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![]() An Optus spokesperson told CHOICE that while roaming can be activated once someone is overseas, it's more convenient to do it before you leave. How to Use International Roaming and Minimise. To confirm or activate International Roaming on. While overseas call Optus Customer. Prepaid Roaming Options My Prepaid Ultimate, My Prepaid Ultra and My Prepaid Ultra Plus If you’re on My Prepaid Ultimate or My Prepaid Ultra or My Prepaid Ultra Plus, you can recharge with a $20 Travel Credit Add On. You can also use any Extras Credit included with recharges of $30 or more, or you can buy an Extras Credit Add On for $10. My Prepaid Daily plans On the My Prepaid Daily plans just recharge from $10 and use your normal credit while you roam. Recharges from $30 on My Prepaid Daily have a six-month expiry. Other Prepaid plans If you're on one of our other Prepaid mobile plans such as My Prepaid Long Expiry, international roaming rates are charged out of your Credit/MyCredit balance only. Any bonus balances you have cannot be used for international roaming. Recharging for international roaming is a breeze. Here are some recharge options. • Use PayPal, or a credit or debit card to recharge online at.^ • Recharge via the My Optus app^ • Dial 555 from your mobile to redeem a recharge voucher or you can pay by credit/debit card. • Buy a recharge voucher (or two!) before you leave home from any Optus store or at one of 20,000 retailers around Australia. Redeem them over the phone or online while you are overseas. ^ Data charges will apply if accessing from your phone when roaming. To retrieve your Voicemail messages dial +61 411 000 321 and follow the prompts. If you have any incoming call diverts to Voicemail you will be charged the normal call rate to receive the call and again to send the caller back to your Voicemail box in Australia. It's $1 per minute if you are in Zone 1 or $2 per minute if you are in Zone 2. ![]() BSNL International Roaming Services: BSNL's Roaming service gives you the complete freedom to use your mobile phone anywhere in India and abroad Activate optus. Conditional call diversion to Voicemail (or another forwarded number), on busy or no reply, is not supported in all our roaming destinations. Here are some tips to help you keep the costs down. • Turn off Voicemail via the My Optus app before you leave Australia. • If you'd like to keep your Voicemail but not divert calls to it whilst you are overseas, dial ##002#, before you leave home, and then dial **0321# when you return to start diverting calls to Voicemail again. • If you want to avoid receiving any incoming calls you can set an 'unconditional' diversion (divert all incoming calls), to Voicemail so that your phone does not receive any calls while travelling overseas. To set up an unconditional diversion dial **321#, before you leave Australia. To cancel this when you return, dial ##002#. To set back to Voicemail dial **0321#. (These commands will not work when you are roaming overseas). Fair Go Policy applies. Extras Credit Add On: For use on standard international calls and SMS from within Australia, and on international roaming. If you recharge with the same Add On before it expires, the inclusions in the Add On will roll over (e.g. If you recharge with a $10 Extras Credit Add On before an earlier $10 Extras Credit Add On expires, those Add On inclusions will roll over). Travel Credit Add On: For use on standard voice calls, SMS and data whilst roaming overseas. Travel Credit cannot be used for MMS. Travel Credit will be charged at standard rates which can be found. Rates may change fairly frequently due to international exchange rates and what we are charged by overseas providers. Optus makes no guarantee regarding the quality and availability of coverage or any roaming services. Travel Credit is only available on selected monthly Prepaid plans. Add Ons General: Used before the inclusions of the same usage type from your plan recharge. Optus Travel™: Roaming data is charged in 10KB increments; minimum credit balance of 250KB is required to start a data session. MMS will be charged as per your plan. Standard National and International Calls and Texts, excludes premium numbers, and calls to and from satellite phones. All rates listed in $AUD. Voice rates are shown per minute and charged in 60 second increments. GST does not apply to roaming charges. My Optus App: Available on most Android mobile phones using Android 2.3.3 or later. Is currently not available on devices using the Windows operating system. Data Usage: The app is free to download and use for Optus mobile customers. Download and use of app requires data usage. If you're roaming, all data used will be charged at the applicable roaming rate. My Account: Data roaming charges will apply if accessing from your phone when roaming. $10 Optus Travel™ Packs If you're roaming in zone 1 countries with your Optus mobile on a plan, you can get great savings by adding $10-a-day Optus Travel™ Pack to your plan before you go. • Unlimited standard national and international calls • Unlimited standard SMS • 100MB of data per day And if you need to, you can buy multiple daily packs over consecutive days and accumulate the total data allowance. For example, buy five days and use your 500MB any time over the five-day period. Want to roam using a prepaid phone instead? Check out our prepaid roaming rates. SAFE TRAVELS! THE NITTY GRITTY. Optus Travel™ Rates: Excludes premium numbers, maritime calls and calls to and from satellite phones. Optus Travel™ Pack: For Post-paid customers only. Packs can be purchased for one day or consecutive days (up to a maximum 31 days) for use within selected Zone 1 countries. Each pack must expire before buying the next. You can only purchase Optus Travel™ Packs online up-to 3 days in advance of using it. Data: If you purchase packs over consecutive days, the included data will accumulate so the total amount can be used any way you’d like over that period. Unlimited calls: can be used for standard national and international calls and SMS only. MMS is not included. General: You need to have roaming switched on to use an Optus Travel™. Includes Standard National and International Talk and Text, excludes premium numbers, MMS, maritime calls and calls to and from satellite phones. Roaming data is charged in per 10kb increments. MMS charges (excluding data) will be charged as per your plan. Rates may change fairly frequently due to international exchange rates and what we are charged by overseas providers. We’ll try to keep you informed of current rates on our website. Optus makes no guarantee regarding the quality and availability of coverage or any roaming services. • Click on the 'Start' button and move your mouse over 'Programs'. • Move your mouse to 'Microsoft Office Tools' and click on 'Activate Product'. The Office Activation Wizard appears on the screen. • Click on 'Activate by using the telephone'. Click on your country in from the drop-down menu and a list of Microsoft Activation Center phone numbers appears on the screen. • Call one of the phone numbers and the representative will ask you for the product key on the packaging that came with your Office 2007 installation disc. The representative will give you a confirmation ID. • Enter the confirmation ID in the text box and press 'Enter'. • Was this answer helpful? Related Questions Q: A:Office 2010 Click the Windows 'Start' button, on the bottom left of the screen. Point the mouse cursor to 'All Programs,' then point to 'M. Q: A: Open the 'Add/Remove Programs' utility on the old computer. ![]() This can be found in the control panel, which is in the 'Start' menu. Q: A: Go to Start menu and click on 'My Computer.' Double-click on the 'Program Files' folder and then double-click the 'Common Files' folder. Q: A: Complete the installation of the Microsoft Office 2007 software package by inserting the installation CD into your CD-ROM drive. Q: A: Launch your Microsoft Office 2007 programs, which include Access, Excel, InfoPath, OneNote, Outlook, PowerPoint, Project, Publisher, SharePo. Which version of Microsoft Office is installed? Activate Microsoft Office 2007: Activate over the Internet or by phone When you enter your valid Product. May 05, 2015 Reactivating Office 2007 H&S. I can't reactivate over the internet. MS says I need to activate by phone. Jun 03, 2009 I just installed Windows 7 on my Thinkpad. I've also installed Office 2007 and everything seems to work fine. But when I try to activate Office online, I get 'You. ![]() Henry, Your issue appears to be outside the scope of the Genuine Advantage forum. In an attempt to assist I would like to provide the following information. Please review knowledge base article (KB) How to troubleshoot problems that you may experience when you try to activate a 2007 Office product @:, and for Office Suites 2003 and below. The links will provide resolutions supporting Office Suites. However if the issue persists I would recommend you contact Microsoft Office support at and choosing your product to create a support incident. There are two methods for activating Office; telephone and the Internet which is the easier of the two methods. To activate the product by using the Internet, follow these steps: For Microsoft Office 2007, follow these steps: 1) Start any office program. 2) In the Office Activation Wizard, click the “Activate by using Internet” option, and then click “Next”. 3) Click “Submit” to send your information to the Microsoft licensing servers. NOTE: When your information is validated, the “Activation Complete” page appears. Then, you can use the Office programs. You will not have to activate Office in the future. 4) Click “Finish” Please follow the below guidance for telephone activation for your version of Office: 1) Start any Office program. 2) In the “ Office Activation Wizard”, click the “ Activate by using the telephone” option, and then click Next 3) Read the “ Microsoft Office Privacy Policy” page, and then click “ Next”. Note You are not required to read the Microsoft Office Privacy Policy to continue these steps in Microsoft Office 2007. A link to the Microsoft Office Privacy Policy is provided so that you can read it at any time. 4) In the “ Select your location” list, select a country or region. Call the telephone number that is listed on line 2. The customer service agent will ask you for the installation ID and will give you a confirmation ID in return. Type the confirmation ID in the boxes provided. 5) Click “ Next”. 6) On the “ Activation Complete” page, click “ Finish”. Please reference the following site for activation and registration centers for Microsoft products:. The KB article will provide numbers to call for activating Microsoft products. Should you need further guidance please post your question/s to the Windows XP General newsgroup forum located here: Thankyou, Stephen Holm,MS. ![]() ![]() Buy gift cards for all of your favorite brands. Design your own or choose from a variety of gift card designs. E-gift cards. Visa, iTunes, BestBuy, and more! Give The Home Depot Crate Bow eGift Card to home handymen, soccer moms, contractors and anyone else into home improvement and maintenance. A combination hardware, appliance store, outdoor store, nursery, home service contractor and more, The Home Depot is the world's largest home improvement specialty. Activate your card now and enjoy your Home Improvement purchases with NO ANNUAL FEE. To activate your HOME DEPOT HOME IMPROVER Card enter your Card Number, Last 4. The Home Depot can help you get more done for less. That's the power of the world's largest home improvement retailer. Give The Home Depot Crate Bow eGift Card to home handymen, soccer moms, contractors and anyone else into home improvement and maintenance. A combination hardware, appliance store, outdoor store, nursery, home service contractor and more, The Home Depot is the world’s largest home improvement specialty retailer, with some 2,269 retail stores in all 50 states, District of Columbia, Puerto Rico, U. S Virgin Islands, Guam, Canada and Mexico. Choose from leading name brands and top quality proprietary labels for thousands of home products. Win the thanks of friends when you give The Home Depot Crate Bow eGift Cards. Gift Card is valid for the purchase of merchandise/services at any The Home Depot® store in the U.S., Canada and online at HomeDepot.com. Gift Card is not a credit/debit card and is not redeemable for cash or credit unless required by law. Gift Card cannot be applied to any credit or loan balance, Tool Rental Deposits, or for in-home purchases. Lost, stolen or damaged Gift Cards will not be replaced without proof of purchase. Replacement value is the value of the Gift Card at the time it is reported lost or stolen. Gift Cards purchased with cash will not be replaced unless required by law. Returns for purchases made with this Gift Card are subject to The Home Depot’s Returns Policy (details available at any The Home Depot store) and eligible refunds will be issued in store credit. Gift Card may be deactivated or rejected if fraud is suspected in the issuer’s sole discretion. Check your balance at any The Home Depot store or online. Reload Gift Card value at any The Home Depot store or online at HomeDepot.com. For cross-border redemptions, Gift Card is redeemable at The Home Depot’s applicable local currency exchange rate at the time of redemption. Gift Card is issued by Home Depot Incentives, Inc. © 2016 Home Depot Product Authority, LLC. All rights reserved. Question: How do I activate Home Depot Credit Card? Answer: Congratulations on getting the Home Depot Credit Card. Home Depot Credit Card is best credit card if you shop at Home Depot store or homedept.com. The Home Depot Credit Card offer 24 months free financing and 1 year Hassle-Free returns on Home Depot purchases. Home Depot Credit Card is issued by Citibank. There are several ways to activate your new Home Depot Credit Card: The first way to activate the Home Depot Credit Card is by calling the Home Depot dedicated activation telephone number: 1-866-875-5488 The second way to activate Home Depot credit card is by registering. The site will login to your Home Depot to activate your new card. If any information is incorrect, please with the updated information. If any information is incorrect, please with the updated information. The purchased licenses are stored inside the memory of a HASP USB dongle (key). It is necessary to activate the dongle before the first usage as initially it is shipped to our customers with an empty memory (no licenses inside). ![]() Step by step instructions: 1) and install HASP drivers 2) HaspActivate utility and save on your computer 3) Start HaspActivate utility. You should see a window like on below screenshot 4) Connect HASP USB dongle to the computer. ![]() ![]() Wait a few seconds while Windows detects the new hardware and then you should see inside HaspActivate utility that the key is ' ready for saving memory to file'. 5) Save memory of the dongle into a file (press 'Save.' Button and chose a destination folder for saving the file). 6) Send the saved file to us by e-mail (). As soon as we receive a file, we prepare a new firmware for your dongle and send you by e-mail. 7) When you receive a new firmware, use Hasp Activate utility for writing the firmware to the dongle's memory. Click on 'Second step' tab inside utility and the dongle to computer. You should see message ' Ready to update memory' 8) Click on 'Update.' Button and select the file, which you received from us. 9) When update is completed, in the bottom of HaspActivate utility you should see a licenses, which were written to the dongle: Now activation is completed and you can start using MiaRec in full mode. Note: HaspActivate utility doesn't work inside Remote Desktop Session (RDP). If you are connected to the server via RDP, then you may receive error ' The HASP HL license you requested to update has not been found' in the step 9. In this case you need to do one of the following: • Connect to the server manually and repeat steps 8-9 • Connect to the server via remote control software and repeat steps 8-9 • Plug the dongle to another computer, to which you have a direct access. For example, a laptop with Windows XP, Vista, 7, 2003 or 2008. Then repeat steps 7-9 on that computer. When the dongle is activated, you can safely connect it back to the server. Frequently asked questions Will you send me new dongle when I purchase more licenses? We will send you updated firmware for the dongle. See next question for details. How to add more licenses to the dongle? You need to repeat steps 2-9. You will receive new firmware by e-mail. How to move licenses to another server? Install MiaRec and HASP drivers on new server and connect the dongle to it. MiaRec will detect the dongle automatically and read licenses from its memory. You do not need to activate the dongle again. Buying a new or used PC? Should be found on new devices that. An Office product key is transmitted digitally to your PC when you activate Office. The free Windows 10 license you receive is tied to your PC’s hardware. Windows 10 may see your computer as a new PC and may not automatically activate itself. The free Windows 10 license you receive is tied to your PC’s hardware. Windows 10 may see your computer as a new PC and may not automatically activate itself. Hey all,I got a new 2 TB hard drive and I have put it in and i go to device management and it is there. When I click computer i cant see it where my drives should be. Aug 31, 2015. You may also wish to Enable or Disable Including Driver Updates in Windows Update in Windows 10. Turn On or Off Device Driver. You can check Windows Update at any time to see if it found new drivers and icons for your hardware, especially if you recently installed a new device. If you want to have. Do I need to change something inside MiaRec configuration after I connect the dongle? MiaRec will detect the dongle automatically and read licenses from its memory. I tested MiaRec with a trial license code. Do I need to remove that code from MiaRec.ini file? It is not necessary. ![]() When you connect HASP dongle to the server, MiaRec will read licenses from it. ![]() DO NOT REMOVE THIS TEXT • Subreddit Archives • • • • • • • • • Upcoming Releases • • • • • New to Final Fantasy? • • • • •| Community Promptography of the Week A subreddit for all things Final Fantasy! Thank you for our current banner! Congrats for this week's awesome Promptography shot! Please tag major spoilers. Remember that there may be people reading that are new to the franchise! [X kills Y!](/spoiler) = or [Spoiler](/s 'write spoiler-text inside quotes') = Release Date: January 30 Visit Community Calendar Date Community Event 12/18 'Best of' Nomination Thread 12/18 12/23 Character Contest: Semi-Finals Results! 12/25 Character Contest FINALS 12/25 12/30 Character Contest Winners Announced + Post-Contest Survey 1/1 's Year in Review + Special Announcements 1/1 Let's Play Survey closes 1/7 'Best of' Winners & Prize Giveaway Subreddit Rules • Keep it civil - Please be polite and respectful to others. Don't call people names or make personal attacks. We'll remove harassing comments, and ban repeat offenders. • Be careful with spoilers - Spoilers don't expire, no matter the game's age. Don't include major spoilers in a post title. ![]() Please put '[SPOILER]' in the title if the link or comments will contain untagged spoilers. Use spoiler markup in your comments if you chose not to put '[SPOILER]' in the title. • No spam and self promotion - We'll remove off-topic posts/comments, memes, and other types of spam. Automoderator redirects common questions to the Weekly Question Thread. We allow self-promotion at a 10:1 ratio of general comments to links. Please source all art in the post title or comments. • No illegal/explicit content - It's okay to talk about emulation, but don't promote piracy. Browse our Chocobo selection! Earn TOM Points! Free shipping on qualifying orders and products. We're awaiting your order! What output do you get if you enable debug mode for Chocobo? Does it work with sound control disabled? Last edited by Fuskare01: Apr 3, 2015. Links to, or requests, for ROMs, and posts explicitly promoting piracy, aren't allowed. All 18+ content must have a NSFW tag. • No politics - Don't bring political commentary to, as it often leads to divisive arguments and frustration. We'll remove such comments and posts. ![]() ![]() North American cover art •: Square •: •: Square Director(s) Toshiyuki Itahana Takashi Tokita Series series, Release •: March 18, 1999 •: August 10, 1999 •: October 11, 1999 •: February 9, 2009 (PSN) Mode(s), Chocobo Racing, known in Japan as Chocobo Racing: Genkai e no Rōdo ( チョコボレーシング 〜幻界へのロード〜, lit. 'Chocobo Racing: Road to the Spirit World'), is a for the. The game was developed by, creators of the series of video games. The game was first released in Japan in March. North American and European releases followed that year. As a formulaic, Chocobo Racing is often compared to and. The game's star and namesake is the, the mascot of the Final Fantasy series. Other figures from the game series, such as Mog the, the, and, fill out the all- Final Fantasy cast. Most of the game's soundtrack is composed using tunes from previous Final Fantasy titles. The game was later released in Japan alongside Chocobo Stallion and Dice de Chocobo as part of the. On December 20, 2001, the game was re-released individually as part of the PSone Books series. The game received generally average reviews, citing its low quality in several aspects of gameplay. Contents • • • • • • • • • • • Gameplay [ ] In Chocobo Racing, the player controls -inspired characters, most of whom race in. Other characters fly, drive, ride, or even run. Players have five different racing modes to choose from: Story Mode, Versus Mode, Grand Prix, Relay Race, and Time Attack. In the Story Mode, players are guided through the story of Chocobo Racing, which is narrated by, in the form of an onscreen version of a. Players who complete the Story Mode are given the chance to customize their own racer; completing the Story Mode also unlocks secret character racers. In the Versus Mode, two players can race each other on a horizontally split screen, where one player races viewing the top half of the screen and the other player races viewing the bottom half. In Grand Prix (GP) Mode, the player races opponents in four selected tracks of his or her choice. In Relay Race Mode, the player chooses three racers to compete in a match. In Time Attack Mode, the player can select any stage and try to beat the fastest time record set there. There are ten track options: Cid's Test Track, Moogle Forest, The Ancient Gate, Mythril Mines, The Black Manor, Floating Gardens, Gingerbread Land, Vulcan-O Valley, Fantasia, and F.F.VIII Circuit. While racing, the player can accelerate, brake, reverse, activate Magic Stones, or use a 'special ability' using the 's and buttons. An additional move is the skid, which is executed by simultaneously braking and accelerating into a turn; as the game's cornering technique, the skid can be used to take sharp turns quickly. If the player skids too sharply, however, a spin out will occur. Before the start of any race, the player's character receives a speed boost if the player accelerates at the correct time during the countdown. In this example screenshot, the activates the 'Barrier' ability to defend against magical attacks. The 'special ability' gauge in the upper left-hand corner of the screen will not recharge until the Barrier vanishes. In the world of Chocobo Racing, Stones are scattered throughout each course, and can be picked up by the player by driving through them. Magic Stones can also be stolen from opponent players by bumping into another player. The player can then activate the Magic Stone for some special effect. Activating a Haste Stone, for example, gives the character a short speed boost. In some Magic Stones, the power of the stone increases if more than one of the same stone is picked up by the player. Each stone is represented by a corresponding symbol on the racetrack, while stones marked with question marks represent random Magic Stones, which grant the player either a Haste Stone, Fire Stone, Ice Stone, Thunder Stone, Minimize Stone, Reflect Stone, Doom Stone, or Ultima Stone. Special abilities are another important aspect of Chocobo Racing. Before each race, the player is prompted to assign a special ability to the selected character. During a race, the player can only activate the chosen special ability when the meter in the upper left-hand corner of the screen is full. After using the special ability, the player must wait for the meter to recharge to use it again. Plot [ ] Setting [ ] Chocobo Racing borrows themes and elements from to. The Story Mode is narrated by and includes nine chapters in a fashion with. To progress, the player needs to defeat the chapter's respective challenger. Before each chapter begins, the player is given the option of viewing the story or skipping to the race except when playing the Story Mode for the first time. Characters [ ] The cast of Chocobo Racing is drawn from recurring creatures and characters from the and series. Eight characters --,, Golem, Goblin,,,, and —are immediately available, and additional, secret characters such as,,,, and may be unlocked after completing Story Mode. Story [ ] Chapter one, titled 'Gadgets a go-go,' begins with the inventor Cid presenting with a pair of 'Jet-Blades' and offers Chocobo a chance to take a test-run with them on the racetrack behind his lab. After the race, Mog the drops in and asks Cid about the progress of the racing machine he'd commissioned. Cid promises to bring the machine by tomorrow, but later confides to Chocobo he'd forgotten it. The next day, after presenting the doubtful Mog with his scooter, Chocobo and Mog race. After Chocobo wins, Mog confronts Cid over his vehicle's poor performance, but Cid replies that Chocobo won because of the differences in their abilities (i.e., Chocobo's 'Dash'). He explains that the secret of Chocobo's 'Dash' ability is the Blue Crystal on his leg-ring. Mog mulls over his inferior 'Flap' ability and decides he wants a Blue Crystal as well, so Cid recommends that the two go on an adventure to find out the secret of the Blue Crystal. The two head out to discover the secret behind the Blue Crystal, meeting (and racing) many along the way. When they reach, the village of mages, a there notices that all the companions have, which the companions had previously referred to as 'Blue Crystals.' The companions want to know the legend behind the Magicite shards; the White Mage agrees to tell them on the condition that they race her in the Floating Gardens, with the story as the winner's prize. Upon winning, she tells them of the legend: 'There are Magicite Shards scattered all over the world. It used to be one large Magicite Crystal.But people kept fighting each other over it. So the founder of Mysidia, the great magician, broke the Crystal into eight pieces. He then scattered the shards to the four winds. He did so to assure later restoration of the Magicite Crystal.when all eight pieces are brought together again.' After this discovery, the companions continue to search for other racers in possession of the crystal shards. Upon defeating in a race, the monster joins their ranks, bringing the party's number to eight. The companions then notice that their Magicite shards begin to glow, and Mog discovers that he possessed Magicite all along. The convergence of all eight shards of the Magicite crystal fulfills Ming-Wu's prophecy, and the gate to Fantasia, the Land of the, opens. When the companions arrive in Fantasia, they are greeted by, King of the Espers. Bahamut decides to test their worth with a final trial, and welcomes their attempts to defeat him in a race. After the race, Bahamut acknowledges the powers of the group. He goes on to rhetorically ask if the companions knew why Ming-Wu broke up the Magicite, and explains the legend once more. Bahamut is pleased with the companions, noting that humans,,, and monsters all came together in goodwill. In celebration, he decides to leave the portal between the world and Fantasia open, declaring that 'Fantasia shall exist in harmony with your world from this day on.' Upon completion of the Story Mode, players are assigned a number of points determined by their performance, with a maximum of one hundred. Using those points, the player is given the option of creating a racer with customized color and performance. The point value is distributed among five parameters: Max Speed, Acceleration, Grip, Drift, and A.G.S., which determines how fast the racer's ability gauge charges. A maximum of twenty points can be assigned to each of the five racing parameters. Customized racers can be used in all of the game's modes except for the Story Mode, and only the main characters and Bahamut are open to customization. Development [ ] The first demonstration of Chocobo Racing was at the Fall Tokyo Game Show '98; it was then unclear if there would be a North American release. Editors noted its striking similarities to. In the release of, a bonus CD included a video clip of the game. Originally slated to be released in late September/October, the release date was moved to August 1999 because 'It was done early, and is now ready to go'. Main article: Chocobo Racing Original Soundtrack is a soundtrack album produced. It was released exclusively in Japan on March 25, 1999 by, and sold roughly 35,000 units. The soundtrack bears the catalog number SSCX-10030 and spans a duration of 57:17. Almost all of the tracks are arrangements of music composed for Final Fantasy games, arranged. The only exception is the song played during the final song, 'Treasure Chest In The Heart', which is a vocal track orchestrated by and performed. In the English version of the game, it is performed by Vicki Bell. Reception [ ] Reception Aggregate score Aggregator Score 61% Review scores Publication Score 6.0 of 10 30 of 40 6.25 of 10 4.4 of 10 5.6 of 10 Chocobo Racing sold 300,000 units in Japan. Doug Perry of said the game was an attempt by to 'cash in' on the popular kart racer genre created by Nintendo's successful. Other reviewers agreed, calling it “a tired rehash” due to its colorful but unpolished graphics, crude track designs, and poor controls. 's Final Fantasy Retro Roundup stated that it was a “decent game” ruined by the necessity of steering with a, and was rated 'Not Worth It'. Many similarities were noted with Mario Kart such as similar course themes and the need to 'power slide'. It was also called too easy, with story mode lasting only two hours and there being limited replay value except for the unlocking of secret characters and courses. Other critiques included a lack of a battle mode and limited customization. The music was thought to be average, though the last song of the story mode was “strikingly beautiful”. Cancelled sequel [ ] At Nintendo's press conference on June 15, 2010, a new Chocobo Racing title, tentatively titled Codename: Chocobo Racing 3D, was announced for the handheld system. However, on October 10, 2013,, director of the original Chocobo Racing, confirmed that the project had been cancelled, nothing that had he been part of its development process, he 'would have made sure that it came out.' Retrieved 2009-02-10. • ^ James Mielke (1999).. Retrieved 20 May 2006. • ^ Mog: 'Hey, Cid.you don't mean THIS thing's the world's fastest racing machine!?' ( Chocobo Racing) • ^ Doug Perry (1999).. Retrieved 21 May 2006. • ^ Square Enix staff, ed. Chocobo Racing instruction manual. • ^ Square Enix staff, ed. Chocobo Racing instruction manual. • Square Enix staff, ed. Chocobo Racing instruction manual. • Square Enix staff, ed. Chocobo Racing instruction manual. • Square Enix staff, ed. Chocobo Racing instruction manual. • Square Enix staff, ed. Chocobo Racing instruction manual. • Square Enix staff, ed. Chocobo Racing instruction manual. • Square Enix staff, ed. Chocobo Racing instruction manual. • Cid: 'I made a racetrack behind my lab here.' ( Chocobo Racing) • Mog: 'Heh heh heh.I heard that he was gonna make a machine for Chocobo.so I ordered one for myself too!' ( Chocobo Racing) • Cid: 'I kinda fergot about his machine.' ( Chocobo Racing) • Cid: 'Wh-why of course not! It's all because of the differences in your 'abilities', not my machines!' ( Chocobo Racing) • Cid: 'The secret of Chocobo's 'DASH' is the Blue Crystal on his leg-ring.' ( Chocobo Racing) • Cid: 'Say.why don't ya fellas go out on an adventure to find out what that secret is?' ( Chocobo Racing) • White Mage: 'There are Magicite Shards scattered all over the world. It used to be one large Magicite Crystal.But people kept fighting each other over it. So the founder of Mysidia, the great magician Ming-Wu, broke the Crystal into eight pieces. He then scattered the shards to the four winds. He did so to assure later restoration of the Magicite Crystal.when all eight pieces are brought together again.' ( Chocobo Racing) • White Mage: 'Look! Our Crystals are starting to glow!' ( Chocobo Racing) • Mog: 'What the.? My totally wicked head-bopper is glowing too!' ( Chocobo Racing) • Bahamut: 'I shall place upon you a final trial. To see how worthy you really are.' ( Chocobo Racing) • Bahamut: 'That is true. Mankind has fought over the Magicite for aeons.' ( Chocobo Racing) • Bahamut: 'Fantasia shall exist in harmony with your world from this day on.' ( Chocobo Racing) • IGN Staff (October 15, 1998).. Retrieved 30 May 2006. • IGN Staff (December 11, 1998).. Retrieved 30 May 2006. • IGN Staff (May 27, 1999).. Retrieved 30 May 2006. • ^ Lau, Aaron (25 August 1999).. Soundtrack Central. Retrieved 6 April 2008. Retrieved 31 March 2008. • Matthew House... Archived from on 2014-11-14. Retrieved 22 May 2008. • プレイステーション - チョコボレーシング ~幻界へのロード~. Weekly Famitsu. 30 June 2006. Retrieved 21 May 2006. • ^ Johnny Liu (1 August 1999)... Retrieved 4 April 2008. • Jeremy Parish (8 December 2007)... Archived from on 25 September 2012. Retrieved 31 March 2008. • • Spencer (October 10, 2013).. Retrieved October 12, 2013. External links [ ] •. 1/29/2018 0 Comments Activate Project Purity NumberThe code to activate Project Purity after you have killed Colonel Autumn at the end of the game is '216' (Revelations 21:6)., Fallout 3 Xbox 360. Can fawkes activate project purity? Edit source History Talk (0) Share. With the Broken Steel Add-on yes, but also with broken steel you will wake up later if u. Mar 07, 2009 What is the code to activate project purity in fallout three? ChaCha Answer: When you get to the mission when you have to type in the. *WARNING* This post will contain spoilers about the ending to Fallout 3. Viewer discretion advised. As many of you know, Fallout 3 is a popular Bethesda release which has received high marks from a variety of video game critics and sources. Known for its immersive post-apocolyptic universe, open exploration world, and innovative combat system, the game vastly improves upon the Oblivion model utilized by Bethesda earlier, and could very well be slated for a nomination or two for 'Game of the Year.' However, it is in the opinion of many that while Fallout 3 presents the player with an enjoyable experience throughout the early and mid portions of play, it is the ending in which the game fumbles, closing an otherwise fantastic romp through the Capital Wasteland with a lackluster, lazy, and laughably ludicris series of events culimating with listlessness and letdown. Bearing this in mind, I, in what will likely amount to be yet another fruitless attempt to service my community, have provided a guide for those who wish to play Fallout 3 and manage to eek out some satisfaction out of the game's ending. By following this guide carefully, I believe you will be able to greet the closing of the Fallout 3 story arc with contentment and perhaps even a hint of relish. Rule #1: Stay out of towns when at all possible. One of the chief complains in regards to the Fallout 3 ending was its lack of reference to the consequences of the PCs choices through the Capital Wasteland. What did Megaton amount to when the PC decided to spare it the fate of nuclear death? How far did the vibrant trees of Oasis spread? Did Big Town ever become anything more than a haven of shattered dreams for Lamplight exiles? All these answers and more are lost into obscurity in the ending's appraisal of the products of Project Purity, and nothing else. Due to Fallout 3's refusal to acknowledge those difficult ethical choices the PC made through the game, the solution then is to avoid any circumstance in which these choices would be presented to you. By staying out of the towns, the PC can avoid any significant interaction. Then, when the ending comes, and no mention is made of the PC's effect on the Wastes, this conclusion would be natural and uncontested. In fact, you should expand this policy to include any community, tribe, or small gathering of people, for even the smallest collection of wasteland survivors has the potential to present the PC with a ethical decision that could possibly have foreseeable consquences that would require further exposition. Make sure to use your compass's friend/foe indicator as a tool to help you avoid any friendly NPCs that may wish to strike up a thought provoking conversation. Just remember this handy catch phrase, 'If they're tagged green, remain unseen. If they're tagged red, go on ahead' Rule #2 Bypass as much of the story as possible Many gamers made reference to the nonsensical nature of the story as the PC plumbs the depths of Project Purity. As the plot progresses, the actions and motivations of the starring characters in the drama become murky, and at times, downright insane, leaving the story in a terrible mess when it's time to wrap up and take the final bow. To insolate yourself from this tragedy, you must employ what I term the 'Veil of Ignorance.' By learning as little as possible about your father, the Enclave, the Brotherhood of Steel, Project Purity, and any other crucial elements, you and the PC will be able to employ a catch-all rational to justify the increasingly outrageous twists the plot takes; you don't know the bigger picture. Make sure to skip straight to key plot locations (Going straight to Vault 112 from Vault 101 for example), and ask as few questions as you can get away with when locked in discussion with major NPCs. If the game tries to deliver exposition via cut scene or unskippable dialogue, take drastic actions; plug your ears and whatever happens, just keep your eyes shut! Rule #3 Limit Your Inventory Easily one of the most outspoken complaints by Fallout 3 gamers is the fact that they feel that the contents of their inventory could allow them to circumvent a rather unfortunate outcome as a result of one of the final choices to make in the game. You must not allow yourself to fall into this same trap, and must make sure to prevent overstocking (and in some cases, stocking at all) specific items that could jeopardize the integrity of the final scenes. The following items should be limited to only what is necessary to avoid death. Rad X, Rad Away, Perks that offer resilience to radiation. The following items should never find their way into your inventory. Radiation suits, contracts with any ghoul followers, any object that gives you any desire to live. It might also help if you forget where the run button is when the time comes to activate Project Purity. Rule #4 Avoid Speech-Tests in Dialogue Never challenge anyone on their beliefs throughout your play of Fallout 3. Otherwise, you run the risk of 100+ year old sentient beings suddenly reversing their fundamental philosophies and adopting your principals to the point of condemning a portion of their previous followers to death, all over the course of 4 text boxes. And as you can guess, this can damage the credibility of the game's ending. Rule #5 Kill all Super Mutants on Sight Regardless of their articulation ability or their tendency to name themselves after British revolutionaries. Hope this helps you friend. Happy gaming! You're a funny person. The game was originally supposed to have up to 500 different scenes that showed depending on your actions. I think the pictures it shows you are different based on more than just your decisions in the main quest, but they definitely seem to have trimmed things down. Possibly because 100% completion would mean having to wait through a good ten minutes of pictures, but that would have been fun to show during the credits instead of just the main menu background they do in the final version. ![]() ![]() Too bad they got rid of it, in any case. I actually wasn't too disappointed with the ending aside from that, though. It's still fulfilling, even if there are some major plot holes in it, and you have at least two allies who can survive the 'deadly' radiation you're exposed to. It's just lame than you can't tell them to activate Project Purity to save yourself from death - it would have actually given those characters more significance in the story, as they'd might as well be blind, deaf and dumb for the rest of it, save Fawkes. Definitely not the 'huge let-down' I was told it was, though. You should probably add about RL-3 as an extra follower, as he is a robot and thus completely immune to radiation and thus could activate Project Purity just as well as a ghoul could. Ah, very true. I had forgotten about him as a party member. I suppose I could incorporate it into Rule #6 - Never trusts robots, and never, under any circumstances, allow them to travel with you for any period of time. You never know when your seemingly friendly robot companion will suddenly turn on you in the robot rebellion. Best to just dismantle/destroy them all, just to be sure. So I own both FO3 and NV GOTY editions and TTW installed fine. So far the mod has been great, I haven't really had any problems, until it came to this last quest, when I go in and activate the geck, the game won't continue. Jun 10, 2016. The Lyons' Pride and Liberty Prime escorts the Lone Wanderer to the Jefferson Memorial to wrench control of Project Purity out of Enclave hands and forever change the Capital Wasteland. Fight your way to Project Purity at the Jefferson Memorial. Otherwise, no companion will not activate the purifier. The ending sequence plays and I see the slide show and then where broken steel is supposed to kick in and say '2 weeks later' and I wake up in the citadel, it doesn't do that. Instead the ending slide show finishes and I'm left still on the ground staring at the ceiling and the game stays like that, indefinitely. I've tried to do the other ending options like send Lyons in or Fawkes, but I get the same result. Well this problem has not been resolved for me. When I enter the code, the closing movie plays, then the game crashes as I am about to restart playing. ![]() ![]() I tried all of the following, the problem still occurs: • Dismiss followers • Send Sarah Lyons • remove all of my items • remove all non-TTW mods • uninstall FO3 and FNV, re-install, update wih TTW 2.4a using NMM with no additional mods. The load order is the standard one described in the TTW installation instructions. I have attached my quicksave file. File Attachments. ![]() Thank you so much - I think you are the first person who has EVER followed those 'help us help you' instructions to the letter. Here are two tests I can think of: * Uncheck all of the optional TTW.esp files in your load order to see if any of those are causing the problem * Uninstall TTW Main and optional.fomods from NMM. Then reinstall them with FOMM, since you meet the minimum requirements (64-bit OS, 8GB+ ram). Just grab the LAA fomm.exe file from the download page, and swap out the old fomm.exe. Then load the.fomods with FOMM and install. Sometimes NMM just doesn't work well with TTW due to the very large size of the.fomod. I tried the courtyard fix, but same error. At this point I am happy to just drop it. Possibly one of the mods I had installed before this problem occured caused some minor corruption which remained after I removed the mod. While playing the game some problems did occur which I fixed or bypassed: • Escalators to some stations missing • Numerous 'glowing exclamation points' in downown DC • Shop owners standing around the exit to Rivet City • Sydney following me, and then just standing outside the entrance to Underworld. • Cherry being at both Rivet city and Dukov's. Since none of these stopped me playing I just kept going. So I am comfortable with ignoring this problem unless and until another player gets the same issue. Being stuck on the ground in the Jefferson Memorial Rotunda after the ending slideshow is indeed a problem related to using custom races. There is a fix here: You will need to use the TTW conversion script in FVNEdit on this plugin before using it, though; I haven't tested it without converting it first, but it may work. Once you arrive at the Memorial in Take It Back!, save your game, exit, toggle that plugin in your mod manager, and load the save. The extra slide added by Broken Steel should play and you will wake up in the Citadel as expected. You can disable the plugin afterward. Here is the description of the related problem, pasted directly from the mod's Readme: 'This script adds an catch all part at the end, so it'll play the last bink of the picture of you and your dad. This is the hang up of using any custom races when you finish 'take it back' quest. For whatever reason Besthesda wrapped the Broken Steel starting scripts inside the checks of your gender and race for playing these binks, instead of putting it outside. This means the Broken Steel quest starter script is actually in the endingbinksscript 8 times, for each of the 8 instances of the different gender/race iteration of the binks. Custom races will fail the checks of 'if getisrace xxx == 1' therefore bypassing the Broken Steel starting scripts. 8 times;o So the logic of my script is that when your race does not equal to the 4 default races, it'll play a generic bink***, then Start the Broken Steel script. So it should work with any current and future custom races (including child, old, raider, etc).' Hi Sir Mediocre. I thought there was only one race you could play - human. What are the other three? If I have a custom race, then I did it by accident. Does the TTW mod allow this? Also, I am not stuck on the ground. The game crashes after playing the ending movie. However, I also tried the fix you refer to. I have converted Fallout3 Mods to TTW succesfully before, and I followed the instructions given to convert this mod as well. The problem still occurs. In my first post I included a copy of my savegame. You are welcome to try it out if you do not believe me, and I will bow my head and accept being an idiot if you succeed. Btw, if you do succeed could you save and post it back to me please. How to install and activate. Kaspersky Internet Security and Kaspersky Security for Mac in Parallels Desktop 8. Parallels Desktop 8 comes with a 30-day free trial of Kaspersky Security for Mac and Kaspersky Internet Security for Windows (which can be replaced by commercial license). Complete the following. Any activation code for Kaspersky Internet Security 2016 left. Would be nice to get one. ![]() Kaspersky Small Office Security is exclusively designed for small businesses. It delivers highly affordable world-class PC and server protection that is quick and simple to install, configure and use. You can manage your entire business network security from a single PC – performing all the tasks needed to keep your business reputation safe and your confidential information secure, without leaving your desk. Kaspersky Small Office Security takes care of your network’s protection so you can take care of your business. English version russian version. Yep, what Bernhard said. Open Kaspersky, click on 'activation' tab. In the activation window, click on 'install key' and the activation wizard will pop up. Choose the option to use the activation code, fill it in, leave customerid/password blank and click next. It should take about 1 min to do. I did enter the activation code, the response is 'everything OK, and return a blank field to me and ask me to fill the information. Could you please tell me how to do in order to get a valid key to leave trial period?:icon20: My system is WIN XP Pro SP2 and Intel CPU, I just bought KIS 7.0 for a few days. ![]() ![]() The goal of the Activate! Leadership and Public Innovation programme is to spark public innovation by charging up a network of young leaders so that they can link the poles of South African society. The programme will, over a five-year period, connect up to 5,000 innovative young leaders predominantly from marginalised communities to one another and to points of influence and opportunity across social and economic divides. The premise of this initiative is that new connections to information, opportunity and influence can be a powerful catalyst for innovation in highly polarised societies. If directed to the public good, these connections can strengthen development and democracy by building trust and accountability and making people less tolerant of destructive risk. ![]() ![]() By creating a public profile for the network of these young leaders, they will be able to participate in and help to substantively shape our national discourse. • Research, development, design and production of a high-quality catalytic leadership development programme. • Recruiting and training a team of facilitators to roll-out and run the residential programmes and additional support for the Activate! • Recruiting and developing a selection process through partner organisations and a public call to find young leaders from across the country • Organisational Development of the Siyashesha Leadership Incubator as a housing organisation for the Activate! Programme • Monitoring and evaluating progress against targets. Learners from cwakeme High School of Star For Life Skills workshops. Activate Leadership is a training authority that equips young people with leadership skills, spark social activism and innovation in addressing socio-economic challenges facing South Africa. The programme only takes 600 students per year from all over South Africa. The three year part time course consists of project planning, socio political navigation and management, system just to mention a few. On completion of the programme, students are expected to go back to their communities and become social entrepreneurs by initiating projects that are geared towards social transformation; child development, skills development as well as youth empowerment. Skills workshop at Dlilanga technical High School. Since the course is offered on part basis, it is also accommodating students and working youth. Sifiso Kunene a class of 2012 matriculant from Ntaminemidwa High School in Hluhluwe says, “I am very pleased to be part of this leadership course, I’ve always wanted to do something to give back to my community and I believe this programme is a great a start”, stated Kunene. Sifiso has also registered at University of Zululand for a Bachelor of Education and he believes it will complement very well with the Activate training. Lungani Ntshangase matriculated from Siphosabadletshe High School in the year 2008, due to lack of funding he ended up not furthering his studies at University, “ Rural and youth development has always been my passion, this opportunity is one of my key milestone towards achieving my dreams”, says Ntshangase. Calling young people of all races across South Africa to join a cutting-edge initiative! Leadership for Public Innovation is offering a unique training. 1/29/2018 0 Comments Activate Free Incoming Call Singtel Prepaid Card: full version free software downloadWho doesn’t make too many calls, you can buy a simple $5 prepaid card. Provide prepaid SIM cards: M1, SingTel. To activate “free” incoming calls. Mar 11, 2009. There's so much more you might want to know about the prepaid service and how it works. Here's a quick look and later you can visit the actual site for more. The link is below. How to use the card (activation) When you first buy your SingTel prepaid hi card, you need to dial the toll-free IVR (interactive voice. Call the service no. Mhcampboy's Avatar. 23,405 posts since Feb '06. 30 Nov `07, 1:06PM. Can I terminate my Free Incoming Call Plan? You can terminate your Free Incoming Call Plan by keying *1301 'SEND'. Upon successful termination, a fee of $1.50 will be deducted from your prepaid. Price Comparison: SingTel, M1. Starhub Happy Prepaid SIM Card $8 4G: 1st min $0.22. - Free incoming calls for 20 days. I have been looking at the various pre paid SIM card options and one thing I notice is this concept of having to pay for incoming calls. Singtel allow you free. I have been looking at the various pre paid SIM card options and one thing I notice is this concept of having to pay for incoming calls. Singtel allow you free incoming calls if you top up, but Star Hub and M1 say you have to pay-but they don't say how much. They seem to allow you an option of free incoming calls but you have to activate this and pay 60 cents per day. Having to activate it seems bizarre and then having to pay per day.am I missing something? Is this normal? ![]() ![]() It would seem easier to use Singtel and top up, then not even worry about it. > Incoming calls are charged at the same price per minute as per Outgoing calls (ie. 8 cents or $0.08 per minute) > Yes, this is how it works and is normal. It is not bizarre, this is how we, the Singapore consumers, have come to accept the many marketing gimmicks which we face. There is nothing much we can do about it as we do not really have a pro-active ACCC or the BBB. ![]() So, you have learned that it is not free incoming call after all but it should read 'pay 60 cents per day for unlimited incoming calls'. It is worth it if you are 2-3 couples who need to call each other as tourists. Even for short stay tourists who get frequent calls from home country this 60 cents Free Incoming Calling is very convenient. For Singtel: Dial *1300 and press 'SEND' to activate the plan, SGD 0.60 will be deducted for every day of usage from Main Balance. Once you want to stop, Dial *1301 to de-activate the plan if you go overseas (/Bintan etc) again for a short period. For Starhub: Dial *133*1# and press 'SEND' to activate this on-demand Free Incoming Calls feature. To de-activate this feature, dial *133*0# and press SEND on your mobile phone. A fee of SGD 0.59 will apply for each activation (including re-activation) of on-demand Free Incoming Calls feature. A daily deduction of 59¢ will apply upon activation. ![]() I have been looking at the various pre paid SIM card options and one thing I notice is this concept of having to pay for incoming calls. Singtel allow you free incoming calls if you top up, but Star Hub and M1 say you have to pay-but they don't say how much. They seem to allow you an option of free incoming calls but you have to activate this and pay 60 cents per day. Having to activate it seems bizarre and then having to pay per day.am I missing something? Is this normal? It would seem easier to use Singtel and top up, then not even worry about it. > Incoming calls are charged at the same price per minute as per Outgoing calls (ie. 8 cents or $0.08 per minute) > Yes, this is how it works and is normal. It is not bizarre, this is how we, the Singapore consumers, have come to accept the many marketing gimmicks which we face. There is nothing much we can do about it as we do not really have a pro-active ACCC or the BBB. So, you have learned that it is not free incoming call after all but it should read 'pay 60 cents per day for unlimited incoming calls'. It is worth it if you are 2-3 couples who need to call each other as tourists. Even for short stay tourists who get frequent calls from home country this 60 cents Free Incoming Calling is very convenient. For Singtel: Dial *1300 and press 'SEND' to activate the plan, SGD 0.60 will be deducted for every day of usage from Main Balance. Once you want to stop, Dial *1301 to de-activate the plan if you go overseas (/Bintan etc) again for a short period. For Starhub: Dial *133*1# and press 'SEND' to activate this on-demand Free Incoming Calls feature. To de-activate this feature, dial *133*0# and press SEND on your mobile phone. A fee of SGD 0.59 will apply for each activation (including re-activation) of on-demand Free Incoming Calls feature. A daily deduction of 59¢ will apply upon activation. |
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