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   __  ___          __                            _
  /  |/  /__  _____/ /_ _      ______ ___________(_)___  _____
 / /|_/ / _ \/ ___/ __ \ | /| / / __ `/ ___/ ___/ / __ \/ ___/
/ /  / /  __/ /__/ / / / |/ |/ / /_/ / /  / /  / / /_/ / /
/_/__/_/\___/\___/_/_/_/|__/|__/\__,_/_/  /_/  /_/\____/_/
 |__  // __ \/ ____/ __ \
  /_ </ / / /___ \/ / / /
___/ / /_/ /___/ / /_/ /
/____/\____/_____/\____/

OR
   ____        __  __  __     __            __
  / __ )____ _/ /_/ /_/ /__  / /____  _____/ /_
 / __  / __ `/ __/ __/ / _ \/ __/ _ \/ ___/ __ \
/ /_/ / /_/ / /_/ /_/ /  __/ /_/  __/ /__/ / / /
/_____/\__,_/\__/\__/_/\___/\__/\___/\___/_/ /_/

                (They're the same damn game, you see)
                                Final
                            By glass_soul
                              (C) 2005
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TABLE OF CONTENTS
1)Introduction
2)Weapons and Items
3)Reading Your Radar
4)Enemies and Obstacles
5)The Walk-Through
6)2 Player Mode
7)Level Codes
8)Secrets
9)Game Differences
10)In My Opinion...
11)Acknowledgements and Legal Stuff
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1)INTRODUCTION

It is the year 3050. You are a Mechwarrior of the Clan Wolf. You pilot a
fearsome Mech, a Mad Cat to be exact. Guided by Galaxy Commander Craig
Ward, it is your job to eliminate certain threats to Clan Wolf, so that
Clan Wolf can... take over the universe, I guess. The game is kind of
sketchy as to what the point behind these missions are.

Anyway, you will face five different adversaries on five different worlds.
Only when all are defeated will Clan Wolf be victorious. (Oh, apologies
about the Rocky-and-Bullwinkle-sounding title header, by the by.)


2)WEAPONS AND ITEMS

Your Mad Cat can carry up to three different weapons into each battle;
heavy, medium, and light. Before each mission, you can customize which
weapon scheme you wish to take into the fray with you.

HEAVY WEAPONS

  Arrow VI - missiles fired from your shoulder packs, home in on nearest
             target and can fire over walls, fairly high damage (10 shots)
Gauss Rifle - arm mounted weapon that fires a ball of energy in an arc
             which explodes when it hits the ground, capable of firing
             over walls, goes farther the longer you hold the fire button
             down, will blow your arm off if you over charge (20 shots)
       PPC - stands for particle projection cannon if you were interested,
             an arm-mounted weapon that fires a ball of energy at your
             target, travels farther the longer you hold down fire button,
             will over-charge and blow your arm off if you hold the button
             down too long (10 shots)

MEDIUM WEAPONS

          Inferno - the game claims these are missiles but it looks more
                    like a flamethrower, sends out a constant stream of
                    fire and eats ammo surprisingly slowly, poor range but
                    very deadly to enemy Mechs (70 shots)
Long Range Missile - LRM for those who savvy the lingo, fires a single
                    missile out of your shoulder packs, no homing ability
                    but good range and fair damage (40 shots)
     Thunder Mine - mine that drops from your Mech and explodes after a
                    brief delay, hard to use effectively (50 shots)

LIGHT WEAPONS

Large Laser - low firing rate but high damage (100 shots)
Auto-Cannon - medium firing rate, medium damage (150 shots)
Machine Gun - high firing rate, low damage (350 shots)

ITEMS

        Ammo - comes in three different forms corresponding to the three
               different weapons you're carrying, restores that particular
               weapon to full capacity
     Coolant - drops your heat meter (read: life gauge) to 0 no matter how
               much damage you've sustained
Mission Items - various key items that you need to complete your missions,
               range from bomb parts to canisters of genetic material
               (yuck!)


3)USING YOUR RADAR

Shooting weapons is an obvious, uncomplicated affair in this game. You've
got three weapons, you fire each one with a different button. Genesis and
Super Nintendo controllers have at least three buttons. Next question
please. However, interpreting the gibberish that shows up on your radar map
when you pull it up isn't as open and shut, therefore, I feel the need to
give you a slight crash course in how to read your map.

           You - Whenever you bring up your radar screen, it centers on
                 your Mech. You are illustrated by a blue figure that
                 looks kind of like your Mad Cat.
Everything Else - If something is on the map and it's red, it's an enemy.
                 Turrets are circles, tanks and hovercraft look tankish
                 and hovercraftish, and elementals appear as small, red,
                 humanoid shapes. Enemy Mechs, in vein with your
                 silhouette, look like red figures and are the same size
                 as your Mad Cat on the radar so you can't miss them.
          Items -Whether it's an item you need to complete a mission or a
                 power-up to heal or restock your ammo, items are
                 represented by blue squares.
     Buildings - Structures, obstacles, and other things you can break are
                 represented by green squares.
       Targets - Buildings or other objects that are targets you need to
                 eliminate appear as green squares too, but they have a
                 dotted red circle drawn around them, marking them as
                 significant.

That's all there is to it. Just be forewarned that there are two levels
where you start off with your radar jammed, and hence, unusable at first.


4)ENEMIES AND OBSTACLES

       Aero-Fighters - untouchable enemies, you can only see their
                       shadows, attack by strafing
Buildings And Hangers - for the most part harmless objects that you can
                       demolish to reveal items, sometimes though they
                       produce an endless flow of enemies
          Elementals - armored battle troops of which there are two kinds, the
                       first walks slowly and fires lasers, the second is
                       found only in the jungle and hops around and fires
                       auto-cannons
         Gun Turrets - fixed guns that fire lasers, auto-cannons and
                       missiles, depending on their appearance and the
                       level
   Hazardous Terrain - from volcanic vents on level 2 to spike-lined walls on
                       level 3, if it looks dangerous, don't touch it
         Helicopters - flying pests that inhabit only the swamp level,
                       will fall after one shot from anything, come out of
                       the buildings marked with the "H" landing pad on
                       top of them
          Hovercraft - slow-moving tank-like vehicles that come out of
                       hangers and buildings, fire either lasers or
                       auto-cannons depending on the level
            Marauder - fast, well armored, and armed with lasers, inhabit
                       the jungle level
               Mines - there are three kinds of mines in the game, the
                       first appears with a click and will explode a few
                       seconds later, the second appears with a sort of
                       thunk and will drift toward your Mech before
                       exploding, and the final kind is buried in the
                       ground and leaves a crater when stepped on or
                       destroyed
           Stormcrow - second level Mechs, medium-grade armor and armed
                       with lasers
               Tanks - larger more durable versions of the hovercrafts,
                       spawn from hangers and buildings, fire either
                       lasers or auto-cannons depending on the level
         Thunderbolt - the "boss" of the game, heavily armored, very
                       quick, and armed with the best weapons
                Wasp - level 1 enemy Mech, light armor and armed with
                       machine guns, but fast
           Wolverine - Mechs that guard the ice world, only armed with
                       machine guns but very, very thick armor
               Uller - armed with lasers as well as missiles, fairly
                       quick, but lightly armored, these guys are found in
                       the swamp


5)THE WALK-THROUGH

You begin the game with three lives. Once all three lives are gone, it's
game over. Continuing or using a password will start you with a fresh trio
of lives.

MISSION 1 - ALSHAIN
Objectives - Destroy Radar Site, Destroy Aerotech Hangers, Destroy DCMS
            Mech and Tank Bays, Rescue the Star Captain, Destroy the
            Shield Generators, Destroy DCMS Compound

Alright, let's get this crap over with. This level isn't hard at all, so
pick any combination of weapons you feel like. Head due east from the
starting point, shooting things as you go. Use the radar to navigate if you
need to, until you hit the radar site. Blow it to pieces. There are mines
planted around the site. You can either shoot them or ignore them,
depending on how you're feeling. With the radar site in shambles, those
little round turrets won't be able to fire at you as quickly as they could
before (enjoy that; those particular turrets are going to be a pain in your
ass for the entire game).

Now the briefing tells you that you should take out the Aerotech hangers
next, but I personally prefer taking down the Mech and tank bays myself.
Really, you can do either. It's mostly a matter of would you rather stop
the aero-fighters from attacking you, or you'd prefer to deal with several
more Mechs than you need to. Whichever you decide, you will be enjoying
your first Mech-on-Mech action about now.

Mechs in this game attack by running around you in circles and firing their
weapon repeatedly. Your Mad Cat auto-aims (for the most part) so that takes
some of the guesswork out of fighting other Mechs. The best thing to do is
attack an enemy Mech with a combination of medium and light weapon fire;
heavy weapons are, by and large, better suited for long range combat,
something enemy Mechs won't let you engage in unless there's a wall
separating you from them.

Anyhow, all Mechs attack in this same way, so there's no real need to go
into detail for ever Mech fight that comes your way. Back to the game.

A couple of foot notes on the last two targets: the hangers have mines
around them and the bay in the middle of the field, the big one, is the bay
that makes the Mechs, so take that one out first. With those two targets
terminated, head to the northwestern sector of the map. You'll find a
large, pyramid-shaped structure here, guarded by several turrets. Bust it
open and you'll have freed the captive Star Captain. He tells you that he
can blast open the main compound's gate, but only after the energy shield
is shut down.

That's your next target. There are four pyramid-shaped buildings
surrounding the main complex. Walk around and destroy them all. While doing
this, be careful not to touch the energy beams these structures create, as
they're deadly to the touch.

Once that's done, head towards the main gate of the complex. It will
explode as you approach it. There's nothing even remotely dangerous
guarding the main complex, so just stroll in and level the place and you're
done.

MISSION 2 - STATALICE
Objectives - Destroy Launch Sites, Destroy Material Gathering Stations,
            Destroy Main Assembly Plant

A couple of minor points about this mission before we get started. The lava
pits that dot the surface of this world do heat your Mech up slightly, but
as long as you keep moving, it won't effect you that much. There are vents
that spew out eruptions of magma, however, and these are different matter.
Standing on one when it goes off can kill you in a blink, so time yourself
when passing these.

This mission is another one that you can complete with a minimum of fuss,
so again go with any weapon scheme you feel like. When you touch down on
the planet's surface, you need to move; the clock to the material launch is
ticking and if time runs out before you take out the two pads you lose the
mission. Head south from your starting point until you hit the southern end
of the field. Swing east from there and you'll encounter the first of the
launch sites. Waste it, and grab the coolant it leaves behind if necessary.
From here, head northeast until you hit the eastern boarder of the playing
field, then continue north. Shortly, you'll run into the second launch
site,  Smash it to the ground and breathe a sigh of relief: the hardest
part of this mission is now over. Now you can take your time mopping up the
gathering stations.

The stations are all clearly marked on your radar, and there's no real
pattern to follow here, so go about and demolish them in any order you feel
like. Two quick points of advice while you're wreaking havoc. First,
there's a Stormcrow guarding a passage in the middle-northeastern area of
the map. You never need to go over here for any reason, so unless you're
simply feeling destructive that's a fight you can avoid. And second,
speaking of avoiding things, stay away from the main assembly plant in the
middle of the map until all of the gathering stations are dust. The main
plant is guarded by a ring of turrets and another Stormcrow, and it's all
too easy to hit one of the buildings during a firefight. If you do
accidentally destroy one of the main plant's buildings at this time, it
will set off a chain reaction which will destroy the planet (and you) and
you will lose the mission.

After all of the gathering stations are no more, head to the assembly plant
and destroy it to finish the mission off.

MISSION 3 - RIDDERKERK
Objectives - Destroy Radar Jamming Sites, Destroy Research Facility,
            Destroy Main Base

This level does indeed, per the briefing, have ice on it. The ice does
indeed make it hard for your Mech to maneuver. What the briefing doesn't
tell you is that firing a weapon while on ice will send your Mech sliding
backwards. All of the icy areas are ringed by spiked walls that do high
damage to your Mech, so this is something you need to be aware of when
fighting on ice.

Choose any light or medium weapons, but take the Arrow VIs for your heavy
choice. There's a lot of opportunity to fire over walls on this world,
allowing you to take out several enemies that you'd otherwise have to face
directly.

When you hit the surface, head east, hugging the southern wall. When you
can go east no more, head south and enter the opening on your left.
Maneuver your Mech down this icy tunnel, wasting or avoiding the mines that
pop up as you go. Your first jammer is in here, so demolish it and come
back out.

Once you're back to the snow, head north and waste the next two jammers
which are located kind of close to each other in a large snow field at the
northern end of the playing field. Go all the way west from here, and then
south into another icy area. Blast the jammer located inside, back out and
head south.

Here abouts you'll run into the first Wolverine. The Wolvies are only armed
with machine guns but their armor is very, very thick, so they can inflict
some heavy damage on your Mech by simple virtue of staying power. Waste the
Wolverine. There's coolant in the passage above the icy area here, so go
and grab it if you need to after your Mech battle.

Now head into the icy area and smash the final jammer. Now you can use your
radar map again. Call it up and have a look. See the red-tinged area of
wall, not far from your current location? That's the entry point for your
assault on the research facility. Go to that area, knock down the wall, and
annihilate every building in sight.

Once done with that, head back out and go north. At the northern boarder go
east to the final ice area. Fight your way down the icy path towards the
main base. Eventually, you will come to an island of snow with some coolant
near it. Creep slowly over to the right-hand wall. Very frequently, this
will alert the other Wolverine. Fire your Arrow VIs over the wall to
soften him up. There's a reload to your missiles at the end of the ice
area, so go grab them when you run out, then come back to the island for
some more cheap shots. Congratulations, you've just made your second Mech
battle ten times easier.

Scoot around the corner at the bottom of the icy area, waste the Wolvie,
mash the base and you're done.

MISSION 4 - AVON
Objectives - Collect 4 Bomb Parts, Destroy the Main Gate, Destroy
            Dropship Facility

This level is a very ammo-conscious one. You can complete it with lasers,
but you'll probably be better off picking auto-cannons or machine guns.
Also, pick the gauss rifle for your heavy weapon. There is a large, hidden
mine field you'll need to cross, and the rifle is the perfect weapon to
destroy it with.

As you land, one of the bomb pieces will be to your immediate left. Ignore
it for now, opting instead to head north. Two of the bomb pieces are
located in the northeastern sector of the map, very close to each other.
There are lots of mines in the vicinity, so go slowly, and one piece is
guarded by a Marauder.

The Marauders are tough. They're fast, well-armored, and they've got
lasers. Deal with him as quickly as possible. There is coolant in an
unguarded path to the south of this area for you to heal yourself with if
the Mech-on-Mech action leaves you more beat up than usual. The path does
have mines in it, so proceed with caution.

With the first two pieces of the bomb in your possession, head south almost
to the starting point and then east for the third one. After wading through
tanks, elementals, and more turrets than you can shake a stick at, you'll
come to a field that runs north-south and is dotted by those big rock
stalactites. This is that mine field I was talking about earlier. Use your
gauss rifle to sweep the ground, detonating the mines. Then cross the area
by stepping only where there are craters.

Now there are two walls to blast through to reach this bomb piece. Once
you've opened the area with the building housing the third piece, stand on
the spot where the second wall once stood. Fire at the building from here;
you should be able to hit it. When the building explodes, take a deep
breath, then dash in, grab the bomb piece and scurry back out before the
Marauder can come after you.

Now head back to the starting point and grab the final bomb piece. You've
got 34 seconds to make it to the metal wall now before the bomb goes off
and blasts you to itty bitty chunks. That wall is directly west of where
you're at now. Hurry over and drop it, then get clear so that when the bomb
goes off you don't go up with it.

Once the facility is accessible, march in and raze it to the ground. There
is one more Marauder guarding the area in here. You can out maneuver him,
but count on dealing with him in the old fashioned way.

MISSION 5 - COMSTAR
Objectives - Destroy Radar Jamming Sites, Collect 10 Genetic Canisters,
            Destroy Thunderbolt Mech

This level is the one area where I'd recommend going in with a specific
weapon configuration. Choose Arrow VIs (the homing capabilities are
invaluable), auto-cannons (you won't have enough ammo with lasers and
machine guns are too weak) and Infernos (there are a fair amount of Ullers
around, none of which you can avoid, and this will help you deal with them
quickly). Also, don't get your hopes up for the swamp helping you stay
alive by keeping your Mech cool. The swamp's water really doesn't help all
that much.

There is a specific order in which you should deal with this level. Charge
out of the starting point, using your cannons on minor enemies and your
Arrow VIs on turrets. There's plenty of Arrow ammo around, so don't be
afraid of running out of missiles. The first genetic storage building is
near the starting point on the left. Bust it open, grab the gunk, and keep
moving.

Continue north bound and you will eventually come to a small clearing that
has the next genetics building as well as your first encounter with an
Uller. Waste them both, collect the canister and move out, heading west.

Take the upper path at the second fork in the road; that will bring you
face to face with the next Uller as well as lead you to the first of the
jamming stations. Destroy them both, then double back to the main road.

Heading immediately west from here nets you your third canister, and going
to the right-hand fork south from this point will take you to the fourth.
After that, continue in along the main road in a southwesterly direction.
Soon enough, you will hear the warning that another Mech is approaching.
Deal with that Uller accordingly, then head north into the clearing that it
was guarding. There's your second jamming site.

You're not radar blind anymore, so pull up your map and have a look. 5 of
the final 6 genetic buildings can be tackled in any order, but save the one
on the far western side at the dead-end for last (and do watch out for the
final Uller lurking by the canister in the northwestern area). When you
grab that final canister, the Thunderbolt will appear in the clearing to
the right of where you're standing.

You'll have a moment or two to chuck some of your Arrow VIs at him, but
this Mech is a touch more intelligent than the other ones you've been
dealing with. He'll move out of range and then start closing in on your
location via the paths through the swamp. Wait for him and hit him with
everything you've got when he shows up for the party. Congrats! You've won!
(Sadly, the T-Bolt's intelligence level does not extend to a different
attack pattern than all of the other Mechs you've met, and he'll fall to
the same light/medium weapon combo that you've been using since level 1).


6)2-PLAYER MODE

This game is host to the most bizarre simultaneous 2-player mode I've ever
seen. Player 1 gets to control the Mad Cat's upper torso and weapons.
Player 2 gets to control the legs. This makes for semi-interesting game
play that might keep you and a friend entertained for about 10 seconds or
so.


7)LEVEL CODES

                    Super Nintendo            Sega Genesis
Mission 2                65C816                   STJNNN
Mission 3                B1GBND                   GRBCHV
Mission 4                FSPRNG                   BBYLND
Mission 5                YHWX11                   BMBRMN


8)SECRETS

GENESIS

Unlimited Ammo - Enter the code BRN521 at the password screen

SUPER NINTENDO

     Invincibility - Enter each stage code (BMBRMN is the code for Mission 1,
                     though why in the hell you NEED a code for the first
                     mission is beyond me) and the Unlimited ammo code.
                     Then enter the code MKWFLL at the password screen.
Play As Enemy Mechs - At the Tiburon Entertainment logo as the game loads
                     press Down, A, X. Then go to the password screen and
                     enter the code XTRM3K. This will bring up a list of
                     the Mechs in the game. Highlight the one you want to
                     control (you still get to pick from your regular
                     weapon selections, but you also acquire your new
                     Mech's speed and armor abilities).
    Unlimited Ammo - Enter the code M1R0G3 at the password screen.


9)GAME DIFFERENCES

1 - 3050 has more codes and secrets than Battletech does. I believe this
    is due to the fact that, while they are the exact same game, 3050 was
    actually released a year after Battletech was, allowing the
    programmers to "refine" their product.
2 - The ice in level 3 interacts differently with your Mech, depending on
    which cart you're playing. In 3050, movement is sluggish and slow,
    like your Mech can't get any traction. In Battletech, you slide
    around.
3 - Also on the snow level, in 3050 you leave footprints whereas
    Battletech has you kicking up clouds of loose snow powder.
4 - At the end of the briefing for level 4 in the Genesis cart, Ward
    simply tells you that nobody knows what's out there and to be ready
    for anything. In 3050, however, he warns you that the enemy Mechs in
    the area are equipped with jump jets and will attempt to fly away from
    a losing engagement. (This is bogus, by the way; the Marauders can do
    no such thing).
5 - The SNES cart tends to slow down considerably when there's a lot of
    action going on, a fault that doesn't affect the Genesis cart much at
    all except in the swamp.
6 - At first I thought that the enemies in the Genesis cart could shoot
    farther than their SNES counterparts, but then I realized that the
    camera in 3050 is actually zoomed in a little closer than in
    Battletech. This affects the game play, making Battletech the more
    challenging of the two titles.
7 - The large stills and overall graphical quality of 3050 is slightly
    better than Battletech (there's nothing new about a SNES game having
    better graphics than its Genesis counterpart though).
8 - The SNES cart lacks the clouds of smoke that hover over destroyed
    buildings and turrets that the Genesis provides.
9 - On the whole, enemies in the Genesis cart behave slightly more
    intelligently; they will still circle you endlessly, but sometimes
    they will actually try and retreat from a fight as well. The exception
    to this is the Thunderbolt. In 3050, the T-bolt will come right at you
    whereas in Battletech, it tends to run around aimlessly like an idiot
    before attacking.
10 - Battletech features a breif, hyper-sounding bit of music whenever your
    objectives update. 3050 lacks this feature.
11 - The cover art for 3050 features the Mad Cat/Timber Wolf (different
    names for the same Mech in the actual Battletech universe) that your
    stalwart Mechwarrior pilots throughout the game. Battletech, for some
    reason, has a Vulture/Mad Dog on its cover, a Mech which doesn't even
    appear in the game.


10)IN MY OPINION...

I've said it before, I'll say it again. I'm an old-school Battletech
junkie. But, until the advent of Mechwarrior 2 on the PC and PS-One,
Battletech video games by and large sucked. Take the SNES conversion of the
first Mechwarrior for instance. Strange Mechs, ridiculously powerful
homing missiles that made any other weapon pointless to use. You get the
picture. Anyhow, 3050/Battletech kept things going in the groan department
for the FASA's attempts at a video game.

First, the good. The game does have some pretty spiffy graphics for a
16-bit cartridge game. Your Mad Cat is superbly detailed and the animation
of it walking has got to be some of the smoothest I've ever seen for games
of this era. Enemy Mechs are less detailed and have fewer frames for their
walk cycle, but they're still fairly impressive. There are some very nice
still shots throughout the game, including but not limited to the title
screen, the ending screen, and several cut scenes during the game itself.
Nothing to say about the controls either (other than the people who thought
up the two-player mode were on crack). Your Mad Cat goes where you want it
to and shoots when you ask it to. And the inclusion of Star Captain Craig
Ward, a fairly prominent figure in the pencil/paper world of Battletech,
was a nice touch for geeks like myself.

Now for the bad. 3050/Battletech has a complete lack of soundtrack except
for during the briefings, during the intro, and during the ending. I
intensely dislike it when designers decide to omit level music. Games
should be played with a memorable musical score playing in the background
to either get your blood pumping or to stick in your brain and annoy the
crap out of you. When there's nothing but sound effects to listen to, no
mater how good those sound effects are, something seems to be missing to
me, and judgeing by the number of websites devoted solely to game music
these days I'm not along with this opinion. So points off for that. As
stated in the walk-through, all the enemy Mechwarriors apparently have
cerebral palsy because they all attack exactly alike and can all be beaten
the same, easy, boring way. This gets old after the first level, and since
the enemy BattleMechs are the stars of the damn game, this is very, very
bad. And finally, the game is only five levels long, far, far too short.
This isn't an Atari 2600 game. There's no reason the programmers couldn't
have found it in them to make at least two or three more areas for you to
punch through.

Still, I guess the game isn't all that bad. Being a Battle-nerd, I like it
because it puts a lot of the things I've been doing with since I was 13
with dice and metal figurines onto a screen so I look like a cool gamer
rather than a hopeless geek. But to be honest, 3050/Batletech probably is
only going to generate the mildest interest in someone who isn't as into
FASA's fictional battle-verse as I am.

4 out of 10.
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11)ACKNOWLEDGEMENTS AND LEGAL STUFF

I suppose I must grudgingly thank Activision, Extreme Entertainment, and
FASA. Nice try, good effort, bt we'll move on to Mechwarrior 2 and beyond,
thanks.

The game play info of the walk-through and the level codes were all
acquired by me, through copious note taking and more than one wasted hour
in front of my TV.

Codes found in the secrets area were gleaned off of the Cheat Codes and
Secrets page for this game on GameFAQS.com, and therefore I must commend
Retro and MI4 REAL for their work in making these cheats available.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

This document is Copyright 2005 glass_soul (that's me). Only GameFaqs,
Neoseeker, and 1-up have permission to post this walk-through on their site
(if they feel like it). Nobody else, person, entity, or otherwise, may post
this document in part or whole on their website without my express
permission to do so.

Comments, questions, corrections and other forms of feedback in general are
all welcome.

I may be reached at [email protected].

Bye for now.
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