Download Gary Grigsbys World At War v1.040 Patch RIP keygen by TNT

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Gary.Grigsbys.World.At.War.v1.keygen.zip (172293 bytes)

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FILE_ID.DIZ 60 60
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TNT.nfo 27655 9554

FILE_ID.DIZ

TNT's keygen for Gary Grigsbys World At War v1.040 Patch RIP


TNT.nfo

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        ▀▀▀▀▀▀▀▀▀▀                                            ▀▀▀▀▀▀▀▀▀▀      ■.
                   T h e     N o v a     T e a m
 _____________________________________·_________________________________SN/TNT_

⌠───T─h─e───N─o─v─a───T─e─a─m─────TNT──¥──TNT─────T─h─e───N─o─v─a───T─e─a─m───┐
│                                  Presents:                                  │
│─────────────────────────────-~~~~~~~~~~~~~~~~~-─────────────────────────────│
│                                                                             │
│                  Gary Grigsby's World At War v1.040 Patch                   │
│                                    *RIP*                                    │
│                             (c)2005 Matrix Games                            │
│                                                                             │
└──────────────────────────────────────┴──────────────────────────────────────⌡

┌─────────────────────────────────────────────────────────────────────────────┐
│                                                                             │
│    Supplied By : TEAM TNT                 Release Date : 06/09/2005         │
│     Cracked By : TEAM TNT                   Protection : Serial Check       │
│    What is it? : Protected Update          OS Required : WinXX              │
│    Packaged By : TEAM TNT                   # of Files : 01 x 5.00 Meg      │
│                                                                             │
├─────────────────────────────────────────────────────────────────────────────┤
│   Requirements : The Game                                                   │
└─────────────────────────────────────────────────────────────────────────────┘

 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■ Release Notes ■
                               ~~~~~~~~~~~~~~~~~

NOTES:
  Now, the new 1.033 & 1.040 updates have blacklisted the Scene ISO release 
  SERIAL NUMBER, which means only people that have a newly VALID Serial Number 
  are able to install the update.

  * PS: good thinking Matrix Games.

  This Patch does a Serial Number check before it will install the Update.  
  Our release is needed for both ISO and RIP users.
-END NOTES


Update Info:
------------
V1.040 - June 2nd, 2005
(Third Update Changes and Additions)

Please Note: Old save files (v1.005, v1.016 and v1.033) should be able to be 
loaded with the updated version. However, if playing PBEM, once one player has 
loaded the game using the patch, all the next players to follow must also play 
the game using the patch.  Not all fixes will work in games that continue from 
old saves.

1. Data Correction - Movement between Lanchow and Mongolia now correctly costs 
   one movement point in any games started with this version (was incorrectly 
   costing 2MP in prior versions).

2. Rule Change - When using Advanced Supply rules, supplies expended when a 
   World Power attacks a neutral country are now taken first from the areas 
   nearest to the attack. Also, if the attack on the neutral is not allowed due 
   to lack of supplies, and the move into the area cannot be undone due to FOW 
   and the spotting of an enemy unit, then the attacking units will be 
   retreated as if they had attacked and did not conquer the area.

3. Addition - The game will use considerably less CPU cycles whenever possible.

4. Bug Fix - Fixed at least two bugs that were causing damaged units to be 
   destroyed instead of being placed on the production track at a factory for 
   which they had a legitimate path.

5. Bug Fix - Fixed a bug that was causing fleets to retreat into a frozen area 
   when they had alternative areas (within the same retreat priority level) to 
   retreat to. Fleets may still retreat to a frozen area if there is no 
   non-frozen area at the same retreat priority level.

6. Bug Fix - When playing with the No Supply Required game option, attacks 
   against neutrals by World Powers that normally require supplies are now 
   allowed to attack neutrals.

7. Bug Fix - Air units based in Sicily will now correctly Op-fire at passing 
   units. Also, Sicily will now generate one Interdiction Point per the normal 
   rules (instead of 0 or 2).

8. Bug Fix - Fixed several problems that kept the attack selection pop-up from 
   always activating immediately when move mode is exited.  Also, if for any 
   reason the attack selection pop-up does not appear when it should, the 
   player can always move the mouse over the area and right click to make it 
   appear.

9. Bug Fix - Units that have not fired in a combat no longer have their 
   interdiction points reset to zero just because they were in an area where 
   combat took place. They must actually fire at an enemy unit in the combat to 
   have their IPs set to zero.

10. Rules Clarification - The Auto Supply game option does not move supply 
    automatically for defensive combat requirements. You need to ensure you 
    have supply in or adjacent to the zone that have units you want supplied if 
    they get attacked.

11. Rules Clarification - Naval Retreats 
    A) In section 8.6.2 item 3 should be replaced with the following "The unit 
       moves to any adjacent sea region unoccupied by enemy or allied units 
       (go to the area with the most friendly combat units)" 
    B) In section 8.6.2 it should state that naval units will never retreat 
       through a narrows that is controlled by an enemy land region. Also, 
       fleets are never allowed to retreat further than their maximum Speed 
       rating. 
    C) In section 8.6.2 items 4, 5, and 6 should state that the units will 
       retreat to the port containing the factory they are tracing to if there 
       is one. 
    D) In section 8.6.2 item 7 should be replaced with the following: "The unit 
       will retreat to the nearest sea area empty of enemy or allied units." 
    E) Fleets retreating from a port that is captured will follow the standard 
       retreat rules listed in section 8.6.2. 
    F) Sometimes a fleet will automatically retreat from a port to an adjacent 
       sea area when enemy units are moving into the area containing the port. 
       This pre-combat retreat will occur only if there is an adjacent sea area 
       free of enemy and allied units to retreat to.

12. Rules Clarification - Attacking Infrastructure - Air units often select 
    infrastructure that is already at level 2 damage for additional bombing. 
    This is intended in order to make it more difficult to destroy all of the 
    infrastructure in an area through bombing alone. 


V1.033 - May 17th, 2005
(Second Update Changes and Additions)

Please Note: Old save files (v1.005 and v1.016) should be able to be loaded 
with the updated version. However, if playing PBEM, once one player has loaded 
the game using the patch, all the next players to follow must also play the 
game using the patch.  Not all fixes will work in games that continue from old 
saves.

1. Rule Change - The evasion modifier for being previously fired upon during 
   the current turn does not apply during Opportunity Fire.

2. Rule Change - In the last part of section 8.5.7 in the section dealing with 
   adjusting the net die roll modifier, the 2nd item dealing with units with a 
   defense value of 12 only impacts the Attack Help Level modifier (caps it at 
   + or - 1). It will not cap other modifiers.

3. Rule Change - The fort value of Western Germany is now cancelled if the 
   player defending in Western Germany does not also control Eastern Germany.

4. Rule Change - Italy will now only surrender whenever Germany does not 
   control at least 2 of the following 4 regions: Northern Italy, Southern 
   Italy, Sicily, Tripoli.

5. Rule Change - Germany is now charged 5 supply points whenever it attacks a 
   neutral country. 

6. Rule Change - The Liberation rule in section 11.5.3 has been modified. Now, 
   when a World Power successfully attacks another friendly World Powers 
   region, the player will be asked "Occupy Area Yes/No". If they answer no, 
   then the effects listed in 11.5.3 will take place. If they answer yes, then 
   they attacking player will take control of the area as they would any other 
   region and their units will remain in the area. The area and its 
   infrastructure will now function as if they belong to the occupying World 
   Power. Any population and factories in these occupied areas may be used by 
   the occupying World Power using the factories normal factory multiplier. 
   Example: Germany has taken Leningrad. The Western Allies successfully attack 
   it and answer Yes to the Occupy Area question. They now control Leningrad 
   and if they repair the factory there it will provide the standard Soviet 
   multiplier (x2 or x3, not x1) under a Production for Soviet Union section in 
   the Western Allies production screen (using population in Western Allied 
   controlled Russian nationality areas).

7. Rule Change - Units that have already fired at an enemy unit during their 
   turn may not enter an enemy controlled land region, even if there are no 
   enemy units in the area.

8. Rule Change - Units that are damaged or destroyed do proceed to the next 
   combat phase, but fire with the combat modifier disadvantages listed in the 
   manual. The exception to this is air units. Air units that are hit either 
   in the Air vs. Air phase or the Land vs. Air phase will not proceed once hit.

9. Addition - Added a new Game Option titled Fuel Cost. If this option is 
   activated, all ground units are fueled and expend one 1 extra supply when 
   they move over a 2MP land border.

10. Addition - There is a new Preference Item called Language that lists the 
    players Language setting. Currently it only allows English, but eventually 
    we will have other choices which the player will choose from at the start of 
    their first game and they will be able to alter this choice in the 
    Preference screen.

11. Addition - The game uses far less CPU power when minimized (in windowed 
    mode and full screen mode via Alt-Tab).

12. Addition - The four arrow keys will now scroll the map. 

13. Addition - Added a button in the Production screen that when clicked will 
    use all remaining production points to build supply. This button is just to 
    the left of the normal build buttons.

14. Addition - Added a way to spend maximum on the research screen pop-up 
    (shift key when clicking on plus should spend max).  Shift-click on minus 
    button removes all research for this turn.

15. Addition - The text pop up over the Isolated Resource Centers number on the 
    Production Summary screen now shows what regions are isolated. Also changed 
    the pop up text for the isolated numbers on this screen to: Isolated 
    resource centers and Isolated resources.

16. Interface Change- The "Exit the game and go to the Main menu?"  text is now 
    red to minimize confusion with the "Exit this phase?" text.

17. Interface Change - Removed "unit is already here" text in move mode.

18. AI Improvements - Many changes were made to improve the AI play involving 
    both movement/combat strategy and production/research strategy.

19. Data Change - Allied Bomber Evasion was changed to 5 and Durability changed 
    to 3 in the Campaign I Scenario; all other scenarios were adjusted 
    accordingly.

20. Data Change - Japanese Heavy Bomber Evasion was changed to 5 in all 
    scenarios.

21. Data Change - Heavy Fleet Aircraft Attack was changed to 3 in the Campaign 
    I Scenario; all other scenarios were adjusted accordingly.

22. Data Change - Two World Standards were changed. Armor Evasion and Tactical 
    Bomber Land Attack World Standards were both changed to 7.  

23. OOB Change - Several Soviet units have been repositioned in the Campaign I 
    and II scenarios. The repositioning involved units in Moscow and 3 Eastern 
    (Siberian) areas.

24. OOB Change - Germany has been given 15 additional supply points in Campaign 
    I to help offset the new supply cost for attacking neutral countries.

25. Bug Fix - Several bugs in the combat analyzer have been fixed. It now 
    yields a more accurate estimate of losses for each side. Among other things 
    it now accounts for air units not bombing when damaged and militia 
    generated before a combat. It also provides a better estimate of battles 
    involving surface ship combat, although this still can vary greatly based 
    on how many surface ships actually participate.

26. Bug Fix - Fixed a bug that could allow you to move and undo a move 
    indefinitely, gaining 1 supply each time.

27. Bug Fix - Several corrections to correct Op-fire bugs were made, including 
    that now Op-fire directed at units moving over transports will fire at the 
    transport instead of the moving unit as per the manual. The transport fired 
    at will be within one region of the region where the Op-fire was triggered 
    (i.e. might be further along on the chain of transports). Also CV 
    Airgroups were not op-firing in all cases. Also, with Fog of War on, it was 
    sometimes possible to avoid being Op-fired at by units that were visible if 
    moving into an area that was not visible. Several other Op-fire corrections 
    were made as well.

28. Bug Fix - Fixed a bug that kept some air units from participating in 
    combat. 

29. Bug Fix - Fixed a bug where areas that were both rough and cold regions 
    required only 2 to 1 to retreat the enemy instead of 3 to 1 (per Rules 
    Clarification that rough areas require 3 to 1 to retreat the enemy).

30. Bug Fix - When loading a PBEM game with Fog of War on, the opponent's map 
    will no longer be (briefly) seen.

31. Bug Fix - Heavy Bombers will no longer incorrectly attack ships with their 
    land attack value.

32. Bug Fix - Damaged Factories can no longer be strategically moved.

33. Bug Fix - Air-only attacks on China (or any area that generates Militia) 
    will not produce Militia units.

34. Bug Fix - Units will no longer retreat into a frozen area except as a last 
    resort.

35. Bug Fix - Some combats (often involving subs) were not being shown in the 
    when using the Game Playback (section 7.3). All combats should now be 
    shown during the replay.

36. Bug Fix - Sicily is now treated correctly as an island for interdiction and 
    Op-fire purposes.

37. Bug Fix - Carrier planes can no longer counterattack further away than 
    their speed allows.

38. Bug Fix - Fixed a bug where Chinese production was reset to occur only 
    every third turn after having been set to produce every turn. Once Chinese 
    production increases to occur every turn, it should remain this way for the 
    duration of the game.

39. Bug Fix - Air units are now retreating properly, flying to nearby land 
    areas that are within range when necessary.

40. Bug Fix - Carrier Air units that participated in a battle should now 
    retreat along with their Carrier Fleet when the Carrier Fleet is forced to 
    retreat. 

41. Bug Fix - Fixed a bug caused by undoing the move of a Heavy Bomber that was 
    carrying an Airborne unit.

42. Bug Fix - Fixed a bug that sometimes caused units that were damaged in 
    combat in an area containing a Factory to be eliminated instead of being 
    placed on the production track. This bug could have also happened to a 
    damaged unit that was part of a force retreated after combat to an area 
    containing a Factory (damaged units retreat first if they lose a battle 
    before being removed from the map and placed on the production track). 
    These units should now be correctly placed in the production track 

43. Bug Fix - Units attacking with 0 dice due to attack dice reductions (due 
    to armor on the defender or the rule regarding amphibious units losing 
    attack dice if attacking after a long movement) were not being displayed as 
    having attacked. They now are correctly shown attacking with 0 dice. This 
    is important as they can reduce the evasion of the unit that they attack, 
    even though there net attacker dice is equal to 0.

44. Bug Fix/Rules Clarification - Political Garrisons required of a player are 
    now checked only at the end of that player's movement phase (i.e. the 
    required Russian garrison of Karelia is checked only at the end of the 
    Russian player's movement phase).

45. Rules Clarification - Rough Terrain increases the odds needed for the 
    attacker to take an area to 3:1. This stacks with the Fortification odds, 
    so a Rough + Fortified area needs an Attacker : Defender ratio of 4:1 for 
    the attacker to force the defender to retreat.

46. Rules Clarification - Area Supply: When the Area Supply game option is 
    activated, at the beginning of a player's movement phase the computer will 
    attempt to move: 
    - one Supply Point into each land region containing a friendly unit. 
    - one Supply Point into each land region containing an enemy partisan unit 
      and at least one friendly Infantry, Militia, Airborne, or Armor unit. 
    This is an aide to help the player maintain one Supply Point in every 
    region for defensive purposes and help the player supply his anti-partisan 
    garrison. 
    If both enemy partisan units and friendly Infantry, Militia, Airborne, or 
    Armor units are present this means two Supply Points will be moved to 
    region. The supply moves that occur due to Area Supply only happen if 
    there aren't already the required supplies in an area. 

47. Rules Clarification - Auto Supply: When the Auto Supply game option is 
    activated, at the end of a player's movement phase the computer will 
    attempt to move one Supply Point into each land region containing enemy 
    partisans and at least one friendly Infantry, Militia, Airborne, or Armor 
    unit (if no supply is already present in the area). The supply must follow 
    normal movement rules, and since this is at the end of the movement phase, 
    it may be impossible for a supply unit to reach the desired area. This is 
    an aide to help the player supply his anti-partisan garrison. 

48. Rules Clarification - Combat Phases: The combat phases are listed below in 
    the order that they occur: 
    Air vs. Air 
    Land vs. Air 
    Air vs. Land (including airfield, port and infrastructure attacks) 
    Ship vs. Ship 
    Sub vs. Ship 
    Ship vs. Sub 
    Ship vs. Land 
    Land vs. Land (range 2 then range 1) 
    Air units hit in Air vs. Air or Land vs. Air will not participate in 
    additional combat phases. All other units hit should continue to fight in 
    later phases, but at a disadvantage per the combat modifiers section of 
    the manual. 
    Examples: 
    Ship->ship happens before sub->ship, ships hit by gunfire are easier for 
    subs to hit and defend against. 
    Sub->ship happens before ship->sub, ships hit by torpedoes will shoot back 
    at a disadvantage.

49. Rules Clarification - A unit fired at by the same artillery unit at both 
    range 2 and range 1 in the same battle (and no other unit prior to the 
    range 1 combat), will not suffer an evasion reduction during the artillery 
    attack at range 1 (i.e. a unit that fires more than once at an enemy unit 
    in the same battle does not count its previous attack when determining if 
    the target was previously fired upon this turn).

50. Rules Clarification - The exception in the 4th paragraph of section 8.5.3 
    regarding Op-fire also does not apply to aircraft Op-firing from other 
    areas (only enemy units in the initial area will are not allowed to fire at 
    a unit that moves out of the region it begins its turn in).       

51. Spelling Corrections - Text on the map for Chungking was corrected. Pop up 
    text for Bering Sea regions were corrected.

52. Bug Fix - Fixed a bug that was causing some damaged land units that had a 
    valid path to a factory to be eliminated instead of being placed in the 
    production track. These units were not having a "unit destroyed" message 
    displayed, but were simply disappearing from the game. This was happening 
    when damaged units were not adjacent to a factory (any factory) and did 
    not have a working rail link to a factory. These units will now return to 
    the production track as they should.


v1.016 - April 5th, 2005



 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■ Installation  ■
                               ~~~~~~~~~~~~~~~~~

1. UnZIP all archives to a temporary directory.

2. Update your game version:
   UnRAR UPDATE.RAR to your game directory, overwriting any existing files.
   Always unRAR with full paths!

3. Import TNT.REG into your Windows Registry.

4. To start the game, run or make a shortcut in Windows for:
   WaW.exe


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  TNT    News  ■
                               ~~~~~~~~~~~~~~~~~
  We are the REAL original TNT.  Any other groups who have tried to front as 
  TNT over the years were just imposters.

  TNT knows that you all love the original SFV data in our NFO files.  
  Too many "new" sites, using cookie-cutter scripts and that god-awful 
  zipscript-c (aka project-zs), ruin all the nice SFV files in the scene!


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  TNT Members  ■
                               ~~~~~~~~~~~~~~~~~
                You know who we are.  And we know who you are.


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■   The Greets  ■
                               ~~~~~~~~~~~~~~~~~
    Groups :  None (all alone in the night)


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  TNT   Sites  ■
                               ~~~~~~~~~~~~~~~~~
  Try to find them..


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  Joining TNT  ■
                               ~~~~~~~~~~~~~~~~~
  TNT works in all languages.

  We seek like-minded individuals who are able to provide or create software in 
  any language for release into the scene.

  Like most 'respectable' groups, TNT is non-profit.  
  We release for the challenge of reverse engineering, the excitement of the 
  race to win against other groups, and the spirit of fair competition.

  Positions are open for the following.

   Crackers : Experienced programmers and debuggers with assembly language 
              knowledge who can produce Cracks, such as NoCDs & the removal of 
              commercial protections, for games and applications.

     Coders : Experienced programmers who can produce KeyMakers, Game Trainers, 
              or SavedGame file editors.  (Assembly or C language is required)

 Game Ripper: Create ripped versions of full games.  Rips retain game 
              functionality while having non-essential data (such as movies or 
              music) stripped out.  People, especially those on slower dial-up 
              connections, can try out a game rip before deciding to buy the 
              full version.

   Scanning : Printed Box Art, CDs, & Manuals for new games and applications.

 FileHacker : Create All Access Enabled (Unlocked) SavedGames.  
              Modify game data files to enable Cheated Stats.  
              Scan game executables to locate Cheat Codes (no web thieves).

  Suppliers : Provide retail versions of new unreleased software, either games 
              or applications.

    Siteops : 10mbit or faster sites on linux/unix with at least 100gigs space.
              Preference is for sites with sections of 0day, iso, dox, pda, 
              or console exclusively.
              Before contacting us, please consider that Movie/Video or MP3 
              sections are not desirable to us.  Big movie/mp3 sites that have 
              iso, 0day, or dox as an afterthought are not for TNT.  Sorry.


What TNT does not need:
  Couriers, Pre Whores, Site/Bot Scripters, Thieves, Group Hoppers, Leechers, 
  Narqs, Narcs, nor undercover agents.


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  Contact TNT  ■
                               ~~~~~~~~~~~~~~~~~
  Those who seek TNT will find a way to get in touch with us.
  Just ask around for the #1 Dox group.

  TNT has no email address, nor a web site.  Any you find are surely fake.

┌────────────────────────────────────╦═╦═╦────────────────────────────────────┐
│  Header Logo : Super Nova [TNT]      ║      NFO Layout : Super Nova         │
│                                      ╩                                      │
└────────────────────────────> Last Update by [Super Nova] <───[01/18/2005]───⌡

                          " There can be only one! "
---------------------------------TNT DIR INFO---------------------------------
Gary_Grigsbys_World_At_War_v1.040_Patch_RIP-TNT
---------------------------------END TNT INFO---------------------------------


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