Ratchet: Deadlocked - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Ratchet: Deadlocked - Strategy Guide (Page 05).
Try staying around any top nodes you have; up there you have a better view
of what's happening elsewhere, such as the opponent trying to take over one of
your nodes.
[CTF] I personally recommend going to the green team, they have a nice
advantage since they're located on the bottom platform, closest to the lava,
plus a Quad. Once you get an enemy flag, it's easy to get back to your own
w/Boots.
Be sure to scatter around mines and/or Holos wherever an enemy may land.
[KOTH] Whenever your team is the one in the Hill, Holos and Mines near all
entry points are necessary. Be sure to watch out for the B6 bombs, they're
especially deadly against tight teams of people in the Hill. This means to use
em yourself against those who ARE in the hill when you aren't. ;) You can use
little walkway behind each leg platform to shoot at those who are in the Hill
when it is in the platform under the table.
[Jug] When preparing to face the Jug; keep away from the Jug's location/
platform. If he is staying in one place, take your Holoshield and set up camp
on the edge of whatever platform you are on, and try to get him from there w/
Rockets or something.
When you ARE the Jug, stay on one platform (I myself prefer the one second
closest to the lava, or the one on the bottom). Just running around the whole
area doesn't hurt, I suppose... Unless Mines are on.
[Catacrom Graveyard] A rocky hill/plateau, filled with the bodies of
inactive 'bots, many rocks, and more. These statues and rocks provide you with
good cover, especially on the south plateau, and so do the spaces in the
tunnels. If you're on the 'Blue' side, watch out for anyone coming in from the
bottom or top of the tunnel on that side.
About the 2 tunnels on each side: both provide pretty good cover for sniping
in. Many people will also use the space on the rock wall up north on the
'Blue' side, or the little cliff on 'Red' which you can climb up, on the west.
[Conquest] The red team seems to have an advantage here; there's 2 nodes
with Quads on that side. Their tunnel is less easily accessible, too. Blue
does have the two Bikes, though.
Try to get your team to rush into the enemy side and try taking one of the
Nodes there in the beginning, preferably the other's vehicle Node.
Much of the battle will probably culminate on the bridge in the middle, and
Swingshots around. You and a few teammates will have to fiericely protect all
the nodes nearest the bridge, and constantly try to push the concentration of
the fight towards the enemy side. Try putting Holos up on the bridge a lot,
that really helps. Snipers should set up on the edge of the tunnels, too.
[CTF] Again, guarding the bridge is important. Try to get you or your team
to monitor different areas around your side of the map. Don't keep out in the
open. I recommend going somewhere to snipe if someone hasn't yet.
Basically, this is the same as Conquest, so no real extra strategies besides
the general ones.
[KOTH] I have nothing that hasn't been said... Well, keep in mind that
camping behind cover and throwing out a long range weapon (B6, anyone?) at any
enemy Hillbillies, or intruding ones.
[Juggernaut] Check back on the Red side often, the Quads there give you a
great advantage. You'll find many ways to sneak up on the Jug here; just make
sure someone is trying to kill him too before you go in. He will most likely
hide in one of the tunnels, preferably the one on the Red side since it only
has 1 entrance (unless vehicles are on).
Once you ARE the Jug, this is where you'll wanna go. Don't go directly to
the end of it, though; opponents can still get you from the ramp with Rockets,
Fusion, and other things. So, try to park yourself somewhere in the middle of
the tunnel, where people can't get you at all from the outside ramp. Then you
can start fending off the coming kills. ;)
[Sarathos Swamp] A desolate empty wasteland; a continent of opportunity for
snipers. Charging around is one of the main things you'll do here, with such
barren grounds. You'll need to be very careful if Rockets or Fusion are on.
The only barriers are the 2 big hut-like buildings, dunes, and the rocks on
the Red side. The little ponds with Lombax-height walls provide some minimal
protection as well.
[CQ] Red has a big advantage in this map. They start out on the larger
island, which has 5 nodes, comapred to Blue's 3. This makes the front nodes on
the Red side essential to capture, for both teams. I wouldn't concentrate on
the rest of them until you've gotten something around there. Many
experienced players will know, though, that they'd have a good chance of
getting a node on the back of the other team's island if they rush to it in
the beginning.
[CTF] Orange definetely has the advantage here; if they are able to secure
the bridge area, and stem the flow of either Blue or Green, plus they have
acess to their entire island; much more stuff than Blue. Of course, against
Red, Red's cover may be a bit better. If you are in a typical Red vs. Blue
game, Red will also have the same advantages as Orange, though their flag will
be a bit easier to yoink.
Red again seems to have an advantage, what with their having more vehicles,
mods, and... Stuff. Due to the vastness of their island, though, it can be
easier for Blue cappers to be more stealthy... If they can get across the
bridge.
The bridge, it again will be a central point in the battle. People trying to
get into your side should have to use the Swingshots, because you'll be using
Holos on that bridge, got it? Make sure you don't let them in!
Keep in mind that the other team, once they've gotten into your side, may
try sneaking around back your hut/base and coming in from the back entrance.
This is one of those instances where bringing up that map comes in handy.
Small tip: Blue's front entrance to their hut is pretty steep, and can't
really be charged through. Going around back instead, whether you're trying to
bring back Red's flag, or cap Blue's... Good idea. Makes you less open to
enemy snipers.
[KOTH] Many KOTHS here seem to be centered around the Red hut, and there's
s'more strategy involved than usual because of this.
B6s, Rockets, Mines... All will be used between the teams. Holos will also
be important, especially when the defending team is having to deal with
vehicles.
[Juggernaut] There's a small indentation in the northernmost region behind
the Red base which leads to the next area in 1-p which is pretty good as a
hidey-hole, but I've found out that it's much easier just to speed around the
wastelands, taking my kills when I can get them. I'd try going inside one of
the huts, that's a good place, then there's the area behind each hut, and
behind the rock formation on Red.
[Dark Cathedral] The new Blackwater City, a towering series of paths high
over the water. Red ususally has a good advantage here; while not having many
Nodes on their side (a big, upraised section), they have good acess to the
rest of the area, unlike Blue who only has 1 entrance, easily blocked by a
Magma-er shooting at any who dares use the Swingshot which carries one over to
the Red area.
There will be much sniping around here as well; right next to Blue there is
a big tower (acessed by a Jump Pad) which is great for sniping from, and can
be Charged off of (consider a Wrench/Charge for extra distance), good for all
the other teams in CTF, since you can take Blue's flag and then go up to the
tower and run off with it from there.
Then, there IS a second entrance to Red... It's just very tough to acess.
You know the Swingshot that they can use to get to the main area, but instead
Chargeboot across? Well, if you are very careful, you can use it from the
lower level. This is for those who are best with the platforming part of R&C.
Since you also must take some time to Swing back and forth enough to be able
to jump up to the platform, it really isn't worth it since an enemy can come
and Magma you into the water.
The multiple pathways into the Blue area create some strategy, too... Make
use of, or guard the swingshot paths.
[CQ] I recommend going on Red for this one, they have a great advantage, as
I said. As per usual, the Nodes squarely in the middle are going to be the
object of everyone's desires. By this, I mean the one off to the side with the
Quad power; good sniping spot, and then there's the one right next to the main
entrance to Red, with a Shield.
For both teams, Sniping will be a big part of any games here. Blue will have
their tower Node, and Red will be stationing around their higher-up area, and
possibly from any middle nodes they've gotten.
[CTF] Red again has the advantage. Being on Green or Orange gives you
immediate acess to power-ups, but that option pales in comparison to the fact
that the other two colors have permanent protection in the little arenas.
Trying to get the Red flag will be hard here, as long as they've got good
players. An experienced Red will know that they can hide tightly next to the
wall in the little room next to the main Swingshot, and just wait there to off
anyone who'd dare cross, using a Magma. The only thing that could hurt this
person is the splash damage from a rocket, or a B6.
[KOTH] KOTH here with the Hill moving every now and then is better, because
when it stays in one place (the Quad power area), its a very tough battle to
get in, sometimes. Keep in mind that this area is open, so sniping is welcome.
I wouldn't try going the Swingshot way into that one Hill, too risky.
[Juggernaut] The best place to hole up here is up at the Blue sniping haven,
especially if Mines are on. You can spread them around all along the edge
where someone may try to land, and it works very well. Rockets will most
likely be on, and your enemies will try to use the Jump Pad and jump sort of
away, not trying to land, but to Rocket you while up in the air like that.
You'll want to walk to the edge and try to catch the people down below with
Rockets or B6 yourself, as well.
I also recommend confusing your enemy some by Chargebooting off of the
platform, and proceeding to shoot your bewildered fodder from behind.
If you're on the other side of the map, though, a good place to hide is at
the Red base. Provides some pretty good cover.
[Temple of Shaar] They say that in the Beta, you used to be able to play
around in the outside area in Shaar... Why'd you take it out, Insomniac, WHY?!
Oh well. Now we're stuck in the boring temple area. This place is still cool,
though (no pun intended), as the symmetry of the area makes it fun and open
ended (strategy-wise).
When I say open-ended, I mean that there are tons of ways to get from place
to place; Swingshots, walkways, Jump Pads... And you'll find them everywhere.
Thus, many encounters are bound to happen.
[CQ] The temple node squarely in the middle of the map is very valuable.
Besides sporting a Quad, it is hard to cap once it's been capped by the other
team. Its quite the portal to the other areas as well; the circlular windows
on the walls of the Temple can be jumped upon and climbed out of.
The rest of the map is completely even (except for the graphical details),
3 nodes on each side. You'll want to capture all the ones on your side, but do
keep in mind that capping one in enemy territory is still valuable.
The two nodes in the 'front' part of the map nearest the entrance are pretty
vulnerable to enemy attack, especially from high up on the Temple's edge path,
or from snipers all the way across on the other side.
[CTF] For this match, I'd recommend being on Red or Orange more than Blue or
Green; the former two have a bit more protection, being in the back of the
map.
This map + this mode is quite fun; all I can say is to watch all the paths
for enemies, and use them yourself. This is a great map to try to be sneaky in
like that.
[KOTH] I know that if you are playing Koth with no moving hill, you will be
playing inside the Temple. Bombs will be useful here for both teams to fire
into and out of the building. Charging in will be pretty hard. You can also
B6s into the climbable windows from the inside or outside.
[Jug] Jugging inside the Temple is a good idea, though the threat of the
Quad inside is ambient. Luckily, there's always to windows to escape through,
and I can usually get out using the stairs.
I'd also recommend the mini-buildings on either side of the map, they're good,
too.
This is a great place to run around randomly, to confuddle your Competitors
about where you're going, and to weed out any of the Fodder to get a few kills
on the way, as in the Racetrack strategy.
[Orxon] Toxic mines, lotsa underground pathways, and a flat topside make
this another 'open' map. An abundance of Jump-Pads also add some strategy. It
is incredibly useful to lay mines all around the bottom tunnels for your
enemies to run into.
Oh, by the way, snipers may find that they like to use the little cliffs on
the edge of the factory for their job.
It's easy to block up the underground passages using Holos.
[CQ] I'm not sure that there's really a team to go on here, but keep in mind
that the middle node can be important.
Remember that the Node in the southeast corner is quite easy to defend, what
with it having a small slope the enemy must climb to reach it. It's hard to
get into easily, as thus, but you can still shoot B6s from afar, snipe, or
Rocket the area from the node directly west of this one.
This side of the arena is typically Blue territory, which has more nodes
than the Red side. Red will be needing to try to get the middle node; it
offers a good base for getting to the rest of the nodes.
[CTF] A pretty chaotic map to CTF on... Whichever side you're on, the
passageways on the bottom floor will be a cappers' haven. Use them heavily
whenever you have the enemy flag, but make sure to twist and turn a lot;
snipers can easily chop you down in this zone. Make sure you check whether
you might want to transition to the upper area judging on what's ahead.
Blue is definetely a good team to stay on in CTF. Besides only having one
way to their flag (many have tried Charging to it from the platform to the
west, but they've only failed), which is easily guarded with B6s and Holos,
they also get the luxury of having a Mod right next to them, as well as easy
acess to other power-ups spread around.
Red and Orange are still good, though... They're enclosed in the spaces
described below in the Jug section. With a good defense, it'll be tough for
Blue to get anything from you!
[Jug] Typically, the Jug will be either running around the bottom floor, or
zooming across the wide, top area. Neither is particularly good for the Jug,
since snipers will probably be positioning themselves around the little
upraised platforms.
By far, the best place to hide is either one of the corners in the north
part of the map. They provide great protection, if you hide close to either of
the walls, so that B6s can't get you. In most cases like these, fierce B6
battles will erupt between the Jug and his opponents. Everyone will be using
B6s, Fusions, or Rockets from every point around your hidey-hole; on the small
sniper cliffs which hug the factory building, from the border of the upper
plateau, or right in front of you, on the same grounds.
Some will try to rush in and kill you with Flails, Rockets, or B6s often,
but that never helps them. You'd need to watch out for snipers up on the edge
of the plateau, especially if they have a Quad. That's always a good strategy,
and one of the only ways I've passed on when I use this whole plan.
[Valix Belt] Many would call this a bad map; it's pretty much a straight
forward walkway from one side of ONE (!) meteor, to another. Cmon! We want a
gigantic battle across all the meteors, with Hoverships everywhere!
There isn't too much strategy for this, but I can say that using the little
rooms on either side for cover (or blocking them up with Holos), is a good
idea. Many will also use them to snipe from. Handy places to snipe at here are
the middle node area (with the upraised platform), or at the Red base area
(the small asteroid connected by a Swing to the other part.)
[CQ] There's two nodes on each side of the asteroid. However, these aren't
all too important; only the middle node (often garnished with a Hovership), is
the bread-winner on this map. This is where to snipe at, where to immediately
rush to...
[CTF] I have to recommend staying on Red for this one; their base has a bit
more protection, what with the rocks used for cover directly at their base,
and the Swingshot can be blocked easily with a Magma. Other than that info,
there's really not much to this mode on this map.
[Jug] Staying on one of the end areas is still a good idea, specially on
Red, but you'll usually have to take what you can get to at the moment.
Sniping from the Red area, or the little rooms can be an excellent way to
rack up kills. You can use the rooms to your advantage, taking cover with the
pillars and walls which are scattered around them.
[Torval] One of the biggest maps, and packed with strategy. Mines will be a
great asset if they're turned on. You can hide them anywhere; the entrance to
any passageway or hall, behind some rubble... Any enemy will likely run into
them. Oh, another great place to put them is close to the top of a small ramp,
where they aren't noticed from the other side. The enemy won't notice the
mines until they've rushed right into them!
Using the elevations and rubble around the map to your advantage and ease
will be essential to mastering this map. Always try to get the upper ground,
it helps a lot. Try to maximize your speed in getting around by expermenting
in exactly how you can Charge around. Use whatever you can find as cover.
Not getting noticed can be practical, too. This is a good map to keep out of
the way so that you can be a little sneaky in it. Make sure you take advantage
of every route and pathway.
[CQ] One of the biggest Conquests yet. Each side has 3 nodes; most of them
are pretty easy to reach with Chargeboots. For both teams, getting one of the
other's Nodes (for Red, the node about in the middle, near the blue-lit
building's ramp to the main blue-lit hall, and for Blue, the Puma Node), will
be a great advantage. I'd recommend it.
Defending all your nodes should be quite hard. If both teams are at a
stalemate, try sneaking off with a bud to try to cap a node quickly in an
unguarded area.
[CTF] Blue or Red are pretty good teams to be on, each in their own
respects. Blue's not hard to get into; you can go from the ledge above their
base, and the other obvious means of intrusion. With 1 or 2 good players
guarding, though, they won't have a chance.
Red is also a pretty tough area; the narrow bridge over the water on the one
side is easily guarded, and the other entrance is quite tough, too. Yesterday,
I played a game in which just one guy, most of the time, was able to kill me
and another guy most of the time when we came through to try to cap, because
he had a mean V2 with Acid. The other entrances aren't pieces of cake, either.
Still we DID win... Mostly the one guy just distracted the enemy/ies while I
took the flag! ^.^
Our defenses back at Blue rawked. They were able to almost completely stop
any progress for Red...
[Jug] A pretty cool place to Jug around in. After finding a good place to
hide (my faves are in the bowl where the A.H. statue was, around the
upraised area next to the Red base, the passage underneath that, or one of the
sniping spots with 'Boot walkways leading to it), there isn't really much more
specific strategy to this map than to keep the kills coming.
[Stygia] Ugh. Boring old white and blue Stygia. It's not a bad map, I guess,
but the level design sure does suck in some ways. It makes CQ and CTF rather
uneven. The floating, round platforms up on the Blue side are quite the
advantage; they contain all manner of power-ups, Health, a Hovership, and,
if Chargeboots are on, you can Charge down to the Red side via a hole in the
side of the northern-most floating disc. Plus just given the fact that you can
shoot Rockets and Fusion down from it, well... Keep in mind that you can 'Boot
down to the ring area of the Blue base by Charging from one of the unrailed
sections.
If someone is guarding the northern-most disc, and you need to get into the
area, you can always just try going around the other way. Both of these areas
should be carefully guarded by Blue, if they're up there.
There really isn't much cover in this level... Only the giant pillars
holding up scenery and such are very useful for the cause. Makes it good for a
sniper, that's for sure.
There's a bunch of Gravity Boot stuff under the Blue base ring; there isn't
anything particularly interesting down there except for some Health on the one
side facing out towards nowhere. Mostly, it just slows you down for an enemy's
kill; stay away. I have to admit, though, if you are under there, an enemy who
CAN see you on the radar and knows through logic that you must be under him,
will probably just ignore you; so, good stealthy place.
On the Red side, you can use the center of that 'island' to Charge thru to
get to another side easily, keep that in mind.
IG added a little easter egg to this area; there's one last floating disc up
around the back of Red, with everything you could ever want on it. It's not
very useful most of the time, but still cool. Only accessible by 'Ship.
[CQ] Blue = win, most of the time. It will be necessary for Red to try to
get one Node on the Blue side, as well as 2 or 3 on their own. Try to get your
team to rush directly over there, and start a takeover.
Most games here will just end up a draw; I'd recommend just defending
instead of full-on trying to cap more Nodes.
[CTF] It's definetely extremely hard for Red, or any other color to get into
Blue in this map. I'd just recommend the other colors instead. Any color still
on the Blue area can still use its facilities up on the floating discs; make
good use of them, especially the Chargeboot path to the Red area.
Always try to go around the least expecting way towards your enemy; on
either 'island'. There's always two paths.
[Jug] I'd recommend staying on one of the floating discs, preferably behind
one of the large pillars supporting them. It'll protect you from snipers on
the other platforms. I'd recommend the northernmost one, so that you will have
an escape route, if necessary.
Just pick off the enemies who'll come from the Jump Pad or Swings one by
one, most of the time. It's also funny to see all the snipers scatter if you
try to return the favor.
[Maraxus Prision] A sandy desolate (ooh, I love that adjective) prision; the
previous home of countless outlaws... Now is your arena. Mostly flat ground;
there's little cover besides a few rocks scattered around...
The centrifugal force of the battle is usually the middle node area; the
upraised platform and room. This area is easily protected with a Holoshield,
among other things around the doorway, or nearer to the Jump Pads (but getting
sniped is easy from there). You can lob B6 into the building via the windows
on the sides.
Snipers will use the upraise of rocks near the Blue base, and from the top
of the small, round little dark brown structure as good cover for their job.
They may also prefer the rocks and cover around the Red base.
[CQ] Each team will usually get two nodes; for Blue, the Node on the
upraisement on the north side, and the one in the corner near the black tube
thing hanging overhead. Red will probably get the one in the 'tail' of the
level sticking out from the rest, like the end of a 9, and the one right
outside the black building, where the central node is.
This central node should definetely be rushed to; it has a Quad, and access
to most of the level, giving a large advantage.
[CTF] For this arena, I have to say that... Hm... Red. The way into their
territory is pretty narrow, and there's only the one. Green is second best,
still having two, though still narrow... Wait, you can get into that area
through the window in the above room.
Sniping will be commonplace; keep in mind, Blue is much more easily sniped
at. Whenever B6 is on, I remember some fierce, long-range B6 battles around
the entrance to Red territory.
[KOTH] I have this tip; if the hill is the building in the center of the 9,
a really good way to defend the only entry point is to put a bunch of Holos in
the window/door to go outside or inside. I don't recommend staying on the
small cliff outside, too vulnerable. Enemies can use the Jump Pads there in
strategetic ways.
As for offense, lob B6 bombs into the room via the windows around the sides
to drive out the Hillbillies. XD
[Jug] I usually go in the room in the middle as the Jug; provides you the
best protection, and in turn, you can protect the only major vice of your
opposition; the Quad. Don't stay right in the middle of the room, though, B6s
will inevitably be being lobbed in, as long as they are on, and the others are
at least halfway competent.
If you're smart, you'd do the same as a competitor, but with Acid, Freeze,
or Napalm. You could also snipe from over on the rocks near Blue.
[Ghost Station] "Ghost Station? That level's just plain screwed up," is what
I once heard from an IG Forums member; I totally agree. The set-up of this
level seems almost completely random; mostly good for the non-'sides' games,
like DM.
I describe the level as very strange, with most of the action centering
around the heavily noded area in the south (around the wide open purple-lit
room), and then many branches of small floating platforms and paths. Then
there's the unlively section up north which contains only 1 node on an island.
This place is pretty good for sniping from, though. This platform and the
others are inconsequential in most matches you'll play, but keep in mind that
they all hold mods.
There's several G-boot walkways, but none of them are useful. They just make
you more vulnerable. In order to become more protected, be sure to use all the
cover provided in the whole place, specially around both circular areas where
there's a bunch of pillars and collumns to hide behind, or the formations on
the floating islands.
[CQ] Ok, all the nodes around the described heavily-noded area here are
pretty important, especially the ones which have Hoverships.
The one in the middle of the big wide-open purple room is really too
vulnerable to be an immediate need. Since the sole node up north is relatively
ignored, you don't need to be too concerned about it either. But still, it can
give an easily taken upper hand if you just swing by to get it sometime,
preferably after everything else has 'settled in'.
As you'll see, most of the Nodes around here are in rather tight spaces, and
thus, B6 + Acid or Napalm will be valuable in the process of capturing these.
I recommend long-ranging from a good distance away, while someone else tries
to cap it up on the battlefront.
[CTF] Green is definetely the best protected base here, due to the
positioning of that flag's floating platform. Very hard to get into that,
especially if a sniper is on duty there.
Magma and Fusion will usually be the tools of anyone defending around here,
cuz you can always stop anyone coming in using a Swingshot with the Magma
(this will be likely; after all, 3/4 bases are on one of the islands). On the
Red base platform, it's not as easy, since going out to Magma leaves you very
vulnerable.
Again, defending the flags is very hard to do if B6 is on. If I were
defending one, and the enemy has an Acid, I'd be pretty much screwed. The best
choice in that situation is to do the exact same on them, since you SHOULD
have a mod on your B6, right? Blue isn't a good team to be on in this case
because a Quad is usually right next to them, easily taken by a capper to use
on you.
After picking up the enemy flag, you should use the wide-openess of the
whole area for getting around in a sneaky way, if someone's chasing you. For
instance, if you were running across the big, open purple room, you could
easily getcher ass sniped. Instead, go around the edge; preferably the one
with the Nanotech.
[KOTH] Again, the long-range B6 thing will work a charm, specially when
there's a bunch of enemies in the one Hill. The enemy may be blocking the
route into the hill, so it's hard to get into the tight Hills without this
strategy.
Then, of course, there's the wide open ones, like in the big wide room. Same
applies, but you can always stay your distance there, which works too.
[Jug] Alright, I say go with the CTF Green team's base (the one with 3
Swings.) Gives em one less mod for you to have to deal with, and it's a good
distance from the Quad... Well, then the Red base area up north would make
sense as well, maybe more... Ah hell, just go for whichever floater you're
closest to.
Any Jug who's half competent will know to go after one of these right away.
That's where you need B6s or anything else that can get the Jug from far away,
(SNIPE), like I said before. With Acid or Napalm, preferably.
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And, so ends the FAQ. I hope it was helpful, and gave you adequate
information on the game. Now, though, it's time for Thank Yous,
Autobiographies, and Lagel Crap!
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