Walkthrough by José, revised by the
author
As it's a very long game and there
are a lot of texts to write, I decided to abbreviate
some large words which repeated themselves a lot to
save time so, here are the codes:
N - S - E - W - NW - NE - SW - SE =>
Cardinal points
JS => Jumpswitch
UW => Underwater
RJ => Running jump
SMP => Small medipack
MP => Large medipack
CS => Crawlspace
Many thanks to the author to revised
the walkthrough and give us the location of one of
the secrets and add some useful and interesting
comments.
LEVEL 1 - BACK TO THE ROOTS
Begin in a Venice courtyard with an
opera background music. In the NW corner is some
normal shotgun ammo.
Go up the steps and a RJ to the red awning, then E
to the next awning and up the ladder. Use the ledges
to go around the room and over the W balcony. Shoot
the window, enter, shoot the rat and pick up the
Dining Room Key
at the end of the corridor. Go all the way back to
the very beginning, open the door, pick up the
sMP from the table
and push the button near the window. This opens the
window high up where you got the key. Go back there.
Go out and find yourself in a very
familiar place (if you've played TR2). Jump over the
awning, shoot the W window and go outside through
the front opening. Jump into the water and dive
under the big W double doors. Push the small button
to open a door high where you came from and the big
button to open the double doors. From this safety
position you can shoot the bad guy and the dog if
you want. Go to where they were, through the E
corridor and turn right through the long S corridor;
at the end pick up a sMP;
go back to the dock and enter the house to the
right. Pick up the flares
and climb the ladder; in the first floor there is
normal shotgun ammo;
climb to the top and look for the door you opened
with the small button. Enter the small library and
shoot the vase at the NE corner to pick up some
uzi clips.
Shoot the SW window and take a RJ to
the W awning, go S over the awnings and get
uzi clips on the
white ledge. Jump into the S opening and light a
flare to discover a high CS. Enter and get
secret #1: some uzi
clips. Make your way to go back to the small
library you came from.
Go to the bridge and notice that a
glass wall to the right is broken. Use the
binoculars with light to spot a crevice down in the
N building so, RJ over the roof, slide, grab, drop
and grab the crevice. Shimmy all the way to the
right till you can enter into a CS. At the other
side, shoot the rat, pick up the
flares and go down
the ladder into the hole in NE corner. Once down you
can pick up normal shotgun
ammo and a sMP
crawling under the blades; if you step on the tile
at the end of the S corridor, the N blade stops; go
there and jump into the water hole. Use the UW
switch to open the big UW doors and go back up again
through the hole to avoid the moving spike wall.
Once it have passed, dive again and pick up the
Storage Key
behind the opened doors and the
Uzis at the end of
the room. Go all the way back to the wooden bridge
where you first jumped to the crevice and use the
key to open the glass door.
Drop down, crawl and use a flare to
discover a moveable block in the N wall, push it
once and crawl to enter into the store room. Shoot
the guy, drop to ground floor and use the JS in the
NE corner behind a blocks to open the exit door. You
can wait to shoot a dog entering the store and go
out to jump to the next level, but once in the
second level the dog appears again so avoid the dog
and go through the door to level 2.
LEVEL 2 - PIAZZA LA FONTANA
Kill the dog and shoot the trashcan
to get normal shotgun ammo.
Notice the N closed door, you'll be back here for a
secret later. Enter the courtyard with the fountain,
shoot the dog and the guy and pick up the
sMP he drops. Open
the blue door at NW corner and shoot the brown seat
to get the shotgun,
you'll need it. Go out and to the other side at SW
corner, open the brown door, shoot the seat to get
shotgun ammo and
pick up uzi clips at
the background; push the button near the piano if
you want to hear some cool music.
Go out and enter the nearby blue door
to pick up a torch.
Go out and along the S wall taking the torch with
you, turn right at the end and down the steps. Leave
the torch a moment to kill the guy who appears when
you open the door. Pick up a
MP in the corner,
light the torch in the fireplace and go back to the
fountain. Jump over the UW ledges in the corners and
light the four candlesticks to raise a block
somewhere. Throw the torch in a safe place (you'll
need it) and enter through either corridor in W
wall. Pick up a sMP
in the SW corner, climb the block and jump over
either S or N ledges to go E and pick up the
Copper Key in
the E alcove.
Prepare yourself for some action.
This pick up releases a bunch of enemies (one of
them drops uzi ammo);
go down and show them who dictate the rules here.
Pick up the torch again and go now to the door in
front of the room where you lightened the torch
before and open it with the key. Light the fireplace
and see a door opening; go to the very beginning of
the level and enter crawling under the blades and
standing up at the very NW corner to get
secret #2: shotgun
shells and grenade ammo. Go back to the
room with the fireplace.
Go up the stairs and pick up the
sMP in an alcove, go
outside to the balcony and continue through the
corridor to pull a switch at the end. A door under
the clock tower opens. Before going down there,
return to the balcony and check the right side of it
(facing the fountain). You will see a space you can
jump on, so do banana jump around the corner and
land on the stone bridge between buildings. From
there, jump on the flat roof further away to find
secret #3: the revolver.
Now it is time to go down to a door under the clock
tower. Once inside, go up the stairs and to the
right pick up some uzi ammo.
Go through either opening in the N wall and outside
is a moveable block. Push it over the S wooden tile
first and then all the way W along the floor path
while hearing a TR theme and over another wooden
tile at the far SW corner. Kill a dog and a guy and
pick up his shotgun shells.
Once the block is over the second blue tile, a small
platform raises high in S wall. Use the E ladder to
go there and jump over the balcony to grab it and
pull up (there's nothing over the path around the
room). Follow the path and go S, passing a big
double doors to your right; go around the corner and
locate a JS in the wall of the S building. Pull it
to open the big double doors and return there via
the ladder and the small platform (the first time I
played, the platform was lowered, so I had to pull
the block once back and push it again over the tile
to raise again the platform).
Shoot the baddy who appears and drop
through the hole to pick up
flares and uzi ammo.
Pull the switch to open the upper glass door and use
the pole rope to go back up. Angle Lara NW and take
a RJ to grab the edge of the roof. Shimmy a long way
to the left and do a backflip with twist to grab the
edge of the balcony. Jump over the awnings, turn E
and make a RJ to grab the JS in the next balcony;
turn around and pass the nearby open door in the
corner to finish this level.
LEVEL 3 - DOWNTOWN CHANNELS
Pick up the
flares in the left alcove and advance through
the streets to a small courtyard with a pool; shoot
the baddy and get his uzis;
go further to the first channel. This level is more
complex than the previous and no-lineal.
Your goal is to get four
keys to finally enter into Lorenzo de Medici's manor.
I'll try to describe the most short route but you
can do the tasks in any order.
Turn left (E) and swim to the NE
corner. Enter through the UW opening and locate the
UW switch at right side; pull it and dive through
the N tunnel; pull another UW switch at the end,
turn around and enter the right door; dive N and
around the corner to find
secret #4: a MP;
go back and pull the last UW switch in the right
alcove to open the final door and be received for an
agressive fish. Quickly take a breath in the surface
and dive again to the end of the E and W tunnels to
pull UW switches and open the exit trapdoor. In the
SE corner you'll find uzi
clips at the bottom. Between the S bookcases
there's an opening with the
Manor Key 4;
pick it up and continue diving through this tunnel
up till you arrive into another flooded room.
Dive again to the bottom and find an
opening at the SE corner. Follow the passage and
pull the switch at the end to dry the previous room.
Go back there and begin a laborious ascension
clockwise from the nearby left steps using the
ladders and the cracks in the walls till you reach
the opening where you first entered this room. Jump
to the small ladder S and pull the switch in the
niche to open the exit door somewhere. Go down to
the bottom of the room and enter again through the
CS and use the switch to flood the room again; dive
and go to the surface, the exit door is in the SW
corner.
Slide to ground floor and go S up the
white steps. Use the button behind the pillar to see
a trapdoor opening somewhere (really in the front
building, but behind the fence). Jump into the water
and swim N, and W a bit, get out of the water in the
small wooden dock and use the switch to open the
door. Pick up the revolver
ammo from the pedestal at SE corner and climb
the W ledge from the SW corner to push another
button and see a glass door opening somewhere.
Go out of this room and swim a bit W
and through the S channel (notice a door with a
keyhole to your right). You arrive to the place with
the opened trapdoor so, climb the ladder and pick up
Manor Key 2.
Return to the water and swim always to the left till
you arrive to a small dock with two gondolas. Dive
under the dock and pull the UW switch to see another
glass door opening somewhere. Swim through the E
channel passing the entrance which you first arrived
to the channels and at the end and to the left there
is a small courtyard with the glass doors you opened
before.
Take the left (W) door first; climb
the ladder and RJ over the channel to the next
building. Watch the flyby: there is a moveable block
over a bookcase and you have to move it over a
marked tile with the same texture at the other side
of the path. There are two switches too to help you
in this task which raise or lower blocks near the
obstacle in the middle of the path to can move the
block through; one switch is in the E opening under
the double doors jumping over the channel waters,
another is in a ledge in the opposite side of the
room (W) and you'll have to monkeyswing to reach it.
There are some goodies in this big library:
shotgun shells in a
corner on the floor and uzi
clips in a corner high. Also some faces of
the bookcases are climbable so, make your way to put
the block over the marked tile and the high double
doors open. Go there and pick up
Manor Key 1.
Jump into the water N and return to the small
courtyard.
Climb this time to the E opened door
and go down the opening in the floor to shoot the
thug and pick up his
shotgun shells if you want. Return up. Follow
the path always over the high ledges till you see a
switch, pull it to open a door below. Drop down,
pick up the revolver ammo
behind the ladder and enter the door to get the
Copper Key. Go
outside and right returning to the channels. Do you
remember the door with the keylock near the place
where you got the Manor Key 2? Go there and open
that door (swim E, S, W and S; on the way you can
pick up some flares
behind a pillar in the middle of the channel).
Go up the stairs and shoot the
enemies, one of them lets you the
Golden Key; use
it in the keyhole near the window and go outside.
Slide the E side of the roof and jump with a right
curve over the small wooden ledge, from here to the
awning and shimmy to the left, at the end backflip
onto the balcony. At the other side take a RJ to
pull the JS which raises a block near the place
where you used the gold key. Go there and pull the
switch to open the double doors at your left.
Climb the S wooden beam and push the
button at the end to open the next doors, go down
and shoot the thug. In the new room move the block
over the marked tile to raise a trapdoor in the
fireplace; go there and push the block to the end
and another to the left to get another
Copper Key.
Pull the NW block once to the N to discover a button
behind it. Push it to raise a block in the fireplace
room which allows you access to the N beam; jump
there and use the switch to open the trapdoor under
your feet, but also opens a hidden door you can't
see. Go to the small room and move the block out of
the tile to open the trapdoor in the fireplace; go
there and down the ladder: the door was opened by
that switch. Enter and get a very useful pickups for
the next level,
secret #5: grenade ammo and the grenade gun.
Climb up.
Use the key near the glass door in
the small room to open it. Outside RJ over the small
N ledge and E to go into another building. Shoot the
guy and from the W opening spot the
Manor Key 3 in
the building at the other side of the channel. RJ
there and pick it up; jump into the water and swim W
till the end to enter into an arched doorway where
you can use the four keys to open the final door.
Enter, shoot the thug and go into the hole in the
floor to the next level.
LEVEL 4 - TEMPLAR ARCHIVES
Fall into the pool in a big cave. Go
out of the water and shoot the NE seat to pick up
wideshot shotgun ammo.
Climb the ledges in the SW corner to reach the top
of the roof over the big doors, climb the E ladder
and run to the small alcove avoiding the boulder to
get secret #6:
revolver ammo. Go back to the cave taking
care of the next boulder. Climb now the rocks in the
SE corner (backflip over the slope, slide, jump and
grab) and follow the passage to pull the switch
which opens the big doors. Go there and slide down
the ramp to a recess with a CS at your left (for
later). Continue sliding and avoiding the pit traps
to the very bottom.
Jump over the middle block and pick
up the lasersight
to open the doors. Facing W jump and grab the edge
of an upper passage; pick up the
MP at the end and
wait to a boulder falling; jump over the boulder
several times from either side and return to the
previous room.
[HERE YOU HAVE 2 OPTIONS. You have to
collect 2 Souls of Templars. One is through the S
door and other through the N door. Which one you
will get first is up to you - Wasp].
SOUL OF TEMPLAR #1:
Go through the S room first and
prepare yourself for some action. Run to pass the
spikes and fall at the end, slide the ramp and run
over the breakable tiles trying to avoid the
swinging spike bags; the next gray tiles are timed
spike traps so proceed quickly without stop: near
the end jump over the first grey tile and do a
sidejump left, standing jump ahead, sidejump right,
standing jump ahead over a slope and a final jump
over another slope; inmediately turn right and do a
RJ to the NW safe tile.
Use the monkey swing to reach the
center ledge where the
revolver is and combine it with the sight to
shoot a ball behind an E crevice. Grab the monkey
swing again and return to the previous ledge, climb
the raised block and simply duck to avoid the
boulder. Run over the breakable tiles timing the
spike bag and grab the ladder at the end; climb and
take a RJ to pull the E JS, slide and jump back with
twist to grab the ladder at your back, climb and
enter the new open door.
Now prepare yourself for a tricky run
along the spikes corridor; I did it so: begin to run
(without sprint) when the first set of spikes are up
and do a jump when running in the first part of the
corridor, avoid the swinging spike bag and another
jump when running in the second part of the
corridor, finally jump without stop over the safe
ledge at the end. Pick up the first
Soul Of Templar
and use the passage above to return to the initial
room through the spikes corridor.
SOUL OF TEMPLAR #2
Go now through the N room. Crawl
under the spike bag and take a RJ over the fire pit.
Blast the skeleton and notice the octagonal door to
your left, open the blue doors and arrive to a water
area with many ledges. Go left and jump onto the N
platform; position Lara in the very NE corner and
take a RJ with a right curve around the corner to
land/grab the NE platform
(this is a shortcut NOT intended by me, normal way
is along the left wall through many ledges and
blasting some skellies. Well, I guess everybody is
just a human and can miss something, even after 2
weeks of beta-tests - WASP:); drop into the
rectangular hole in the floor and use the lever
there to open a door above. Jump and go up through
the hole, up the blue steps and jump SW to the upper
ledge. Look S to see the door you've opened, go
there and get the Crest
Of Order; this releases a fire wraith so
it's time to take a swim. Once the wraith is gone
climb quickly out of the water and shoot the
agressive fish. Explore the pool if you want to pick
up shotgun ammo over
the nearby ledge, more
shotgun ammo in the far SW corner and a
MP over a ledge in
the N wall. Go to the SE corner to climb up to the
beginning ledge and return again to the place near
the opened door.
Use the wooden bridge now and at the
end turn left and jump over the skeleton. In the
corner do a tricky RJ from the left side of the
column to grab the W ledge and get
secret #7: a MP.
Return jumping to the column and this time jump to
the E gray ledge and from here a RJ with left curve
to land over the S ledge with the switch. Pull it to
open the N doors, use the crack in the pillar to go
back, shoot the skeleton and go there.
Kill the dog and shoot the E window
to enter into the caves. Advance and use the safe
ledges to cross the first lava area; for the second,
RJ and grab the W edge, shimmy to the left, stand
up, jump back and jump again with a left curve to
land over the flat ledge. Continue and get the
Sigil Of Order
from the pedestal. Behind the block in the NW corner
you can pick up revolver
ammo. Drop through the hole in the floor and
make your way back to the octagonal door you had
seen near the entrance of the water room.
Once there, combine the Crest of
Order and Sigil of Order into the
Seal Of Order
to open the door. Take one of the
torches and make
your way back to the place where you picked up the
Sigil of Order, lighting the torch in the room
behind the blue doors where you shot the dog. (In
the second lava pit you'll have to jump from slope
to slope with right or left curves to get the other
side). The purpose of the author was to make you
jump over the ledges around the room in a clockwise
direction triggering some skeletons and surpassing a
spike trap but as I said you can avoid this by
taking a RJ right from the first ledges. Either way
and once there, light the big candlestick in the
corner to open the doors.
Shoot the seat to get more
shotgun ammo, grab
the crack in the NE corner and shimmy all the way
right till the end. Enter the CS and pass the
scissors. At the T junction with the spike trap go
right and down the stairs (beware of the pit and the
scissors). In the room with the shallow water at the
end pull the switch in the right corner to open the
door at the other side of the spikes. Return there,
go down the stairs, jump another spike pit, kill the
bat in the new room and pull the lever to raise some
trapdoors in the room where you came from. Go back
there and move the right block over those trapdoors
and on the marked blue tile to the left to raise a
block in the room with shallow water. Use it to go
up, pick up the revolver
and shoot the ball in the N CS to open the S door.
In the next room climb the S wall to
the top avoiding the cracks and stand up in the last
but one tile to the right. Go through the passage
and at the end pick up the
Shiny Key from
the pedestal. You are now at the beginning of this
level. Safety drop down and go to the W doors, slide
to the recess and now you can go through the CS to
the left. Cross the bridge, shoot the glass and use
the key to open the door.
In this room there's a moveable block
to your left and a bridge with some open and closed
platforms. At the other side of the bridge there is
a small room with a switch which raise the lowered
platforms and lower the raised platforms at the same
time. So jump over the ledges to this small room and
use the switch to raise the first platforms, move
the block over them and onto the safe stone ledge
and come back to the switch to raise the next
platforms. Continue doing so several times till the
block is in the other side of the bridge; put it
over the marked tile in the small room and the
nearby trapdoor opens and you can collect the second
Soul Of Templar.
Return all the way back to the place
when you got the lasersight and place the Souls in
its receptacles to open the trapdoor; enter and
advance to the last level.
LEVEL 5 - INNER TOMB
Finally you arrive to the temple
where the sword is, but there are still a lot of
tasks to reach it. Swim into the lake and go out of
the water in front of the building. Run to its right
side and around the corners to find a JS in the S
wall. Pulling it open a trapdoor in the middle of
the lake, so dive in and judge the spikes to get the
Shiny Key.
Swim out and kill the reptile; this time go to the
left side of the building and use the key. Enter and
a grated door opens for you but also closes behind
you. Run up the ramp and stop at the switch in the
recess; pulling that switch reopens the door but
also releases a boulder so, quickly turn right and
sprint to the open door; now you can go up the ramp
to the very end. Jump to the other side and kill
three reptiles; retrieve the
Star Of David
and approach the N exit. Grab the monkeyswing and at
the end pull a JS to open the temple doors.
Enter and pick up
shotgun shells from
the sarcophagus, place the star in the N wall to
open the next doors. Enter and from the crossroad go
left (S) and jump over the right fence to get the
torch. Go back to
the crossroad and this time N. Stop near the
sarcophagus and open it to get
uzi clips. Open the
opposite doors and go in taking the torch with you,
jumping over the pits and light it at the end. Go
back all the way to the doors and light four wall
sconces, first two in the N wall at the end of the
passage and last another two in the far S wall at
the end of the other passage; the nearby E doors
open.
Leave the torch, shoot the glasses
and jump into the water. Swim to the very end of the
passage and pull the UW switch there. Don't you lose
time and swim back to the beginning of the swimming
through the left open door and up to take a breath.
Dive through the UW opening in E wall to get
grenade ammo and go
back. Dive now into either UW opening in the SW
corner and pull the UW switch to open the door.
Enter and at the end of the tunnel pull another UW
switch; go back and enter the opened left door to
find a last UW switch in this blue UW room. Now you
can go back to the main room for air and locate the
raised block at the NE corner. From this block jump
to pull the JS in E wall. It seems that nothing
happens, but go out of this room and dive all the
way around where you pulled the first UW lever and
the N door is open.
Pick up the
Key of Hugo in
the middle of the blue structure, dive through
either opening in N wall and pick up
shotgun shells.
Abandon this room climbing the ledge in the NW
corner. Use the lever to open the big double doors
and go out; a camera shows you two knights
approaching.
[NOTE: you can go for a secret first,
but this trigger the knights and when you want go
through the door to better lead with them, the flyby
starts and they will kill you easily]
Dispatch them and go back to the room
you came from. Climb the rocks in the NE corner and
use the W ladder to go up. Move the block all around
the room and place it over the blue tile at the
entrance; the S door opens and you get
secret #8: shotgun
shells and revolver ammo. Go down and
out; in front of you the W double doors are opened
too. Get uzi clips
from the blue sarcophagus, shoot the knight in the
next room, pick up the sMP
from one of the seats and crawl through either arch
to pick up the Shiny
Key at the other side. Go back to the
crossroad, continue S to the end and turn right to
use your Shiny Key.
Run up the stairs and shoot the bat,
you arrive to a room with a shallow pool and a small
bridge. Safety drop down and shoot a small grate in
the SW corner; at the other side kill the reptile
and pull the lever to raise a block outside. Use
that block to reach the S ledge, go E to the end,
shoot the bat and pull the JS in the E wall to raise
another block. Go back W and use the new raised
block to reach the N room. Kill the reptile and push
the moveable block onto the E tile; a door opens
below near the pool. Notice the brown boulder into
the cage; you'll be back here soon. Pick up the
shotgun shells and
go there. Enter in a big room with some pools and
many ledges.
Go to the other side of the room (N)
and enter in a small room with black pillars. Jump
from pillar to pillar till you reach the pillar in
the E wall. Look for the JS in the N wall and pull
it to raise a block in the big room. Go out of this
room and all the way S and up the very S ramp turn
left to jump over the E back and white ledge. From
here face N and make your way jumping over the
ledges till you reach the raised blue block near the
N wall. Use it to climb to the upper ledges and go
through the opening in the N wall over the red
cross; use the lever here to raise another block at
the other side of the big room (S) near the narrow
blue ramp. Go there and climb to the upper ledges.
Locate the JS in the S wall over the E ledge to
raise a block in the room with the boulder in the
cage. Make your way to go there, jump over the
block, pull the switch and watch the cutscene.
Return to the room where the boulder
caused impact and see that it have changed. Jump
over the sloped ledge in N wall and from here jump
to the pillar in E wall; then a RJ to the pillar in
S wall and position Lara on the NW corner of this
pillar. Do a standing jump left to grab the edge of
the central deformed pillar, pull up and backflip to
land on the upper ledge. Go around the room to the N
and climb jumping to the most high ledge in the
center of the N wall; from here do a RJ W to reach
the opening in the high NW corner.
In the next lava room jump over the
lower ledge; turn around and run off the ledge to
land into the small niche in the SW corner to get
secret #9: the grenade
gun (this can
also be done using safe drop bug from the higher
ledge - Wasp). Jump back to the ledge and RJ
to the next N ledge, go to the other side (E) and
position Lara near the E opening facing NW, do a RJ
with a hard right curve to grab the next ledge N.
Jump over the fence and use the slope to jump
backwards facing N, slide, jump forward and grab the
block with the switch. Pull the switch to move the
nearby sarcophagus and discover an opening in the
corner. Enter and follow to a new area with another
building.
Don't go to ground floor, walk to the
tile between the two columns and to the next;
position Lara in the NE corner of this tile and take
a RJ to the pillar near the wall (no grab). From
here a RJ to the arch over the doors; walk W and
another RJ to the gray rock ledge in W wall. Into
the cave shoot the reptile and go to the NW corner
near the slope; use the slope to jump backwards
facing S, slide, jump forward and grab the edge of
the upper ledge; RJ N and another RJ to grab the
edge of the roof. Shoot the bat, go to the other
side of the roof and take a RJ to reach the
triangular opening in E wall; crawl in and jump over
the small lava tile. The tile with the circular
picture triggers a boulder so step on it facing S,
run and jump back to the opening you came from.
Return and follow the path to finally reach the top
of the entrance of this cave; use the switch here to
open the chapel doors.
Safety drop down, shoot the knights
and enter the chapel, go through the right passage
and pick up the Key of
Lorenzo in the next room. A lot of
enemies appear; fight them if you want, if not you
can run and escape from this place and they won't
follow you. Return to the lava room, climb the block
with the switch and use the monkeyswing to land on
the small fenced ledge in E wall. Position Lara in
the NE corner and take a RJ with a hard curve to the
left and grab the next ledge (run against the W side
of the fence and turn left when jumping). Enter into
the E opening, jump with grab over the spike pit and
at the end shoot the glass window and drop into a
familiar room. Return to the crossroads and this
time go W and use the keys to open the big doors.
Cross the bridge and follow the path
to the big tomb (this is
actually the tomb with the gravestones of 9 great
founders of the Knights Templar - all the names are
the real names of real founders, including the
father-founder Hugo The Payens - French knight who
lived in Jerusalem and have sworn to protect it from
Muslims - that’s how the Templars order started -
Wasp:) and further
on to the room where
Excalibur
is (behind the W wall, shooting a glass door). Pick
it up and take a last RJ over the N fence from the
ledge behind the column, go through the opening and
up to the sunlight to finish this fantastic
adventure.
Finished 09/11/2007.
© Copyrights Jose Boo & Wasp :))