg a3c 6ad a4n 699 a62 685 a7d 66v a8m 65o a9u 64g ab5 636 aca 61s,adf 60g aei 5v4 afl 5to ago 5sd ahs 5r1 aiu 5pl ak1 5o8 al4 5ms am6 5lf an8 5k2 aoa 5il apc 5h8 aqf 5fr arh 5ee ask 5d2 atn 5bl auq 5a8 avs 58r b0v 57e b22 561 b35 54l b48 538 b5b 51r,7c0 42h 7un 4di,7sp 4e4 88u 4q3,877 4qh 8jg 59b,8ia 59c 93j 5vv,928 603 92u 605,93a 61a 93r 61o 94f 627,b70 51r d9s 6v0,cr6 6oo erq 8u2,f47 9o2 f4u 9p2 f5n 9q0 f6d 9qp f73 9rg f7s 9s8 f8m 9su f9f 9ti fa9 9u5 fb8 9us fc9 9vr fd7 a0q fe8 a1q ffd a2r fgl a3t fi2 a4u fjg a5s fku a6i fma a6t fnn a6r fov a6g fqa a5v frp a5b ft0 a4q fu9 a47 fvg a3j g0m a2u g1k a2c,fj2 a7l fju a8i fku a9h fm4 aa9 fnd aam fol ab4 fpn abs fqm acq frj adq fsv ae1 fu3 adr fum aek ftg aev fup ag3 g0q ag9 g1u agp g0l aha g2a ai5 g3v aic g5j aic g6p ai8 g7u aip g81 ajn g9b aj2 gaf aie gbe aja gbv aki gd3 ajn gdi aiq gej ajv gf4 ald gfq amo ggr ank gi6 ao1 gja ao8 gkn aog gm2 aom gn7 aos goc ap6 gpj ape gqu apn gsf aq1 gtp aqa gv5 aqi h0j aqs h23 ar5 h3l are h5c arm h75 ars h8u aru hal arq,hal arq hca arh hdv ar1 hfj aqc hh4 apj hii aon hjs anq hku an1 hlu am7 hmp alf hnb akp hnj ak4,hnn ar4 hnv as2 hnu ar2 hok arn hp3 aqo hq1 arp hr8 ar9 hsa ars htj ar6 hub apv hvf aqo i0b as2 i1m aqs i2c apd i3n aq7 i4d arf i5d aqf i61 ap6 i71 aql i7m as5 i91 ar9 i9p aq2 iar aqv ibk as3 ici aqu id6 ap9 idq aoc iek apq if7 aqs ifv ape igg ao5 ih9 apc ihp aqd iig apa ijd aqk ijq as9 iko aqs il9 api im3 ar6 imj asi in9 aqt inn apc ioe aqv ioq as6 ip8 aqn ipm ap8 iqc aqq iqq asf irp arg is9 ask ish att,ish att ism auv it0 b02 itg b0t iug b1g ivo b1r j19 b21 j2l b1m j3p b13 j4m b0i j5i b02,i8e akg i8l al4 i9d ali ial alr ic6 am0 idi am3 ier am6 ig9 am9 ihi amb iim amb ijt amb ikt ama##T j51 avo,B ai3 5pe 1a,B agc 5s3 1b,B ah4 5si a,B ae9 5v3 15,B add 5vv 13,B ad5 60q 13,B abj 61p 14,B a94 63o 1j,B a7e 666 1s,B a6f 67a 19,B a4p 68p 1b,B a2l 6af 1g,B a0j 6bi 1v,B 9vm 6c5 1s,B 9so 6dc 25,B 6v8 4dh 3n,B 6vo 490 16,B 6to 4ac 1m,B 6s8 4bp 1e,B 6q0 4d1 1n tophere.