Parasite Eve 2

Parasite Eve 2

17.10.2013 05:07:41
~B

--La vie, c'est la guerre des dualites.


P A R A S I T E E V E 2

S p e e d G u i d e
(1:15)

By V. Merken.

-_- Update history.

This is the beta version. As you can see from the above, 45 minutes have been
cut from the clock since the last session. Unfortunately, this means a
completely different style of play, so the guide's been reworked from the
ground up. Of course, being lazy as hell, I tried to keep as much of the
original text as possible.

Many thanks to Oak and Aya Brea (ykwya!) for enlightening discussions
pertaining the subject.


:) Welcome!

What is there to say? Another survival horror title has hit the shelves, so
here I am to please your hungry minds with a speed guide for it... simply love
this kind of game (and soon there shall be Onimusha and Devil May cry.. oh
yeah). Use the guide to quickly unlock all the secret replay modes, such as
Bounty Mode, Supportless Mode, etc.

I must say that Parasite Eve 2 has pleasantly surprised me; it's definately a
LOT better than the original Parasite Eve. The graphics and music (which is
awesome, actually) are up to par with Capcom's Resident Evil series, and there
are some nifty puzzles in there, as well. Gameplay is quite good and fun, and
this time round, Aya's Parasite Energies are a lot more balanced (no more
'Liberation'!). And you get to rush it like any good RE romp, just the way I
like it. Kudos, Square!

Now please keep in mind that this guide is a bit less userfriendly than JL
Lee's excellent FAQ. Only the shortest route and essential pickups are given,
and I'm not telling you when to save (in fact, don't save at all :) except near
the end, or how to manage your inventory. I'll leave those tasks up to you.
Anyway, let's get going...


^O^ The walkthrough////


Start your Playstation, throw in the first CD of Parasite Eve 2, and select a
New Game to get rockin' in Aya's world... which so happens to be the City of
Angels...



September 4 2000, 20:18 MIST Center, Los Angeles.
--------------

First off, notice how you can skip almost all cutscenes and dialogues pressing
the START button. Do so to eliminate the intro sequences and quickly exit the
talk with Pierce. I won't mention the START button bit much anymore, as it
would pollute the walkthrough, but keep in mind to press it whenever you can.

Of course, if this is your first game, don't press START at all, or you'll miss
out on the story...

Run outside the target range and exit through the double doors in the next
rooms. Turn right and run forwards. Once the screen goes black, hit Start to
shut up Pierce, then go out to the Garage. Enter the nearby Armory and talk to
Jodie. You soon notice that she has nothing important to say or to sell, so
terminate the conversation quickly.

Once back in the Garage, run to Pierce, who stationed himself near Aya's car.
Tell him that you're ready to go, then press START to skip the CG cutscene.



September 4 2000, 20:56 Akropolis Tower, Los Angeles.
---------------

After another CG cutscene, we find Aya outside Akropolis tower, and judging
from all the chaos going on, something fishy must be going on...

In the following *very impressive* sequence, simply walk (running's disabled)
until the computer puts Aya on autopilot. This happens three times, of which
the first and third can be skipped. Once the walk's over, press START an
additional two times. The mission has truly begun...

You should be outside the elevator now. Turn left and head for the central
plaza. Tap START, run straight ahead and tap START a second time upon spotting
your very first NMC (Neo Mitochondria Creature). Continue straight on to enter
the second elevator hall.

Run along until a wounded SWAT officer orders you to stop. He'll give you the
Cafetaria Key as a survivor might be down there. Go back to central plaza and
march down the small flight of stairs. Aya will notice something, but don't go
down yet.

First, run to the front of the large statue, pick up 500 9mm rounds and go down
the left staircase. You'll see a NMC attack a badly hurt SWAT officer. You
decide not to care and head straight for the cafetaria. Unfortunately, the NMC
closes in for battle...


!!!CORE STRATEGY!!!

As you can see from the above caps, I'll now demonstrate the core strategy
which makes up 99.5% of the game: RUN LIKE A LITTLE GIRL. You read it right.
Run like a coward from all those time-absorbing battles, which deliver only
small quantities of EXP and BP. It turns out that boss battles alone garner
just enough goodies to make it through a Normal/Replay game without problems.

So from now on, regular enemies don't exist - the only thing between you and
the next room is the shortest possible path to the exit. Sure, you get a 10BP
penalty for evading a fight, but at least there's a 1MP bonus to make up for
it! ;)

!!!END OF CORE STRATEGY!!!


Open the cafetaria door - the dying SWAT officer was doomed anyway. Inside, run
straight ahead. The college girl you bump into is rather silent, and soon you
find out why: she transforms into a larger version of the Walker NMC you fought
outside, and gets ready to feast on Aya.

Boss Fight 1/start

She's incredibly easy to beat, fortunately. Simply position yourself behind the
nearby table and use the Fire PE two consecutive times to beat her down. Wait a
split-second for her to catch her breath, then fire a third Fire PE. Don't
worry, you'll get a full MP refill after the fight. If she's still standing
after the inferno, finish the job with the M93R. Once she's on the floor,
examine her body to find the mysterious Infusion Part.

Spoils: Level 2 Medicine

/end

Once you've got the part, a very nice cutscene ensues, reminding me of good
ol'Barry and Jill in Resident Evil (there are a lot of RE pointers in this
game. Hopefully, no Capcom executive'll ever play it ;). Let Rupert take care
of business in the cafetaria, you better head for the phone in central plaza to
alert your superiors.

After the phone-in, descend the right staircase and unlock the gate leading
behind the cafetaria. Run around the fountain and enter the back door.

Ignore the horde of rats roaming the floor and open the key box for a Blue Key.
Enter the door to Aya's right. Here, use the Blue Key in the correct slot at
the switch panel. This should unlock the escalator in the east patio, so return
there and go up the escalator (then tap START).

Two Walkers guard the observatory. Get them both to chase Aya, then pick up the
Tactical Vest from the dead SWAT member. Once it's yours, go down the other
escalator.

Go inside the nearby chapel, but first, run forward to examine another SWAT
corpse. This nets you the SP505 - equip it immediately together with the
Tactical Vest. Anyway; Rupert's in danger! Just press START to save he who was
attacked by a yet unknown entity. Don't worry about him or the Red Key lying on
the floor, simply run to the west wing of the chapel to start a cutscene, which
ends with Aya going through the side door.

You're in a small garden. Run behind the statuette and check the door there
twice to get a Black Card. We'll need it as an important timesaver later on, in
CD two. Once the Black Card's yours, return to the original exit.

Go through the broken gate. There's a bridge that needs to be raised, but you
need to save time, so be bold and wade through the water to get to the other
side. Of course, the Piranhas might hurt you a little but you've got a Lvl. 2
medicine from the previous boss battle. One small incident later, you're ready
to enter a crushed steel door.

You've heard that beeping noise before, near the statuette outside the chapel:
another timebomb! Better leave quickly to get whoever's been planting these
things...

Go up the stairs, and prepare for a whole lot of "Clink-Clank-Clink-Clank" as
Aya runs along the building, only to find an empty spot where ought to be an
elevator. Clink-clank all the way back until the unknown man that attacked
Rupert makes his entry. START to skip the discussion.


Boss Fight 2: Unknown Man, part 1/start

It is imperative that you avoid the Unknown Man's flaming sword attacks, as
they do lethal amounts of damage. Stay relatively close; if not, the Unknown
Man will fire a Rocket causing Paralysis when it hits.

As long as you keep the above pointers in mind, the fight will be fair. Empty
your SP505, step back a little, reload and repeat. Once your near an electrical
wire (Aya will recognise these as a target), run a greater distance and lure
the Unknown Man to charge at you.

Once he's close to the electrical wire, shoot. This not only nets you 180+HP
damage, but it'll also paralyse your foe temporarily, making it an easy target.
Two electrical wires and about 200 bullets later, the Unknown Man's history.

Spoils: null

/end

Head for the now-present elevator and tap START twice to end the Akropolis
mission. Check your watch: 0:06.



September 5 2000, 01:44 MIST Office, Los Angeles
----------------------

A lot of cut-scenes later, Chief Baldwin'll show Aya 4 confidential files.
Skip-Read them all (CIRCLE-TRIANGLE-DOWN-repeat) and start pushing START until
you're back checking the Sedan trunk in the MIST training center.

You'll notice that the Tactical Vest and SP5A5 got replaced by a Medipack and
Attachment Pocket. Take those, then discard Aya's useless Baton. Keep any Lvl.
2/3 Medicines you've got left.

Talk twice to Pierce and you're off to the next big mission...



September 5 2000, 12:13 Mojave Desert, Nevada
----------------------

Pick up 9mm rounds from the ammo box near Aya's car and run through the gate
leading to the central courtyard. This is an important branching point with
three exits; one back to the gas station (where Aya's sedan is), one to the
garage (with a well outside) and one to the residential area.

There's no free sightseeing yet, as a NMC 'Horse' is on the loose, but you're a
little girl, remember? Head for the garage (look for a small fence next to the
ice box). Enter the door in front of the well to face an unchallenging car
puzzle. Run to the back of the garage until you can hear a tool drop on the
floor, then push the third lever on the flickering panel.

Return to the now-activated console in the earlier parts of the room and press
the UP and TURN buttons (you can skip the car animations with START, btw). This
will enable you to unlock the shutter behind the car and open the small fence
next to it. One last press of the TURN button at the console and you're ready
to exit through the shutter and meet up with Gary Douglas.

When meeting new people, first impressions are important. Gary hasn't quite
grasped the principle, as he likes to wave shotguns at people when saying
hello. Maybe it's local courtesy, or he might a relative to Harry Kendo, don't
know. Anyway, making up for this little mishap, Gary kindly offers Aya the Room
6 Key and advises her to get a little rest.

Since there's nothing left to check out, might as well follow his advice.
Return to the central courtyard and go to the residential area. Two Horses are
here, and it's perfectly possible to fight them one by one, but you're simply
going up the staircase. Ahh, life's so easy...

Enter Room 6. Go to the outside patio, notice the rope ladder and climb down.
Run straight ahead to surprise a couple of Horses digging a hole under the
watertank fence. The battle starts and you'll probably have an easy time
defeating the duo, but you're not in the mood to tackle'em right now.


Boss Fight 3: Lots of Horseas/start

Just run around the hole until you see a control panel. Pull the swich to open
a gateway. You need to reach that gateway in about thirty seconds, but two more
Horses will have entered the premises. They'll most probably clobber you twice
before you make it to the gateway. Don't worry about it, simply wait for the
Horses to follow you inside the fence using the hole their compadres dug
previously.

Use the "lure, crash, shoot'em-while-he's-down"-technique (Horsea charges, Aya
evades, Horsea drops like a sack, Aya shoots for big points, Horsea dies) and
you should be fine smashing your foes. In total you'll fight an additional six
Horses, but no more than two at a time. Climb the ladder that's dropped
afterwards and meet Kyle Madigan. Skip cutscenes and pull the nearby switch to
open the gateway permanently.

Spoils: Level 2 Medicine

/end


Climb to the top of the watertank and search the dead body for a Saloon Key. I
must say that the soundeffects are extremely appropriate here... was almost
searching my bedroom for horseflies.
Go down to solid ground (ignoring the Scorpions' surprise attack) and unlock
the door leading to the Saloon's supply room and grab the Coca-Cola(tm) magnet
(I would've preferred Pit-Cola from our local brewery in Belgium ;) from the
fridge. By now, you should have sufficient EXP to level up your Fire PE. Do so.

Exit and head for the small gate at the other side of the fence. After a tight
walkway, you'll meet a Horse.

Fight 4: Horsea/start

Even though there's not much room, he won't hurt you, because you deck him with
a blast of your Fire PE and shoot his remaining lights out. After the fight,
press the intercom and talk to Gary.

Spoils: Level 1 MP drink

/end

You may now use the Coca-Cola(tm) magnet to obtain the garage key, which opens
the locked door. Inside the garage, go to the place you met Gary previously.
Exit through the door and say hello to his dog, a happy little fellar. Enter
Gary's caravan, and talk to shotgun man about the shelter, he'll send out his
dog to guide you to the well, which is closely linked with the shelter.

Gary's dog, Flint, will lead you to some Rope with a few Scorpions on the
ambush as you pick it up. Go out of the way and continue to the well. Tie the
Rope (to the well) and go down.

In the dark hallway, you'll be bothered by a few bats, but they're no problem
at all. Go up the stairs. As you run along the corridor, a giant NMC 'Spider'
will attack. It's got a partial cloaking device, done with a great-looking
special effect. With only your M93R at the ready, this is a hard fight, so you
know what to do :).

Run to the end of the basement corridor and go up the ladder. You'll reach a
small store where little explosive critters are crawling everywhere. Check the
back of the shop for a bottle of Coca-Cola(tm) and a Lvl. 3 Medicine.

A door is hidden in between the merchandise. If you go in, you'll see a couple
of Horses snoozing. You can enter the second door on the right without waking
them up. Go to the back of the room and inspect the hinges of the cupboard
closely... you could remove or loosen them if you had the right tool, so you
need to head back for Gary's trailer and ask if he has anything useful.

So, return to the shop, unlock the front door and hey, we're back at the gas
station. Take the usual route via central courtyard to Gary's camper and ask
permission to borrow his hardware. He'll agree.

Head back to the truck room and investigate the racks at the back to find a
monkey wrench. Unfortunately, you can't pick it up unless you take out the 3
Butterflies guarding it.


Fight 5: Butterflies/start

Pfft... shoot to drop'em all, then take'em out while their miserable remains
slither across the floor. Peanuts.

Spoils: null

/end


Return to the room with the mysterious cupboard and put Aya's brawn into
action. You now have access to the adjacent room, so enter. A few steps later
you'll be hearing familiar laughter...


Boss Fight 6: Unknown Man, part 2/start

Much easier than part 1, all you need is your Fire PE. Just position Aya in any
corner of the room, and wait for the unknown man to lunge at her. Immediately
use the Fire PE for 200+HP damage (don't stall for too long, or the unknown man
will block 90% of your attack), and go to another corner. Repeat. If you run
out of MP, use the Lvl. 1 MP Medicine from the fight against the solitary
Horse. Six blasts later, he's history.

Spoils: null

/end


A few FMVs later, it's dark all of a sudden...



September 5 2000, Night...
--------------------

Aya'll team up with Kyle, who has about 100HP (weenie). When he hits ground
zero, the game is over, but it'll never happen (unless you're really, really
clumsy). It's time to blow this popstand and head for the Shelter, so let's
return to Aya's car at the gas station.

But oh me oh my, a bunch of 'Rabbits' totalled the sedan! Aya's beautiful car
(and she hasn't finished the downpayment yet) is history! It's payback time...


Fight 7: 12 Rabbits/start

Run up close and fire at will. Kyle'll install himself somewhere cosy and do
most of the work. Be happy to have him around.

Spoils: Level 2 Medicine

/end


After you (and Kyle) finish off the Rabbit horde (sitti- err, jumping ducks),
you realise that you're stuck, unless...

...maybe Gary'll lend his truck? it's worth a shot, so go to Gary's camper.
Outside the camper, you'll be ambushed by two mini Spiders. Negotiate their
claw swipes (because they HURT), and take advantage of their cloaking breaks to
get to the camper.

Talk about the truck and how you need to borrow it (Aya: "Please, Gary! I'll do
*anything* for you..!" Gary: "Hmm, well, it's been mighty lonely since I
mistook the wife for an intruder and grabbed my shotgun..."). Gary won't
object, but the truck's out of gas, so he gives you a Reception Key.

By the way, you should have just about enough BP to buy yourself the allmighty
Grenade Launcher and 12 Explosive Grenades. Do so.

If you're wondering how Gary's key will get us the needed fuel, I think I might
be able to help out. Go to the residential area and enter the Reception -Aya'll
unlock the doors automatically, as she has been doing for the entire game-.
Then, prod the cash register.

At the keys, press -from the top of your head- #3033TOTAL to open the till and
receive the Bronco Master Key. This little gizmo unlocks everything for you, so
exit and climb the stairs. No time for showers yet, just continue to the back
of the walkway and unlock the double doors previously sealing off the Bronco's
storage area.

Yes! At the end of the room is a jerrycan, but unfortunately it's empty. We'll
deal with that later as three mini Spiders come crashing through the ceiling
window (pop quiz: which famous video game featured the exact same gimmick?
correct answers to vip@padua.org..). But as you've been hacking away at these
mischiefs for some time, they shouldn't pose a problem at all.

Before you leave, though, check the little safe next to where you got the
Jerrycan. Dial 4487 to get the Holy Water. It's possibly the best attachment
you'll ever have (25% less damage during combat).

Check the gas station.


Fight 8: Mini Spiders/start

Approach slowly, and you should be able to take each of the two spiders on, one
at a time. They're easily beaten: just empty your M93R magazine (20 bullets) to
kill one off.

Spoils: null

/end


Kyle has disappeared, but at least you get to refill the jerrycan and ditch
superfluous items. Report back to Gary, who's installing solar cells on his
truck. After a small conversation, it's really time to get some rest.

Go to motel room 6. Should you meet any opposition, remember our core strategy.
Once in the bedroom, quickly hit the sheets and go to sleep. The following
cutscenes have Aya dreaming about a little girl, so tap START. Then comes the
infamous shower FMV, and some of you might not want to press START at this
point.

((Nothing revealing really, did like the water effects and, guys, these polygon
models just get better and better, it's scary. Still, nothing beats the real
thing, and we have an Aya look-alike to vouch for that.))

Whatever you wish to do, you can't postpone the inevitable.


Boss Fight 9: Bunsen/start

Bunsen is hot. He's huge, has the cutest mating calls and likes to smash
things. He also has the lowest AI in the game -easily rivalling Rats, Rabbits
and Kyle. This means that beating him is like taking candy from a baby: easy,
but watch out or you might catch an angry bite.

Here's the strategy:

_____________ Key: X - shooting point-YOU
|X | O - turning point
| _________|
| | 6 - Motel Room 6
_______| | Bunsen B - Bed
6 | C| | S - Shower
S___| | Bunsen C - Gary's private camera system
B C| | (oops! never seen this, m'kay? ;)
_______/O | Bunsen
|
_______ | Bunsen
| |
| | Bunsen
| |
|___|__________

The above map depicts the outside walkway while fighting Bunsen. Simply march
to the X in the corner and start shooting away. Meanwhile, your colossal
opponent tries to hit you by smashing the walkway floor, without success.

After a while, he'll resort to using his flamethrower (you'll notice this when
a small flame ignites). At this point, stop shooting and run to the turning
point, O. At O, turn around and go back to X. You should never get hurt if
you're quick enough.

Lather, rinse, repeat. Note that the M93R doesn't give enough fast damage, so
after a while Bunsen will have had enough and call it a day. He leaves you with
a few presents, 'cause it was fun.

Spoils: Level 1 MP drink, Level 2 Medicine

/end

Return to Gary, who's at the central courtyard. You can't take the ordinary
route; Bunsen wrecked it, but you can still take the ladder at the back of the
motel room.

Go through the Saloon to reach the residential area, and from there, the
central courtyard. Ohh how sad, we killed Flint in the name of speed. Console
Gary, and get him to hand over his Truck Key. At this point, Aya might as well
have clobbered it out of him ("I saw that camera, you perv'!"), but she's
caring enough to give the old man a break.

Okay, we're almost dust. Go to the shop at the gas station and use the
underground route to surface at the well outside the garage. In the process
you'll meet a few old friends, but nothing our master tactic can't handle.

Once at the well, it's smooth sailing to the truck, where Kyle'll be waiting.
Skip the dialogue and tell Kyle you're ready to go. A few scenes later, and
with 28 minutes on the clock, it'll be time to swap discs.


----
-CD 2-
----



September 6 2000, 00:06 On the outskirts of Mojave Desert, Nevada
----------------------

Aya and Kyle have arrived outside the shelter area. In the ensuing 'battle'
against eleven Horses (again, no more than two at a time), your partner's not
going to be much help, so take a few moments to examine the gaping hole near
the fence at the back of Gary's truck.

You're going to abuse this natural resource to the fullest. Simply stand in
front of the chasm, wait for any Horse to charge, then move to let it die a
horrible death (because it wasn't packing bungee cords now, was it?). Once the
'fair fight' is over, head inside the cavern.

Here, continue straight on while evading the Horses and Moths. I'll leave it up
to you as to whether you want to shoot the Rabbits in the next room or not.
Either way, you'll see a crumbled bridge preventing your progress. To pass this
obstacle, return to the only area you haven't searched yet (in the cavern's
main entrance, to the left). Push the trolley to obtain a large wooden board
and place it over the bridge.

A horde of Bats will attack once you cross it, but they're no problem as you
head straight for the door near the fence. Inside is a control panel, open it,
then place the Plug in the second slot (counted from above) and activate the
power. This opens the gate outside.

Equip the Grenade Launcher. Yes, you only have 12 burst grenades, but it's more
than enough for what you'll be facing next. Save if you're lacking confidence.
Exit the little shack and run through the now-open gate.


Boss Fight 10a: Super Horse/start

Fighting Super Horse requires some luck if you want to be fast. His tactics are
easily figured out and always follow the same basic pattern: run - *some
attack* - pause - repeat.

Of course, you hit him hard with the Grenade Launcher when he's in the
pause-phase.

*some attack* is chosen at random and can be:

(a) dash attack : you get this attack each time Super Horse completes his run.
It's easily evaded, giving you ample time to shoot.

(b) jump attack : this is always preceded by a moan from Super Horse. Whenever
you hear it, run away until he does the jump, then turn
around
and open fire.

(c) ambush : here, Super Horse positions himself at one of the extremities
of the track and wait for you to show up. Once you do, he'll
go
over to a dash attack. Evade it, and hit hard.

the ambush always sucks, because you will usually mistake it
for a dash attack. You'll lose seconds until you realise he's
actually ambushing you, and then you waste more time luring
him
back to the attack.

Following the above strategy, you should have him down after three shots. Don't
waste any grenades! Once he's down for the count, get the P229 and a second
Jumper Plug, then watch in agony as Super Horse mutates into... Super Zebra!


Boss fight 10b: Super Zebra.

Okay, so Super Zebra's a lot tougher than Super Horse. It's still a Hipparion,
with the same tricks and behaviour, only stronger and more aggressive. So why
change strategy? Use the four oil drums to take away 1600HP, and waste whatever
ammo you have left to finish the job.

Spoils: Level 2 Medicine, 4 Burst Grenades

/end


Now that that's all over, check the motorcycle and the bolts of electricity
protruding from the wall. Go back to the room where you placed the first Jumper
Plug. Place it and the second plug in slots one and four, respectively, and
reinstall the power.

You can now press the switch on the motorcycle and exit through the lit wall,
hereby entering the Shelter. At the end of the corridor is an elevator, but
you'll have to run away from one mean Spider before getting there. Make sure
you have more than 30HP when running through the corridor.



September 6 2000, 00:11 B1 Level, Shelter
---------------------

Go down the elevator and run straight on to a small clearing. Take the left
door here (marked 'STORAGE'). Inside is a small L-corridor and your first
encounter with the Shelter's security system. Ignore it.

Also don't mind the Rats and Walker in the room beyond, you only have to get
across to the sleeping quarters. A similar configuration of enemies pave the
way to the next exit. You're now in the "Spine", lvl. 1. In the Shelter, there
are two hallways like this. You're going to see them a lot, as they give access
to, well, everything. Take out the fatties here ONLY if you have less than
1400BP (shouldn't be the case, but, you never know...).

As your weaponry is looking pretty bleak, better head for the door marked
'WEAPON'.

My kind of room, definately! First, waste all the BP you got on Burst Grenades.
They're expensive but worth all your cash. Now notice the card reader next to
the BP machine; use the Black Card you got at Akropolis Tower to open the gate,
enter, then unlock the door leading to the Storage area. This will serve as a
valuable shortcut later on. Immediately return to the weapons room and stock up
on 9mm Hydra Bullets. After that, return to Spine lvl. 1.

Turn right and run down the walkway to enter some sort of desinfection area.
Run up 'til you see two doors marked 'IN' and 'OUT' and activate the control
panel in the middle. Proceed through the 'IN' door until you get to a telephone
and item box. from which you should pick up the 8 free Burst Grenades. You
should have 30-32 rounds by now.

Take the elevator down in the next corridor and run past the Fatty, the
security cameras are only a small nuisance. Beyond lies the accessway to Spine,
lvl. 2, and here you get to meet a new type of NMC: the Seal. Fortunately,
these NMCs are harmless thanks to our core strategy.

Three more Seals swim around in Spine, lvl. 2, but don't attract their
attention; instead, take the first door on Aya's left, which leads to the
Breeding Room. You can easily avoid battle with the sleeping Caterpillars if
you stick to the outer edge of the corridor.

Now simply run along until some large, black ANMC stops you. Tap START, then
return to the Breeding Room. This time, the fight's unavoidable, so you'll lose
10BP from 0BP, which leaves... 0BP (hehehe). Go back to the desinfection area,
and continue through the 'IN' door. There, you'll be surprised by a gas attack,
but not to worry, exit through the garbage chute behind Aya. Press START a few
times, ending up at the bottom of the waste disposal. Run straight ahead to
awaken one helluva large beastie.


Boss Fight 11: Sir Vac-a-lot, part 1/start

A piece of cake, thanks to the Burst Grenades. Sir Vac-a-lot has a whole range
of attacks, but if you stick to the chant efficiently, he only uses two. The
first is taking a deep breath, which can suck Aya in if she's not careful, and
the second consists of large acid drops being thrown at her.

This is the chant: you fire exclusively during the first attack form. Take some
distance from Sir Vac-a-lot, turn around and shoot 2 grenades while being drawn
in. Once the attack's over, reload.

Avoid the acid drops during the second attack, and don't bother about hitting
Vac-a-lot. After a while, he'll advance a little and the game starts anew. Keep
it up and he should be down very quickly.

Exit, and equip the M93R (Hydra Bullets). You're not out of the woods yet...

Spoils: 4 Burst grenades, Level 3 Medicine, 5.56 rifle ammo

Don't take the rifle ammo.

/end


Boss Fight 12: Sir Vac-a-lot, part 2/start

An even bigger piece of cake. Run away until you reach a small gap, a doorlike
structure to the side. Step on the pressure-sensitive plate to raise a
platform. Meanwhile, Vac-a-lot closes in, but only uses breath attacks and
occasionally emits vapor clouds which are avoided by running to the left side
of the hallway.

Once the platform is up, cross it and lure Vac-a-lot to do the same by shooting
him repetitvely. Step on the nearby pressure-sensitive plate if he's on the
platform to engage the crushing machine and bring him to a rather miserable
death. Well, at least it saved you a lot of ammo.

Spoils: Level 3 Medicine

/end


Go to the exit and knock twice to escape -thank you, Kyle. After a small
conversation, he agrees to join Aya for a second time. Lead the way and descend
the stairs.

Your immediate goal is to reach the service elevator at the other end of this
sewage area, so spare no effort finding it. The route is straightforward and
pretty much linear. Notice that Kyle's packing a M4A1 with Flamethrower, so let
him deal with Seals and the like, whereas you practice our tried and tested
core strategy on the diverse kinds of sewage mutants thrown at you.

Of these mutants, only one species deserves special attention, the Swipers. I'm
talking about this piece of goo on the floor, which starts swinging a very
elastic claw once you get too close. Their swipes are fast and do plenty of
damage, so don't take any risks; stay outside the swipe radius and fire away.
Could they be the first NMC experiments that lead to Fatties? Who knows? Who
cares?

Now, at some point you'll be stuck. There's a whole lot of water blocking the
way, and a Seal swimming around. Let Kyle take care of business as you inspect
the area... hey, a control panel! Unfortunately, it requires a pass number, so
try '18' and see if it works (it did? amazing :).

The next tunnel looks very similar to the one beneath the Bronco motel, and
indeed, both areas are connected. However, you're more interested in running
past the Seal (don't wait for Kyle) and going down the ladder behind it.

Run straight ahead and open the door before another lone Seal detects you.
After this, reaching the lift is trivial. Go down and have a few words with
Kyle, who'll hand you the Yoshida card. Great, just what you needed to enter
the operation room previously blocked by that skinny black creature!

The elevator drops you off at B2. Run straight ahead and enter the door coming
up on the right to access Spine, lvl. 2 in which a Fatty2 and a Seal found a
welcoming home. You know the Seal by now, but the Fatty2 is a newcomer. Well,
he's basically a Fatty, same weaknesses and behaviour, but he's a bit tougher
and won't go down after one Fire PE.
It's irrelevant for now, but you will have to fight a couple later on.


Head for the Breeding Room and avoid a fight there by clinging to the outer
walls, as we did earlier on. In the next corridor are some sewage mutants,
including a Swiper or two, but nothing you can't handle.

A similar configuration is found in the Operation room, which you need to cross
for the next stop, the Laboratory (the door directly in front of you is locked
anyway). Here, the only thing of interest is the activated computer. Access it
(using the code 'A3EILM2S2Y') and get ready for a small pop quiz (third
option).

Answer three questions, and tap START afterwards. You should answer them near
automatically for fast times. After that, the phone'll ring. It's Kyle, who's
at the Pod Service Gantry, urging you to find him. Two Fatties later, you and
Kyle finally have that much-awaited rendez-vous.

It's not that romantic, thanks to the Rock Giant in the back, but who cares?
The START button certainly doesn't, so after pressing it, go to the control
room and look at the security monitor. Press the 'OPERATE' button at tags one
(underground Parking area), three (lift) and five (security).

Next stop: Shambala. Exit the Gantry and go to the lift you just unlocked.
IMPORTANT: You'll meet a few opponents underway: Two Fatty2s, a black skinny
ANMC and a Seal. Kyle wields the MM1, an automatic grenade launcher, so let him
take care of business. MAKE SURE KYLE KILLS THEM ALL. You NEED the BP.

Once down the lift, your MM1 wielding ally almost burns to death due to a high
concentration of mitochondria activity, so you'll have to continue alone. Wanna
check the clock? You should be at 50 minutes. So, in accordance to the time
spent until now...



September 6, 00:00 Entering Shambala, Shelter
---------------------

A male voice welcomes you to Shambala(ssic Park) and after a small cutscene,
Aya's back under your control. Steer her to the right and go down stairs and
ensuing hallway. You're now at the west wing of Shambala. On the small, dusty
corridor, two Horses are asleep, but unfortunately, they wake up as you get
close.

Run past them, enter the shrine and turn left at the T-junction. If you want to
access the first generator, you'll have to solve the colorful slide puzzle in
front of Aya. Here's the gig:

Place the red tiles in a southwest-northeast diagonal and finish with the dot
open at southeast. Graphically, begin- and end situation are

R1 R2 R3 R4 .. .. .. R4
.. .. .. .. --> .. .. R3 ..
.. .. .. .. ---> .. R2 .. ..
.. .. .. Dot R1 .. .. Dot

I found the 'ultimate way of shifting' myself. First, shift R1 through R4 to
their respective positions on the diagonal. This is very easy to do, and your
puzzle should ultimately look like this:

.. .. 00 R4
.. .. R3 ..
.. R2 .. ..
R1 .. .. Dot

Here, '00' is the hole. As you can see, it is above the diagonal. This is NOT
where we want it, we have to get it below the diagonal onto the Dot. Well,
here's how we do it: in sequence, move the '00' RIGHT, DOWN, DOWN, LEFT, UP,
RIGHT, UP, LEFT, DOWN, DOWN, DOWN, RIGHT. If you're skilled and use the above
code, you'll solve this annoying puzzle within 30 seconds.

Once the puzzle is done, you'll hear a click in the distance. Go to the back of
the shrine to enter the door you unlocked. Inside is the first generator ANMC.
To destroy it, you need to take out the control panel at the back first.

Once out of the way, you can easily tackle the generator ANMC (now there's a
sitting duck if I ever saw one :). Since you get 100 MP/HP recovery afterwards,
I advise you to use two Fire PE blasts.

Now quickly proceed to the east wing of Shambala. You'll meet a new (and
annoying) NMC underway: the Scarab. Scarabs attack in packs for lots of damage
(when added up), and it takes quite a beating before even one of'em goes down.
The trick is to use elemental attacks to turn them upside down (temporarily)
and then attack with regular ammo for much greater damage.

But they aren't worth the trouble (measly MP/HP/BP recovery), so ignore them by
any means. If they hit you, they hit you - don't let it get to your nerves.

The same goes for the biped Hunter you meet at the east wing's entrance
walkway. Don't waste any time on them as you make your way to the pyramid.
There, you'll see four colored tiles. Step on them, and an old indian will
chant. The goal is to make him hum the correct song. Well, the code is:

(RY) (BW) (BW) (RY) (WB) (YR)

with R = Red, Y = Yellow, B = Blue and W = White. As a reminder, here's the
ordering of the tiles on the screen:

Y R


W B

((Can you see now why I divided the code into brackets? This division makes it
easier to remember the code by heart.))

With the code in place, you can now proceed to the second ANMC generator
(simply follow the one path you haven't taken yet). There's a Fatty2 and a Seal
on your way, MAKE SURE YOU KILL THEM for the BP. In front of the ANMC generator
is a Fatty2 and a pack of Scarabs, so instead of fighting, head straight for
the generator.

Go up the stairs, and do the exact same thing as with the first ANMC generator
(control panel first, then Fire PE all the way). Your business in Shambala is
done, so return to Spine, lvl. 2 and use the other elevator (marked
'peculiar').

A set of speakers somehow has the ability to drain Aya's MP (with a cool
distortion effect), so head straight for the round elevator. You'll have to sit
through the entire ride before you can proceed.

Hmm, a familiar-looking girl is using an unfamiliar-looking helmet to steer a
now-familiar Fatty2 and generally keep you out of her way. Whoever the girl is,
she's obviously gifted. Don't worry about the speakers, concentrate on the
Fatty2 to finish the battle (wait for the Fatty 2 to move, then Fire PE all the
way), and the little girl will disappear into the next room.

Make sure to use the Grenade Launcher as an attachment for the following fight.


Boss Fight 13: Super Giant Black Skinny Man (SGBSM)/start

Didn't expect something this size, huh?

Anyway, in the previous version of this FAQ I talked about how hard this guy
was when fighting him with the P229 or the M4A1. Well, forget all that as we're
going to take him on with the M93R using an enormously filthy trick :). Well,
at least it's more fun than grenading him to death.

First, take out the speakers to the left and right of the SGBSM. Then, we do
the filthy trick. Run up behind the SGBSM and squeeze Aya in the left corner,
next to some computer terminals. We're now extremely close to the mystery
girl's force field. Now, what's the trick? Well, we simply shoot until the
SGBSM finishes preparing one of his attacks (you can hear this through the
different kinds of sound effect used AND tell from the mystery girl's motions).

Once the attack has been prepared, run into the force field. Aya takes no
damage from this, plus, she's invulnerable during the entire 'getting back up'
sequence! This means that with proper timing, you're invincible.

Note: there's one fast attack from the SGBSM, in which he shoots 3-4 lightning
balls to Aya. Here, don't rely on listening to the sound effects, just dive
into the forcefield the second you see on of the balls. Also, there's one giant
charge attack, during which the SGBSM is extremely vulnerable. Concentrate all
your firepower on him when this happens.

Once you realise that the SGBSM can't hurt you, empty all of your Hydra
Bullets. Once you run out (and you will), switch to the Grenade Launcher for a
finishing blow.

Spoils: Level 2 MP Medicine, Medipack, don't take the Berserker item.

/end


Start pressing START to skip FMV and cutscenes. Well, I'll be darned.. the
little girl is a near-perfect clone of Aya, and is aptly called Eve!

Anyway, you end up in Eve's bedroom. The phone's ringing and scaring the hell
out of her, but before you answer it, check out the cupboard behind the bed for
the MD attachment. Pick up the phone, hmm, the line's dead... better talk to
Kyle about this (he popped up a few moments ago) and take a hike... but what's
that? A whole lot of Unknown Men enter the bedroom! Tap START to escape this
precarious situation.

Change of decorum. You're inside some experimental room, gas flooding the area
fast. You need to take Eve with you (maternal instinct, I guess), but somehow,
she's reluctant to follow you. Check the cylindrical container to see why, then
talk to her.

She'll agree to come with you, but only if you walk slowly towards the
elevator. Once she's on the platform, activate the thing. It'll take you up to
Shambala, in front of the second ANMC generator, and Eve strolls off on her
own. Better follow her before she falls into the wrong hands...

...too late! As you enter the underwater tunnel (direction: Shambala central),
Eve is captured by none other than the Unknown Man, who now calls himself No.
9. Before he takes off with her, however, he kindly offers Aya a parting gift -
from now on, the entire Shelter's infested by his Golem buddies. Plus, the
security system's active again! How very nice of him.

Fortunately for them, you're using the core strategy, so they won't get hurt
:). Your final destination is the underground parking, as there's nothing left
to do - for now.

Here are the key points I usually follow to the parking:

Shambala Central - Spine, lvl. 2 - B2 Elevator (near Operation room) to B1 -
Warehouse - Armory (you should have just enough BP for 28 Burst Grenades. Also
get Hydra Bullets) - Spine, lvl. 1 - Golem Freezer

You can enter the Parking after beating a cloaker in the Golem Freezer. When
you're in, pick up the Car Key from the left switchboard near the entrance.
Access the switchboard and press the last two buttons, then 'CALL' a red jeep.

Drive the jeep into the Parking and go to the panel at the end of the room. Use
the Yoshida card to open the tunnel and drive in with the jeep. The ride stops
at an airlock, and you're forced to enter the side door. A cloaker will ambush
you in the tight corridor, but that's only mildly annoying.

After that, you'll be attacked by a shooter/sword combo, so quickly enter the
door on the opposite side. Activate the locking mechanism and exit through the
airlock in the previous room...

..but before you get to bask in the light of freedom, another sword/shooter
pair rear their ugly heads. Quickly access the panel to the left of the shutter
to exit the Shelter. Press START a couple of times to initiate the final
battles of the game. You ought to be at 1:05 by now.



December 6 2000, 15:52 Mojave Desert, Nevada.
-------------------

The job's nearly done. First, skip the conversation between Aya and the army
lieutenant, then check the First Aid kit inside the tent for a Medipack (You
should have three or four of those by now). Exit the tent.

Unlike the previous version of this FAQ, you now NEED the Colt Python and
MaedaSP rounds. Get them at all costs (ditch superfluous items if possible)
from Rupert.

It's time to prepare Aya for the coming battle. Equip the Grenade Launcher
(IMPORTANT: count how many grenades you've got!), and make sure you have the
Holy Water and the M93R (Hydra Bullets) as an attachment. Fill the remaining
slots with Medipacks.

Revive the following Parasite Energies: Healing (Lvl. 1), Metabolism (Lvl. 2)
and, very important, Antibody (Lvl. 3).

Once you're ready, press the control panel at the shutter to enter the Shelter
one last time...



Proceed to the Parking, and answer the phonecall from the army lieutenant.
There's no turning back now, so continue to the Desinfection area. Hit START to
omit the conversation between Aya and the dying soldier, she'll re-appear
inside the 'IN' corridor.

Go to the telephone and save. This ought to be your first and final save, and
the only verification you have of the total time you achieved. If you want to
show your prowess to a friend, simply show him this save, and add about 7-8
minutes to the displayed time (which should be 1:05-1:08 for the current
guide). So actually, there's no need to finish the game, for you know your time
already! Congratulations! :)

...

But of course, you haven't come this far to leave now (and besides, the Bounty
Mode is lurking around the corner). Go to the Pod Service Gantry, and decide to
have a little reunion with Eve.

Two cut-scenes and one FMV later, things aren't looking good. True, No. 9's out
of the way, but the Rock Giant produced offspring, and Kyle's hurt. So are you
(50HP damage), so use a Lvl. 3 Medicine before you take the elevator down to
the Pod Bottom.

Wait a split second to evade the surprise Cloaker (wriggle if you didn't
succeed) and enter the Pod Bottom. It's time to bleed...



Boss Fight 14: The Ultimate ANMC/start

This fight and the next one are distinctly different from the previous FAQ and
they're not that easy, but hey, you came all this way running like a little
girl, so now it's time to show Eve and her offspring what you're truly made of.

Here's how you battle the Ultimate ANMC: As soon as Aya's back in action, cast
Antibody. Then turn right and run down to the bottom of the pit. From there,
you can target and hit the 'legs' of your opponent.

Now, remember how I asked you to count how many Burst Grenades you have? Good,
subtract 30 from this value (32 if you want to be safe) and call the result X.
You may ONLY spend X grenades on the Ultimate ANMC, so start counting
carefully. If you miscount, there's a chance you might not be able to beat Eve
later on.

Now, the 'legs' shoot a spray of toxic gas which puts you in tired status.
Immediately cast Metabolism if that happens. Keep shooting Grenades (you'll
need about 7-8) until the 'legs' are history. That concludes the hardest part
of the battle.

With the turning velocity of the Ultimate ANMC slowed down, you're ready to
play ball. Run up to the left arm and pump in Fire PEs until you're out of MP.
At this stage, you also should be low on health, so it's really time to consume
a Medipack. Keep firing Fire PEs at the left Arm until it completely crumbles.
This opens up the core.

Unlike in the previous FAQ, you're absolutely not able to take on the core
directly. It would be a very, VERY bad idea to do this. Instead, you're going
to circle clockwise (Aussies may do it counterclockwise :) around this giant
telechubby, wait for it to do its core blast, then plug in a Burst Grenade (of
course from a safe position).

Do this until you've counted X grenades, then switch to the M93R if needed (if
you had an optimal game until now, you should be able to kill it before hitting
X. Still, the M93R's there as a safeguard). You should have an easy time
wasting your opponent. The entire procedure absorbs about 3-4 minutes.

Hint: Your Aya's a wimp. STAY FAR FAR AWAY from the core blast!

Spoils: Medipack, Level 2 MP Medicine, discard the Piercing Shells

/end


Now comes the hardest fight of them all. First, make sure Aya's completely
healed (use Level 3 Medicines) and equip the Magnum, loaded with MaedaSPs. This
baby's going to come in real handy. Attach the Grenade Launcher (you should
have over 30 Grenades left), MD, Holy Water and fill up the remaining slots
with Medipacks. You should also have enough EXP to awaken the Healing PE (level
2).


Final Fight 15: Parasite Eve/start

Eve sure packs a punch. She's got a whole plethora of devastating attacks, and
is incredibly fast. Also, you don't have Life Drain this time. Still, she's
beatable if you follow the tactics below.

As the fight begins, ignore Eve alltogether and run to the left side of the
bridge. This way, you avoid the mid-bridge dive attack. Cast Antibody and
remember to re-cast it whenever the PE runs out.

The remainder of the fight is straightforward; stand your ground at the
extremity of the bridge. Fire after bridge dives and whenever she emerges from
the center of the bridge for maximum damage. Btw, did you notice how the
MaedaSPs drain an additional 192HP (poison damage)? Why thank you, Rupert :).

Once the MaedaSPs are gone, switch to the Grenade Launcher and finish her off.
Here are some tips:

- When Eve charges up for a sound barrier attack, let her hit you. This causes
for an immediate bridge rise, which speeds the game. Of course, use Healing
at
appropriate intervals.

- You IMMEDIATELY shoot any doppelganger Eves.

- When Eve chants, and you somehow notice that you can't stop her (this usually
happens while using the Python, as the poison damage doesn't stop the chant
for
some reason), use up as much of your MP as possible on Antibody, Metabolism,
Healing etc... because you will run out of it after the attack and be
silenced
as well. Wait for the silence to disappear, and try to survive on your
remaining HP as long as you can. Only use those precious Medipacks at the
very
last moment.

That's it really. Once Eve's body explodes, you're nearly there. Keep doing the
above and you should win. Final advice: don't waste ammo and Medipacks. Your
resources are extremely limited. For example, my first victory over Eve this
way was with only 2 grenades left, and Aya at 1HP and 0MP (no Medipacks)!!!
That was one of the greatest computer battles I ever did... it truly was me, or
her :)

You'll get there with practice.



December 6 2000, 16:00 Shelter.
------------------

Fin! You cleared the game within 1:15. Now relax and enjoy the little talk with
Kyle and the ending credits. It's been a lot of fun, even though a bit on the
easy side. But no worries, for the Bounty Mode is now available. Why not have a
go at that?

By the way, at the end I got a very low ranking (because of the limited amount
of BP received), in fact the first to last rank, so the above guide is highly
recommended to those who wish to get the Monk's Robe in Replay mode...



;) Miscellaneous

Thanks for reading this FAQ and I hope you've enjoyed it.

I think that the guide's now more or less optimized, because all your resources
are used up by the end of the game. You only do that what is essential when
starting from a New Game. I can imagine that you can do things a little bit
faster when in Replay Mode because of the EXP/BP bonus, but that isn't quite
the same.

Okay...

Questions? Remarks? --> try vip@padua.org for your reading pleasure. Thoughts
about the Silent Hill series, the Resident Evil saga and Vagrant Story are also
more than welcome.


IMPORTANT: I will not answer trash mail anymore. Examples of these would be:

"Hey Where can I find the batteries The game says it needs batteries but where
are they"

"Why did you write guides for Resident Evil on PSX but not for Code Veronica?
Why did you write a guide for Code Veronica for Dreamcast but not for PSX?"

Apart from being hilarious or completely obscure sometimes, those are usually
written by people who didn't bother to read a FAQ, but did manage to copy/paste
the author's e-mail address and use said author as an information stand. Here's
a message from us authors to those people:

WE HAVE OTHER THINGS TO DO, LIKE MANAGING A REAL LIFE. IF YOU'RE STUCK IN A
GAME, TAKE THE TIME TO READ A FAQ, OR COUGH UP THE MONEY TO CALL A GAMING
HOTLINE.

YOU HAVE BEEN WARNED.

I didn't like writing this, but it is the sad truth.

...

Catch me in upcoming projects, such as a speed guide for Vagrant Story, maybe a
Final Fantasy 7 (under 6:00:00 :) and a knife walkthrough of Resident Evil 3:
Nemesis. However, these might get scraped in favor of speed guides for
Onimusha: Warlords, Devil May Cry, Silent Hill 2 and Metal Gear Solid 2. You'll
just have to wait and see...

Bye and don't forget the real life,

Vincent.



^_^ Greetings fly out to

My happy colleagues at IMO/LUC and Future Press, Nadine, Frank, Tim, Tam,
Stijn, Inge, Koen, Anke, Bart, Tine, Sofie, Gert, Griet, Geert, Ken, Els, Jo,
Frank Michlick, Frank Glaser, Joerg Kraut, Ives Brabant, Geert Verschueren,
Fredrik, Marco, Mikko, Yariv, my former colleague-students at KUL, my
fraternities Filii Lamberti and Wina, Ron, JR, Aya Brea, Mermaid, Xbow, Deekay,
Jeff, Thomas, Oak, Ryoga, Milk, Zy and the forgotten rest...



@_@ Miniature Disclaimer

You may not use this text, or any part of it, commercially in any possible,
conceivable way or form. Permission to publish this text on your website only
after sending a request to the author's e-mail address mentioned somewhere
above.










 
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engl. Hinweise
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