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{{map|slot=MAP28}}
 
{{map|slot=MAP28}}
 
'''MAP28: Corporate Hell''' is the twenty-eighth level of [[Memento Mori II]]. It was designed by Stephen Watson and uses the music track "Circle of Fire" by [[David "Tolwyn" Shaw]]. It contains a separate area for [[multiplayer]] competition, and is the largest level in the [[megawad]].
{{Memento Mori II 21-30}}
 
'''MAP28: Corporate Hell''' is the twenty-eighth level of [[Memento Mori II]]. It was designed by Stephen Watson and uses the music track "Circle of Fire" by [[David "Tolwyn" Shaw]]. It contains a separate area for [[multiplayer]] competition, and is the largest level in the [[megawad]].
 
   
 
== Mission briefing ==
 
== Mission briefing ==
Line 8: Line 7:
   
 
:''Mission Objective: Reach the top of the UAC corporate tower and secure the area by destroying all Hellspawn.''
 
:''Mission Objective: Reach the top of the UAC corporate tower and secure the area by destroying all Hellspawn.''
 
 
:''Initial Scout Report: Before contact was lost with the four scouts sent in to perform preliminary recognaissance,'' [sic] ''they managed to send the following information:''
 
:''Initial Scout Report: Before contact was lost with the four scouts sent in to perform preliminary recognaissance,'' [sic] ''they managed to send the following information:''
 
 
:''The UAC corporate compound is split up into two areas: A product testing facility and the corporate arcology super towers.''
 
:''The UAC corporate compound is split up into two areas: A product testing facility and the corporate arcology super towers.''
 
 
:''A short-distance localized Teleporter Pad was set up by a scout in the product testing sector and that is where you will start the mission. Primary mission objectives here will be threefold: (1) clear the area of the hellspawn infestation, (2) acquire a security key that will allow entry into the corporate arcology super towers, and (3) locate and activate the switch that will open access to the teleporter pad that will take you to the coporate arcology sector.''
 
:''A short-distance localized Teleporter Pad was set up by a scout in the product testing sector and that is where you will start the mission. Primary mission objectives here will be threefold: (1) clear the area of the hellspawn infestation, (2) acquire a security key that will allow entry into the corporate arcology super towers, and (3) locate and activate the switch that will open access to the teleporter pad that will take you to the coporate arcology sector.''
 
 
:''Scouts reported that the Key should be located in the Southwest building, the teleporter pad is the Northeast structure, and a switch allowing access to the teleporter pad is in the Central building.''
 
:''Scouts reported that the Key should be located in the Southwest building, the teleporter pad is the Northeast structure, and a switch allowing access to the teleporter pad is in the Central building.''
 
 
:''Strategy: Watch your back, Marine. You will be exposed from all sides in this area. Just keep moving and let the monsters take each other out. Conserve your ammo, scouts report you will need it in the next area...''
 
:''Strategy: Watch your back, Marine. You will be exposed from all sides in this area. Just keep moving and let the monsters take each other out. Conserve your ammo, scouts report you will need it in the next area...''
 
 
:''The Corporate Arcology is a collection of five towers and three skyscrapers. Your Primary Mission objectives here will be: (1) gain access to the highest floors by progressively hitting various security switches in the four 'satelitte<nowiki>'</nowiki>'' [sic] ''towers, (2) clear the area of Hellspawn, (3) once on the highest floor, take the teleporter to clear out the final West building to finish the mission.''
 
:''The Corporate Arcology is a collection of five towers and three skyscrapers. Your Primary Mission objectives here will be: (1) gain access to the highest floors by progressively hitting various security switches in the four 'satelitte<nowiki>'</nowiki>'' [sic] ''towers, (2) clear the area of Hellspawn, (3) once on the highest floor, take the teleporter to clear out the final West building to finish the mission.''
 
 
:''Scouts reported that each of the four towers attached off of the central tower house a Security Switch will allow the central elevator to reach the next higher level. The path to each of these towers is marked by a blue square which switches to black once you have come into proximity of a Security Switch. You may use this as a marker to tell where you have already been. Once in a 'satellite' tower, remember to check carefully for the Security Switch and to hit it. Otherwise you will waste valuable time backtracking. These Security Switches are recognizable by their proximity to a short techlamp.''
 
:''Scouts reported that each of the four towers attached off of the central tower house a Security Switch will allow the central elevator to reach the next higher level. The path to each of these towers is marked by a blue square which switches to black once you have come into proximity of a Security Switch. You may use this as a marker to tell where you have already been. Once in a 'satellite' tower, remember to check carefully for the Security Switch and to hit it. Otherwise you will waste valuable time backtracking. These Security Switches are recognizable by their proximity to a short techlamp.''
 
 
:''The South building houses a security key that may be used in the West building to resupply yourself if necessary.''
 
:''The South building houses a security key that may be used in the West building to resupply yourself if necessary.''
 
 
:''Be careful in this sector, as there are several nasty ambushes that have been devised by the more 'corporate minded' Hellspawn. Don't waste your ammo.''
 
:''Be careful in this sector, as there are several nasty ambushes that have been devised by the more 'corporate minded' Hellspawn. Don't waste your ammo.''
 
 
:''Scouts marked key areas with Florescent Arrows. Look for them, they provide clues to pressure pads that activate lifts, or may contain caches of Ammo and Medical supplies.''
 
:''Scouts marked key areas with Florescent Arrows. Look for them, they provide clues to pressure pads that activate lifts, or may contain caches of Ammo and Medical supplies.''
   
 
== Walkthrough ==
 
== Walkthrough ==
   
[[Image:MM2_MAP28_map.png|thumb|300px|Map of MAP28]]
+
[[file:MM2_MAP28_map.png|thumb|300px|Map of MAP28]]
: Letters in ''italics'' refer to marked spots on the map. [[Sector]] numbers in '''boldface''' are [[secrets]] which count toward the [[Intermission screen|end-of-level tally]].
+
: Letters in ''italics'' refer to marked spots on the map. [[Sector]] numbers in '''boldface''' are [[secrets]] which count toward the [[Intermission screen|end-of-level tally]].
   
 
===Essentials===
 
===Essentials===
   
  +
Enter the south-western building from the north, in the main room follow the arrow to the right, activate the skull on the backside of the table to reveal the yellow key you will need after teleporting.
===Other points of interest===
 
   
  +
In the north-western building, push the red switch at the window to raise the stairs to the right. Go to the top and use the red switch on the pillar's backside to open the teleport.
===Secrets===
 
# Before you enter the path leading to the southwest tower, there is a glowing arrow pointing at a computer panel. Press on it and two teleporters will lower. Enter the northwest one to reach the outer sides of the exit building in the west, where you can obtain a [[box of ammo]], a [[box of shells]], two [[medikit]]s, and four [[box of rockets|boxes of rockets]]. ('''sector 421''')
 
# Likewise, enter the southeast teleporter to be taken to a secret room with a box of rockets, a [[bulk cell]], [[combat armor]], and a [[soul sphere]]. ('''sector 129''')
 
# After activating one of the security switches, enter the now acessible, blue computer room to the south of the elevator, and press on the southernmost computer panel to the east to raise stairs to the teleporter. Enter it, and rush into the northern building to find a stairway to a teleporter, flanked by [[chaingunner]]s. Once you reach the teleporter, you will be taken to their vantage point, where you can kill them more easily, and obtain three medikits, two boxes of shells (one on [[skill level|Hey, Not Too Rough]] or lower,) a box of rockets (only on [[skill level|Hurt Me Plenty]] or higher,) a [[cell]] (only on [[skill level|Hurt Me Plenty]] or higher,) and a [[bulk cell]]. ('''sector 260''')
 
# The teleporter pad you land on when you enter the southern building where the blue [[keys|keycard]] is located counts as a secret. ('''sector 301''')
 
   
  +
Enter the teleport in the north-eastern tower from the back.
===Bugs===
 
Because of the presence of items not flagged as multiplayer-only in the deathmatch area, you can only get 83% Items on this level.
 
   
  +
Go through the yellow door, lower the lift and ride up. You are now on the first floor with four ways to go. In each of them, you will have to enter a tower and flip a switch. Each switch will increase the lift's top floor, each time giving access to another additional direction: A blue tiled computer room in the south (slightly west), a room with a gray box in the south (slightly east), a room with the red keycard in the north, and finally a room with a fountain in the west. Switches near the lift will lower it, you will have to make sure to get off at the desired floor level, or jump down from above. Sometimes, the lift will not raise up fully when a monster gets stuck. You will have to visit the four towers, all from the first floor that the lift will not stop at after the first lift switch is activated!
===Demo files===
 
*
 
   
  +
In the south-eastern tower, you will be trapped until you use the skull switch on the central pillar' backside. On the other side is the lift switch.
== Areas / screenshots ==
 
   
  +
In the south-western tower, the bridge will lower after you passed over it. On the right side, there is the lift switch, but also a trigger releasing many monsters. Now, you can reach a switch on the other side of the room to restore the bridge.
<gallery>
 
Image: |
 
</gallery>
 
   
  +
In the north-western tower, walk over the glowing line of light behind the arrow, a lift to the right lowers, on the top jump over to the red lift switch.
== Speedrunning ==
 
   
  +
In the north-eastern tower, walk onto the little box on the left, lowering the bigger one behind. Jump over to the other boxes, hit the switch, another box to the right has lowered. Ride it up to the top, and before going any further, look out for a switch in glowing light on the right side of the boxes in front of you. Slowly jump down where you spotted the switch, use it, a big box behind you has lowered that will get you to the green lift switch on the hell knight floor.
===Routes and tricks===
 
   
  +
On the floor that becomes available after the third lift switch, get the red keycard in the north.
  +
  +
Now ride up to the top floor and go west. On the other side of the fountain is a switch to lower it, enter the teleport to the exit room. You can always teleport back if you like. Enter the room to the left, open the red lock bars and use the green switch to open the exit door in the other room.
  +
 
===Secrets===
 
# Before you enter the path leading to the southwestern tower, there is a glowing arrow pointing at a computer panel. Press on it and two teleporters will lower. Enter the northwestern one to reach the southern outer side of the exit building in the west, where you encounter four [[imp]]s (and a [[revenant]] on medium and hard [[Skill level#Doom and Doom II skill levels|skills]]). There you can obtain a [[box of bullets]], a [[medikit]], a [[box of shotgun shells]] and two [[box of rockets|boxes of rockets]]. Reenter the teleporter to get to the building's northern outer side ('''sector 421''') with the same amount and types of enemies, another medikit and two more rocket boxes. Reenter the teleporter to return to the room with the glowing arrow.
 
# Likewise, enter the southeastern teleporter to be taken to a secret room with a box of rockets, a [[bulk cell]], a [[blue armor]] and a [[soul sphere]] ('''sector 129''').
 
# After activating the first of the four security switches, enter the now accessible blue computer room to the south of the elevator and press on the southernmost computer panel to the east to raise stairs to the teleporter. Enter it and rush into the northern building to find a stairway to a teleporter, flanked by [[chaingunner]]s. Once you reach the teleporter, you will be taken to their vantage point ('''sector 260'''), where you can kill them more easily and obtain two medikits, a blue armor, two (one on easy skills) boxes of shells, (a box of rockets and an [[energy cell]] on medium and hard) and a bulk cell.
  +
# After activating the second of the four security switches, enter the now accessible room to the south of the elevator. Walk to the room's south to raise a switch to the north that you push, thus revealing a teleporter. You land on a teleporter pad ('''sector 301''') in the southern building where the blue [[key]]card is located. It can remove the bars in the room west of the exit room, enabling access to two (four on hard) chaingunners, (a [[hell knight]] on medium and hard,) a rocket box, a bulk cell, a berserk pack, a soul sphere, a blue armor, a [[computer map]], (a [[partial invisibility]] on easy,) a bullet box and a shell box.
  +
 
===Bugs===
  +
* Because of the presence of [[item]]s not [[Thing#Flags|flagged]] as [[multiplayer]]-only in the [[Multiplayer#Deathmatch|deathmatch]] arena, you can only get 83% Items on this level.<br>Overall there are the [[chainsaw]], four of the five [[shotgun]]s, one of the two [[super shotgun]]s, the [[chaingun]], one of the two [[rocket launcher]]s, one of the two [[plasma gun]]s, all ten [[clip]]s, 17 sets of [[4 shotgun shells|shells]], all three [[rocket]]s, two [[Box of rockets|rocket boxes]], two [[energy cell]]s, a [[bulk cell]], a [[berserk]] pack, two [[stimpack]]s, four [[health bonus]]es, a [[soul sphere]], a [[green armor]], a [[partial invisibility]], the [[light amplification visor]] and 24 of the 25 [[barrel]]s.
  +
 
== Speedrunning ==
 
===Current records===
 
===Current records===
 
The [[Compet-N]] records for the map are:
 
The [[Compet-N]] records for the map are:
   
  +
{| class="WikiaTable"
{| {{prettytable}}
 
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 
|-
 
|-
Line 70: Line 65:
 
|[[NM speed]]|| || || || ||
 
|[[NM speed]]|| || || || ||
 
|-
 
|-
|[[UV max]]||14:13||[[Drew "stx-Vile" DeVore]]||2002-10-16||{{competnftp|pwads/mm2/max/m2281413.zip|m2281413.zip}}||
+
|[[UV max]]||14:13||[[Drew "stx-Vile" DeVore]]||2002-10-16||{{External Link|site=competnftp|file_path=pwads/mm2/max/m2281413.zip|text=m2281413.zip}}||
 
|-
 
|-
 
|[[NM100S]]|| || || || ||
 
|[[NM100S]]|| || || || ||
Line 84: Line 79:
   
 
===Miscellaneous demos===
 
===Miscellaneous demos===
  +
{| class="WikiaTable"
{| {{prettytable}}
 
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 
|-
 
|-
 
| || || || ||[ftp://.zip .zip]||
 
| || || || ||[ftp://.zip .zip]||
 
|}
 
|}
 
== Deathmatch ==
 
   
 
== Statistics ==
 
== Statistics ==
 
 
===Map data===
 
===Map data===
  +
{| class="WikiaTable"
{| {{prettytable}}
 
 
|[[Things]]||631
 
|[[Things]]||631
 
|-
 
|-
Line 108: Line 100:
   
 
===Things===
 
===Things===
  +
{| class="WikiaTable"
{| {{prettytable}}
 
 
![[Monsters]]||[[ITYTD]] and [[HNTR]]||[[HMP]]||[[UV]] and [[NM]]
 
![[Monsters]]||[[ITYTD]] and [[HNTR]]||[[HMP]]||[[UV]] and [[NM]]
 
|-
 
|-
Line 195: Line 187:
 
|[[Box of rockets|Rocket boxes]]||13||14||14
 
|[[Box of rockets|Rocket boxes]]||13||14||14
 
|-
 
|-
|[[Cell]]s||9||13||13
+
|[[Energy cell]]s||9||13||13
 
|-
 
|-
 
|[[Bulk cell]]s||6||6||6
 
|[[Bulk cell]]s||6||6||6
Line 207: Line 199:
 
|[[Yellow card]]s||1||1||1
 
|[[Yellow card]]s||1||1||1
 
|-
 
|-
  +
![[Barrel]]s||ITYTD and HNTR||HMP||UV and NM
  +
|-
  +
|[[Barrel|Exploding barrels]]||25||25||25
 
|}
 
|}
   
== Technical information ==
+
== External links ==
 
* [http://www.doom2.net/~compet-n/index.cgi?action=pwads&page=mm2 Memento Mori II demos from the Compet-N database]
   
 
{{Navbox Memento Mori II}}
== Inspiration and development ==
 
   
== Trivia ==
 
 
== See also ==
 
 
*
 
 
== Sources ==
 
 
*
 
 
== External links ==
 
* [http://www.doom2.net/~compet-n/index.cgi?action=pwads&page=mm2 Memento Mori II demos from the Compet-N database]
 
 
[[Category:Levels by name|Corporate Hell (Memento Mori II)]]
 
[[Category:Levels by name|Corporate Hell (Memento Mori II)]]
 
[[Category:Stephen Watson levels]]
 
[[Category:Stephen Watson levels]]

Latest revision as of 04:40, 23 March 2020

This level occupies the map slot MAP28. For other maps which occupy this slot, see Category:MAP28.

MAP28: Corporate Hell is the twenty-eighth level of Memento Mori II. It was designed by Stephen Watson and uses the music track "Circle of Fire" by David "Tolwyn" Shaw. It contains a separate area for multiplayer competition, and is the largest level in the megawad.

Mission briefing

According to both the text file and the Infopack:

Mission Objective: Reach the top of the UAC corporate tower and secure the area by destroying all Hellspawn.
Initial Scout Report: Before contact was lost with the four scouts sent in to perform preliminary recognaissance, [sic] they managed to send the following information:
The UAC corporate compound is split up into two areas: A product testing facility and the corporate arcology super towers.
A short-distance localized Teleporter Pad was set up by a scout in the product testing sector and that is where you will start the mission. Primary mission objectives here will be threefold: (1) clear the area of the hellspawn infestation, (2) acquire a security key that will allow entry into the corporate arcology super towers, and (3) locate and activate the switch that will open access to the teleporter pad that will take you to the coporate arcology sector.
Scouts reported that the Key should be located in the Southwest building, the teleporter pad is the Northeast structure, and a switch allowing access to the teleporter pad is in the Central building.
Strategy: Watch your back, Marine. You will be exposed from all sides in this area. Just keep moving and let the monsters take each other out. Conserve your ammo, scouts report you will need it in the next area...
The Corporate Arcology is a collection of five towers and three skyscrapers. Your Primary Mission objectives here will be: (1) gain access to the highest floors by progressively hitting various security switches in the four 'satelitte' [sic] towers, (2) clear the area of Hellspawn, (3) once on the highest floor, take the teleporter to clear out the final West building to finish the mission.
Scouts reported that each of the four towers attached off of the central tower house a Security Switch will allow the central elevator to reach the next higher level. The path to each of these towers is marked by a blue square which switches to black once you have come into proximity of a Security Switch. You may use this as a marker to tell where you have already been. Once in a 'satellite' tower, remember to check carefully for the Security Switch and to hit it. Otherwise you will waste valuable time backtracking. These Security Switches are recognizable by their proximity to a short techlamp.
The South building houses a security key that may be used in the West building to resupply yourself if necessary.
Be careful in this sector, as there are several nasty ambushes that have been devised by the more 'corporate minded' Hellspawn. Don't waste your ammo.
Scouts marked key areas with Florescent Arrows. Look for them, they provide clues to pressure pads that activate lifts, or may contain caches of Ammo and Medical supplies.

Walkthrough

MM2 MAP28 map

Map of MAP28

Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

Enter the south-western building from the north, in the main room follow the arrow to the right, activate the skull on the backside of the table to reveal the yellow key you will need after teleporting.

In the north-western building, push the red switch at the window to raise the stairs to the right. Go to the top and use the red switch on the pillar's backside to open the teleport.

Enter the teleport in the north-eastern tower from the back.

Go through the yellow door, lower the lift and ride up. You are now on the first floor with four ways to go. In each of them, you will have to enter a tower and flip a switch. Each switch will increase the lift's top floor, each time giving access to another additional direction: A blue tiled computer room in the south (slightly west), a room with a gray box in the south (slightly east), a room with the red keycard in the north, and finally a room with a fountain in the west. Switches near the lift will lower it, you will have to make sure to get off at the desired floor level, or jump down from above. Sometimes, the lift will not raise up fully when a monster gets stuck. You will have to visit the four towers, all from the first floor that the lift will not stop at after the first lift switch is activated!

In the south-eastern tower, you will be trapped until you use the skull switch on the central pillar' backside. On the other side is the lift switch.

In the south-western tower, the bridge will lower after you passed over it. On the right side, there is the lift switch, but also a trigger releasing many monsters. Now, you can reach a switch on the other side of the room to restore the bridge.

In the north-western tower, walk over the glowing line of light behind the arrow, a lift to the right lowers, on the top jump over to the red lift switch.

In the north-eastern tower, walk onto the little box on the left, lowering the bigger one behind. Jump over to the other boxes, hit the switch, another box to the right has lowered. Ride it up to the top, and before going any further, look out for a switch in glowing light on the right side of the boxes in front of you. Slowly jump down where you spotted the switch, use it, a big box behind you has lowered that will get you to the green lift switch on the hell knight floor.

On the floor that becomes available after the third lift switch, get the red keycard in the north.

Now ride up to the top floor and go west. On the other side of the fountain is a switch to lower it, enter the teleport to the exit room. You can always teleport back if you like. Enter the room to the left, open the red lock bars and use the green switch to open the exit door in the other room.

Secrets

  1. Before you enter the path leading to the southwestern tower, there is a glowing arrow pointing at a computer panel. Press on it and two teleporters will lower. Enter the northwestern one to reach the southern outer side of the exit building in the west, where you encounter four imps (and a revenant on medium and hard skills). There you can obtain a box of bullets, a medikit, a box of shotgun shells and two boxes of rockets. Reenter the teleporter to get to the building's northern outer side (sector 421) with the same amount and types of enemies, another medikit and two more rocket boxes. Reenter the teleporter to return to the room with the glowing arrow.
  2. Likewise, enter the southeastern teleporter to be taken to a secret room with a box of rockets, a bulk cell, a blue armor and a soul sphere (sector 129).
  3. After activating the first of the four security switches, enter the now accessible blue computer room to the south of the elevator and press on the southernmost computer panel to the east to raise stairs to the teleporter. Enter it and rush into the northern building to find a stairway to a teleporter, flanked by chaingunners. Once you reach the teleporter, you will be taken to their vantage point (sector 260), where you can kill them more easily and obtain two medikits, a blue armor, two (one on easy skills) boxes of shells, (a box of rockets and an energy cell on medium and hard) and a bulk cell.
  4. After activating the second of the four security switches, enter the now accessible room to the south of the elevator. Walk to the room's south to raise a switch to the north that you push, thus revealing a teleporter. You land on a teleporter pad (sector 301) in the southern building where the blue keycard is located. It can remove the bars in the room west of the exit room, enabling access to two (four on hard) chaingunners, (a hell knight on medium and hard,) a rocket box, a bulk cell, a berserk pack, a soul sphere, a blue armor, a computer map, (a partial invisibility on easy,) a bullet box and a shell box.

Bugs

Speedrunning

Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed
NM speed
UV max 14:13 Drew "stx-Vile" DeVore 2002-10-16 m2281413.zip
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Miscellaneous demos

Run Time Player Date File Notes
.zip

Statistics

Map data

Things 631
Vertexes 3038
Linedefs 3580
Sidedefs 5363
Sectors 452

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons 0 0 2
Arch-Viles 0 0 2
Barons of Hell 1 5 2
Cacodemons 5 16 20
Chaingunners 29 57 61
Demons 5 8 10
Hell Knights 10 17 22
Imps 83 89 92
Lost Souls 8 2 2
Mancubi 4 7 10
Pain Elementals 1 3 3
Revenants 2 7 22
Sergeants 16 26 26
Spectres 5 12 14
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses 14 14 14
Backpacks 1 1 1
Berserk packs 3 4 4
Blue armors 3 3 3
Computer maps 1 1 1
Green armors 4 4 4
Health bonuses 22 22 22
Invisibilities 3 1 1
Invulnerabilities 1 1 1
Light goggles 1 1 1
Medikits 22 22 21
Soul Spheres 4 4 4
Stimpacks 10 10 10
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws 1 1 1
Shotguns 5 5 5
Super shotguns 2 2 2
Chainguns 1 1 1
Rocket launchers 2 2 2
Plasma rifles 2 2 2
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips 10 10 10
Bullet boxes 13 18 18
Shells 28 25 26
Shell boxes 12 19 19
Rockets 3 3 3
Rocket boxes 13 14 14
Energy cells 9 13 13
Bulk cells 6 6 6
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Red cards 1 1 1
Yellow cards 1 1 1
Barrels ITYTD and HNTR HMP UV and NM
Exploding barrels 25 25 25

External links