| Leather Goddesses of Phobos | |
| Part One | |
| SEX! There's nothing like it! And, to be honest, there isn't really all that | |
| much of it in the game. True, you can play at the 'lewd' level, and make out a | |
| few times here and there, but of course you know that you aren't going to run | |
| into anything even remotely pornographic. After all, this is an Infocom game. | |
| Still, you do get some thrills, so you may want to set it to 'lewd' as soon as | |
| you boot up. | |
| Further, as you will see, the game is non-linear. This means that you can | |
| solve the puzzles in almost any order; this walkthru only shows you one way of | |
| doing it, there are many more. And you may also find (if you experiment on your | |
| own now and then) that some of the puzzles have alternate solutions. | |
| Finally, a word about Tiffany/Trent. If you play in the female mode, your | |
| partner is Tiffany, and Trent if you play as a male. Either way, there is | |
| virtually no difference between them in the game, so throughout the text I will | |
| just refer to your companion as T. | |
| Ok, so it's 1936 and you're guzzling down cheap beer in Joe's Bar, the social | |
| center (such as it is) of Upper Sandusky, Ohio. Several mugs of brew have | |
| activated your bladder, so hurry along to the toilet. This is where the program | |
| determines if you are male or female (and this will then be set for the rest of | |
| the game). | |
| Inside you find a stall and a stool. Well, you needn't worry; this stool is the | |
| perfectly respectable three-legged type. After attending to business, get that | |
| and leave the bathroom (remember to keep your scratch'n'sniff handy throughout | |
| the game!). | |
| Now just hang out and wait. It won't be long before mysterious green tentacles | |
| appear from nowhere and whisk you away to a cozy little cell on Phobos. Of | |
| course, you've been out for awhile, and when you wake up you find yourself | |
| dressed in some rather odd clothes: a brass bikini for the ladies and a brass | |
| loincloth for the gentlemen, each furnished with a rulebook in the back pocket | |
| (although how there could be a back pocket on a bikini is something else | |
| again). | |
| Looking around, you see that all your stuff is here, except for your regular | |
| clothes. Get everything in the cell (except the tray, but make sure you take | |
| the brown food), then open the door, which isn't locked, and go south. This | |
| brings you to a corridor, facing another cell door. Open that and go inside. | |
| Here is T, your trusty companion who will accompany you for the rest of the | |
| game. Most of the time, T just tags along with you, but in several situations, | |
| your friend's help will be invaluable. Just remember that T isn't the type to | |
| take orders. | |
| In the cell is a scrap of paper with words on it, some readable but the rest | |
| looks like gibberish. Actually, this is a word search puzzle, composed of all | |
| eight objects you must find in the game. If you transcribe the paper, and then | |
| circle all the words, the left-over letters spell out a message: "Hissing | |
| frightens fly trap". This is one of the two methods for getting past that | |
| carnivorous plant (later I'll tell you about the other one). | |
| Speaking of objects, sooner or later T will toss you a matchbook with a list of | |
| them. When they are all assembled, you'll have a Super Duper Anti Leather | |
| Goddesses of Phobos Attack Machine! Just the thing! So write them down then | |
| drop the matchbook, which has no matches and serves no other purpose in the | |
| game. | |
| Ok, the preliminaries are taken care of, and you're ready for a wild and wooly | |
| journey among the planets in your quest to defeat the evil LGOP! Leave the cell | |
| and take the stairs up to the Observation Room. Do not go in any other | |
| direction; the signs don't lie. | |
| In this room is a closet. Pretty dark place, huh? Good thing you brought your | |
| flashlight along. Turn it on and you'll notice two things: a basket on a shelf | |
| out of reach, and a black hole on the floor. Those black holes turn up | |
| everywhere, and are the means of travelling from one place to another. You'll | |
| be stepping through plenty of them before this game is over. | |
| But first you need the basket. Drop the stool then stand on it. Take the basket | |
| and get off the stool (you don't need this for anything else in the game). Now | |
| step on the black hole, and in no time at all, you're on Venus! (By the way, | |
| there is another hole on the roof that takes you to Mars, if you felt like | |
| going there first). | |
| Hmmm, this sure is a scary-looking jungle. Even scarier is that Venus Fly Trap | |
| that's sidling up to you (on Venus, these things can walk). However, you recall | |
| the secret message, and hiss at the ambulating vegetation. How about that! You | |
| scared the poor thing into cardiac arrest! | |
| On the other hand, you're safe for the time being. Move along east until you | |
| come to the clearing, making sure you pick up the can of black stain. Then | |
| go Northeast to the front door of a strange house (hmmm, wonder who'd be living | |
| in a place like this?). Don't knock yet; go East to the Rocky Clifftop, then | |
| North and you're at the back door. | |
| And look what's here: a platoon of door-to-door salesmen! Persistent bunch, | |
| aren't they? One of them wants to make a deal with you, if only you have | |
| something interesting. How about offering him your flashlight? Zowie! Just the | |
| thing! In return, he gives you a strange machine called a T-remover. And that's | |
| just what it does: it removes the letter T from any object you put inside it. | |
| In the meantime, a giant moth, attracted by the light, has just swooped down | |
| and made off with the salesman. Too bad. But I wouldn't spend any time feeling | |
| sorry for him if I were you, because you're about to have some pretty serious | |
| problems of your own. | |
| Knock on the back door, and it will be opened by no less than a genuine Mad | |
| Scientist, complete with heavy German accent. He grabs the two of you and pulls | |
| you inside. Bet you're feeling nervous, huh? And even more nervous when he | |
| locks the door and destroys the key in a vat of acid. | |
| There's nothing you can do to get out, so you might as well hop on down the | |
| stairs to the laboratory, which doesn't do anything to reassure you. While the | |
| Mad Scientist is fussing around, put the brown food in the cage, which you | |
| notice contains two gorillas and a rubber hose. Hmmm...that's one of the items | |
| on your list! Unfortunately, it's somewhat out of your reach. So, just wait | |
| a bit for some exciting things to happen. | |
| Ok, being strapped down on the slab may be more nerve-wracking than exciting. | |
| Just wait, and before you know it, your mind has been transferred into that of | |
| a gorilla (of the appropriate sex). Talk about out of body experiences! Still, | |
| this isn't going to help too much in your quest. And there's not much you can | |
| do until the MS leaves. The fastest way to do that is (ready for this?) make | |
| out with the other gorilla in the cage. If you'd prefer not to, then just wait | |
| a short while, and the MS will leave on his own. | |
| Now, quickly eat the brown food, which is actually a piece of chocolate cake! | |
| When you feel the sugar rush, bend the bars, take the hose, and get out of the | |
| cage. Drop the hose, untie yourself from the slab, and push the switch that | |
| will bring your mind (and T's) back to their proper places. Whew! Pick up the | |
| hose while the gorilla ambles back into its cage, and step on the black hole | |
| sitting at the foot of the stairs. | |
| You're back at the Rocky Clifftop, and it's time to examine the Vizicomm Booth, | |
| which happens to be out of order. No matter, work the coin return knob, and | |
| you'll have a 10-marsmid coin. Leave the booth and make your way back to the | |
| place you started from in the jungle, and go due west from there to the (ugh) | |
| Spawning Ground. | |
| Amid the muck, you see a jar and a black hole. Get the jar and examine it. | |
| Hmmm...Untangling Cream? Well, you can worry about that later; right now, it's | |
| time to go travelling again, so step on the hole. | |
| And look where you are: in the hold of one of the LGOP attack ships! But you | |
| hardly have a chance to catch your breath when a mysterious black figure tosses | |
| a grenade in your direction! Without hesitation, T bravely jumps on the | |
| grenade. BOOOOOOOM! Bits of T are now splattered all over the place! Alas. | |
| There is no way to avoid this, sorry to say. | |
| However, you still have a mission to complete, so take the sword and move South | |
| into the stable. What a fine-looking horse! I'll bet you could ride it, too. | |
| Mount up and ride the horse west. In hardly any time at all, you'll be at the | |
| Main Hatch. Dismount, get and wear the white suit, open the hatch, and step | |
| out into space. | |
| Look who's there....the fiendish assassin Thorbala (if you're female) or | |
| Thorblast (if you're male) the rotten scum who threw the grenade!! And he/she | |
| has a helpless prisoner of the opposite sex. Upon seeing you, T/T ties the | |
| captive to a small spaceship and comes to do battle. | |
| Now it's just you and him/her...and the bug-eyed monster who just showed up and | |
| is making a beeline for the helpless person bound to the space ship! There's | |
| no time to lose! You must get past T/T quickly! Fight the assassin with your | |
| sword until your opponent drops his/hers. Grab it quick. | |
| Here comes the fun part. Back in the '30s, believe it or not, the good guys | |
| (and gals!) not only won every time, they also NEVER killed an unarmed | |
| opponent. Fair play was big back then. So, since you're a good guy or gal, | |
| there's only one thing to do: give the assassin back the sword. | |
| Wow! T/T, seeing this gesture on your part, also realizes that you are truly | |
| a good guy or gal, and promptly commits suicide, saving you both a lot of time! | |
| Speaking of saving, better hustle over there and save the poor wretch before | |
| the BEM makes off with him/her. | |
| That was easy, and now you're invited into the space yacht, where the grateful | |
| rescuee hands you a photograph. Aha! Now you have the second item on your list! | |
| And if you happen to be in lewd mode, you can also follow the person into the | |
| other room and enjoy a little extra reward, if you're so inclined. | |
| Soon enough, it's time to return to the other ship (you do have other things to | |
| do!). Stepping through the door of the LGOP ship, you get the surprise of your | |
| life: there's T, alive and well again!!! (I'll tell you a secret: there will | |
| be more of these episodes to come; T is harder to kill than Rasputin). | |
| Breathing a sigh of relief, the two of you now walk east along the long | |
| corridor until you come to (what else?) the inevitable black hole. One step, | |
| and you're on the fabled red planet, Mars!!! | |
| Leather Goddesses of Phobos is copyrighted 1986 by Infocom, Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
| Leather Goddesses of Phobos | |
| Part Two | |
| Well, maybe you hadn't quite planned on seeing Mars from several hundred feet | |
| up, and falling fast. Ooops. But, don't panic! Fortunately, a Martian | |
| Pterodactyl flits by, grabs you both, and deposits you somewhere on the | |
| surface. Where is a random item, so there is no telling at what exact spot | |
| you'll end up. Think of it as good reason to take out some time and map the | |
| area. Mars is pretty small, and there are no tricks or mazes, so you should | |
| have little trouble finding your way around. | |
| Ok, head along to (ahem) Hickory and Dickory Dock (there are more of these in | |
| the game, so be prepared), where you notice a cute little marsmouse running | |
| around. Mouse? That's on the list too, but the little rodent is just too fast | |
| to catch. You'll have to slow him down somehow. What are mice more afraid of | |
| than anything? Cats! (purrr) So, show the picture of the pussy cat (but, is it | |
| art?) to the mouse, who will freeze in its tracks. Gotcha! | |
| That was an easy one, right? Drop the painting which you don't need any more, | |
| then put the jar into the T-remover. Close the machine, and turn it on. Wow! | |
| Sparks! Excitement! When it's all over, open the machine and get the jar, which | |
| is now a jar of Unangling Cream! | |
| Leave the machine (unless you want to put the rabbit in it; the bunny is there | |
| only for a joke with the T-remover) and go to King Mitre's palace. Now, why | |
| anyone would want to turn everything into 45 degree angles is a mystery, but it | |
| takes all kinds to make a world, I suppose. Anyway, the poor guy is morose | |
| over his daughter, who he accidently turned into an angle, too. But, now you | |
| can help him out! | |
| Apply the Unangling Cream to the daughter and voila! she is back to normal | |
| again! Mitre is so thrilled, he gives you an 88 degree angle! You're really | |
| making some progress now! However, just between us, I wouldn't shake his hand | |
| if I were you. Instead, leave the throne room (uh-oh, sounds like poor Mitre | |
| forgot himself, and all your good work has been undone). You can drop the jar | |
| (it's empty) and head along to the oasis. Bypass the frog for now; you'll be | |
| coming back to that later on. | |
| Here at the oasis you see a black hole, but it just turned white! You can't go | |
| through it that way, so just paint the hole with the black stain. Too bad it | |
| took the whole can to do that (you can drop the can now). However, the hole | |
| is black again, and you can step on it for an all-expense paid trip to | |
| delightful (?) Cleveland! | |
| Hmmm...well, maybe it's not all that delightful. It doesn't seem to be all that | |
| big, either, but I guess it was a smaller place 50 years ago. South of your | |
| location is the lawn. You don't really need anything from there, but if you | |
| didn't know about hissing at the flytrap, you'd need that bag of leaves. More | |
| on that in a short while. For now, head Northeast to the teensy-weensy house. | |
| Yep, it sure is teensy-weensy all right. There's not much down here, so let's | |
| see what's upstairs. Not much either, except for a bed with one sheet and a | |
| window. Wonder if there's anything interesting out there? Oooh...look! Down | |
| below is a Ford...a 1933 Ford, with a loose headlight! | |
| Hold it! You can't just go climbing down, and it's too far to jump. Of course | |
| you think right off of tying the sheet to the bed, but there's a slight | |
| problem: Steve Meretzky short-sheeted the bed! Hehehe! The sheet isn't long | |
| enough to go from the bed out the window, and the bed is too heavy to move (no, | |
| you can't get T to help you move it). | |
| But you're a hero, and heroes are never stumped for long. Especially when | |
| you've seen all those prison escape movies! So, you tear up the sheet into | |
| strips, then tie the strips together. Ta-da! Now you have something that is | |
| long enough to climb down to get to the car. | |
| Except that T gets into the act first (after properly admiring your flash of | |
| insight). Claiming lighter weight, T hustles down the sheet and starts to | |
| undo the headlight when....SCREEEEEEECH!!!! | |
| Oh my, it seems there's just been a traffic accident, and there's no sign of | |
| poor T. Then again, all may not be as it seems. After all, if T could survive | |
| being blown to bits, being hit head-on by a truck should be nothing. So you | |
| just hang around a little while, and sure enough, T comes falling into the | |
| room, along with a good chunk of ceiling. Amazing good luck, T has. | |
| But now you've got the headlight, and you're half-way to constructing the | |
| SDALGOPAM! Of course, you still have to get back to Mars, and there are no | |
| black holes in sight. Go back down (making sure you take the stairs!), and | |
| go East into the garden. Lovely place, eh? The flowers are just for show, but | |
| if you move the piece of sod...there's the black hole! | |
| Before you go running off, however, a word about that alternate solution to the | |
| Flytrap (and one that I preferred over the hissing). If you look carefully, | |
| you'll see a trellis in the garden. This item is takeable. So you get the | |
| trellis and the bag of leaves, and go back to Venus. | |
| The Fly Trap only follows you so far when you keep moving, then it goes away. | |
| When that happens, you return to the large hole where the tree was. Cover the | |
| hole with the trellis, then cover the trellis with the leaves. Now you have a | |
| little pit trap. Find the Fly Trap and entice it to follow you. With the leaves | |
| covering the hole, the Fly Trap is fooled, and will walk right over it. Crash!! | |
| Bye bye, Fly Trap! (admit it, isn't this more fun than just going "hiss"?) | |
| Ok, back to the main event. Step on the circle in the garden. Instant deja-vu! | |
| Haven't you been here before? Yep, you sure have: you're in the hallway | |
| outside your cell on Phobos! Don't stick around too long, climb the stairs | |
| all the way to the roof top. Step on the circle you see there, and you'll be | |
| on Mars again in no time at all! | |
| In fact, you're just outside Mitre's throne room again. Go all the way north | |
| until you come to the Royal Dock and the Royal Barge. It's time to do a | |
| little cruisin'! | |
| Leather Goddesses of Phobos is copyrighted 1986 by Infocom Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
| Leather Goddesses of Phobos | |
| Part Three | |
| All right! You've always wanted to be a sailor, true? No? That's ok, this barge | |
| is really simple to operate, although it seems Martians had a one-way track of | |
| mind. The Barge only goes forwards; there is no way to turn it around. Then | |
| again, you don't really have to worry about it, so just hop in and enjoy the | |
| ride. | |
| Push the orange button and wait until the next dock (on the north shore) comes | |
| into sight, then press orange again. Here you are at (ick) Baby Dock (I | |
| warned you there were more!). Exit the barge and make your way among the sand | |
| dunes to the north. | |
| Poor alien. Seems the Martian climate didn't agree with him. However, that's | |
| good for you. Pick up the lip balm, then get the note. Looks like gibberish, | |
| but it's actually in code, the same code mentioned in the comic book that comes | |
| with the game, so translating it is pretty easy. Do keep in mind that the note | |
| is also written backwards. | |
| The important thing is the number of the wife or husband in the note. This | |
| number is only written backwards; it is not encoded. I suggest saving the game | |
| at this point, because the number is randomly chosen the first time you pick up | |
| the note, and will probably not be the same twice (especially with 8000+ | |
| numbers to choose from!). You can drop the paper after you've read it. | |
| Back at the barge, you continue on your way down the canal. You can stop off at | |
| the next dock (south); this is (choke) Donald Dock. It isn't important to do | |
| this right now, since the sand dune leads to the Exit Shop, and you can't buy | |
| the exit just yet; the proprietor, obviously an ancestor of New York cabbies, | |
| doesn't have change for a ten. | |
| No matter, you'll get it later. Back in the barge, rev up the engines to full | |
| speed ahead and get ready. Right after the turn are two docks, and by going at | |
| the faster pace, you are now close enough to the one you want: MY Kinda Dock! | |
| Push the orange button, then exit. Now, while you're still standing there, | |
| press the orange button again (didn't know you could do that, eh?). The Barge | |
| steams away out of sight down the canal. Don't worry about it, tho, this is | |
| only temporary. Admire the sights to take your mind off it. | |
| Pretty ritzy place, eh? It should be, this is the home of the Sultan(ess, | |
| depending on whether you are male or female). Walk in, and go Northeast to the | |
| Audience Chamber. This is even fancier, but you may not get much of a chance to | |
| see it. | |
| The Sultan(ess) has a riddle for you to answer. Give the correct answer, and | |
| you get to spend a whole hour with one of his/her harem mates. But should you | |
| be wrong, well, the tigers haven't eaten yet today.... | |
| Of course you don't say no. Unfortunately, T guesses first and is horribly | |
| wrong. As your companion is dragged off to face the jaws of the ravenous cats, | |
| your turn comes up. Uh-oh. But really, the answer is so simple, and right there | |
| in front of you. In fact, the answer IS "riddle"! | |
| That sure took the wind out of the Sultan(ess)'s sails! While an argument | |
| ensues, you slip away west to the Harem, and give the guard the number of the | |
| husband/wife that you found on the note. Wait a bit, and before long, the | |
| selected person appears. There is time here for a little pleasure, if you like. | |
| Now say the secret phrase, and the husband/wife gives you a map and a reliable | |
| torch, then opens a hidden door leading to the catacombs. This is the fun | |
| part of the game (sure). You have to slosh back and forth, up and down the | |
| catacombs, until you've found the two objects you need, as well as the way out. | |
| There is also one room with a black hole in it; DO NOT step on that hole until | |
| you're told to! | |
| You really need to have your map handy for this, and a re-reading of the comic | |
| book is very helpful. The catacombs are infested with some nasty little (and | |
| not so little) creatures. Fortunately, you know from the comic book what to do | |
| to keep each of the three types away. The trick is counting your steps | |
| correctly. | |
| The easiest way to do this is to get a piece of paper and write dashes along | |
| it on several lines. Count along the dashes and put the appropriate actions | |
| (such as 'clap hands') on the appropriate dashes. Now you have a guide to | |
| when you need to perform each one. As you go through the catacombs, note down | |
| the directions on the dashes. Just remember that EVERYTHING you do counts as | |
| a move, including taking objects! | |
| Some of the tunnels shown on the map will have collapsed. That makes things a | |
| little harder, but overall the map is correct, and you won't go wrong by | |
| following it. Remember that you will have to go up and down to reach all the | |
| places you need to go. Your first stop should be the square box in the | |
| upper left corner on the lower level; here's where you'll find the telephone | |
| book. The other square room on this level has the black hole, so just bypass | |
| that one. | |
| The next room you want is the square box on the lower left of the Very Lower | |
| Level, which is the Burial Chamber that has the raft. Take that and make your | |
| way to the other square box on this level, the Ladder Room. Climb up the | |
| ladder, and you're in the palace Laundry Room (you can get rid of the map | |
| and the torch now). | |
| Not much here except a clothes pin, but that's very important, so snarf it and | |
| leave North, then East into the gardens. After admiring the scenery, climb | |
| down the well and....oops! Looks like you fell...right on top of that black | |
| hole! And look where it took you: back to the Barge! | |
| And because you sent the Barge off before, it's now safely past the ion beam | |
| and sitting at the Icy Dock! Ok! Exit the Barge...uh oh, looks like you just | |
| lost T again. But he/she will probably turn up again later. Go South and | |
| Southeast to Penguin Park. | |
| The Penguins are collecting for a charity, and you being the noble person you | |
| are, donate your marsmid coin to a worthy cause. But all donations are a | |
| fixed price, and you get back...one marsmid! Still, you have a couple of | |
| other things to do here, so go Southeast to the robot Gypsy camp. | |
| Alas, no sooner do you arrive than a meteoroid flashes down and wipes out | |
| the robots, leaving only a now-orphaned baby in the tent. Enter the tent, | |
| then wrap the baby in the blanket. At least it's quiet now. But you can't | |
| go lugging the thing around with you forever. | |
| Drop the raft and empty the basket into the raft (of course you've been using | |
| the basket to carry stuff around, right?). Now put the baby in the basket, | |
| leave the tent, and go south. Looky there! Just the thing, an orphanage! | |
| Although I would advise you not to go knocking on the door; you'd get a pretty | |
| rude welcome! | |
| Put the basket on the stoop. Then wait while you hide behind a snowdrift. In a | |
| short while the matron will open the door and take the baby inside. Lucky for | |
| you, she also forgets to lock the door. After she leaves, go inside and take | |
| the pair of cotton balls you see there, then get out fast. Go back to the camp, | |
| retrieve your raft, then head for Penguin Park and west from there to the | |
| Allusion Room. Step on the black hole, and you're back at Wattzup Dock (sigh). | |
| It's time to make fairy tales come true! Go west to the oasis, where T will | |
| suddenly pop up yet again, then West and Northwest to the ugly amphibian. | |
| Ready? One: apply the lip balm to your lips. Two: Stuff the cotton balls in | |
| your ears (note: you could cover your ears with your hands as a fourth step | |
| instead, but this is easier). Three: put the clothes pin on your nose. Four: | |
| close your eyes. Now....*SMOOOOOCH*!!! | |
| RATS!!! Just when things were getting good, the Prince(ess) decides to leave. | |
| *sigh* Oh well, at least you have something to remember him/her by: a common | |
| household blender! (that's a heckuva goodbye gift!). And now, at last, you have | |
| everything you need to make the SDALGOPAM! (Oh, don't forget to remove the | |
| clothespin and get the cotton out of your ears!). | |
| Now hop along back to the Royal Dock and use the raft to take you down to the | |
| Donald Dock. Climb up the sand dune and make your way to the Exit Shop. Buy the | |
| exit, which comes in a tube. Open the tube, get the hole, then drop the hole | |
| and step on it. | |
| Wherever could you be? You're in the private boudoir of the Leather Goddesses | |
| themselves! (gulp) And it's not long before you're discovered and dumped out | |
| into the main plaza, where the entire LGOP attack force is bearing down on | |
| you! Crazed monsters and robots of every description are tearing up the place | |
| to get to you! The air force is swooping in!! And the army is setting up a | |
| ray gun!!!! | |
| There's no time to lose! Hand T each item as its asked for. The army is getting | |
| closer! Hurry, T! (Talk about tension!) Finally, the machine is completed, and | |
| just in the nick of time!! T throws the switch, and out pops...a banana peel!! | |
| (A banana peel??). | |
| Now you can relax, sit back, and watch the total destruction of the LGOP attack | |
| force! The Earth has been saved from a fate worse than death! Yaaaaay!!! Of | |
| course, no one will ever know about it except you and T. Still, you did have | |
| one terrific romp! Yet sometimes, when I think back on this, I get the feeling | |
| that T had better adventures than I did..... | |
| Leather Goddesses of Phobos is copyrighted 1986 by Infocom Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
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