Passages for Last Escape, platform PC

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Passages for Last Escape, platform PC

BioHazard 3: Last Escape
Resident Evil 3: Nemesis
FAQ V. 0.1
By SomaAddict (Nixon Hazard) and FireFlite (Mikeee)
valentine@nearmiss.com

Table of Contents

.I. Introduction

.II. Future version plans

.III.  Gunpowder Mixing

.IV.  Walkthrough

  Part I: 24 hours before

      1. Uptown
      2. Police Station
      3. Downtown
      4. Cable Car
      5. Clock Tower

  Part II:  24 hours after

      1. Carlos
      2. Park
      3. Disused Chemical Plant
      4. Attack

.V.  Notes

.VI.  Acknowledgements

.VII.  Disclaimer

.I.  Introduction

This is only a first draft of what is going to be a VERY difficult FAQ to write.
We've currently beaten this game 4 times, and have noticed very dramatic plot
differences and item placements in each instance.  We've also seen 2 different
endings.  It's worth noting that this currently only covers the 'light' mode, as
we have very little experience with heavy as of yet (though the puzzles do seem
to be identical).  While herbs and ammo placement will be covered in this FAQ as
their whereabouts seem to be fairly constant between games, powders and other
items will not because they are almost always randomly placed (at least they
won't be covered until we get a better idea of where they are between games).
Furthermore, do not take this FAQ as is, there are several places where you may
get a choice which this FAQ doesn't cover, or that you won't get a choice that
is covered.  Fortunately, necessary items are constant (key items such as keys
and crowbars required to further the game) so they are covered here.  Remember
this is only version .1 so be lenient in your criticism.  Speaking of,
criticism, hints, tips, and secrets are welcome to be sent to
valentine@nearmiss.com.  Acknowledgements will be given to any who contribute to
the growth of this FAQ.  Suggestions for improving the layout or clarity of the
FAQ are also welcome.

.II.  Future Version Plans

*Monster/Boss strategies
*More on the Mercenaries subgames
*Better coverage of the branching plot
*Discrepancies between heavy and light game modes
*Full coverage of heavy mode (if required)
*Better coverage of item whereabouts (when they're constant anyways)
*Coverage of where to get the other weapons and weapon upgrades not currently
covered
*Weapon profiles
*Character bio's
*More about the subgame and the benefits you receive from beating the game with
better scores
*Secrets (if we find any :)

.III.  Gunpowder Mixing

You'll find Various gunpowders scattered randomly throughout the gameworld.  The
reds are Gunpowder A's and the Yellow is Gunpowder B.  Use the mixing tool (it's
in your inventory when you start the game) on the gunpowders and they will yield
various types of ammo.  Combine an A and B powder to create a C powder.  Here's
a list of what the various combinations will provide when combined with the
mixing tool.

Powder A   -   30 Handgun Bullets
Powder B   -   14 Shotgun Shells
Powder C   -   20 Grenade rounds
Powder A+C -   20 Fire Rounds
Powder B+C -   20 Acid Rounds
Powder C+C -   20 Blue Rounds
Powder C+C+C - 48 Magnum Rounds



.IV.  Walkthrough

Part I: 24 Hours Before RE2

The game starts in an alley.  There's an explosion, and Jill appears.

1.  Uptown

Run forward, kill the zombies if you want.  Watch scenes, check the west wall
for a First Aid Spray.  Go up the stairs and turn right.  Go up more stairs and
enter the room.  Get the sparkling key on your right.  Look at your inventory
and read the blue and red books to add them to your file.  Check the box for
your save ribbon and save if you want.  Go out of the room, back down the
stairs, and go straight to the door with a green light above it.  Open it with
your key and select the first option (it asks if you want to throw the key away
because it's useless now). Once out, go straight and through the door.  Go left
and through the door.  Go straight until you reach a door on your right.  If it
doesn't open by itself, open it.  Go through.  Go down the stairs and pick up
the shiny thing (lighter oil).  Check the corpse on the far end if you want a
shotgun.  Go back up and go straight into the next alley.  There's two green
herbs here.  Keep going until you reach a door.  Once through, go forward, turn
right, and go straight.  Jump up on the crates before turning down the alley and
check the right wall for a map.  There should be some red herbs at the top.  Get
down, continue down the alley and go through the door.  Go straight and down the
stairs on your right.  Go up the next set of stairs and through the door.  Help
with the death and destruction.  Hey! It's Brad! the helicopter pilot from RE1
and the zombie you had to kill to get extra clothes in RE2.  After he leaves,
check to the left of the  door he went out for your zippo.  Check behind the bar
for a postcard of a clock tower.  There are handgun bullets in the cash
register.  Go back in the door you came through.  In the next room go through
the north door (although you can go and unlock the southeast one if you want).
Here, the zombies may break though the barrier, if they do wait until theyre
near the red barrel, shoot it, and take out the survivors.  If they dont they
probably will when you try to open the door.  After the Zombies are taken care
of, use your lighter on the door.  If it doesnt work, make sure you combined the
lighter fluid with your lighter.  There are also 2 red herbs in this room where
the zombies used to be.  Go through the door and forward.  Left door is a save
point, with 2 gunpowders on the shelf.  Go through the door at the end, turn
left and go though the next one.  You're now at the police station.

2.  Police Station

You'll see some scenes, and then be given a choice.

Choice
i.  Stay and fight
ii. Run away

If you choose to stay and fight him, make sure you exit through the north door,
but check brad's body first for a card case.  In your inventory, select the card
case and inspect it.  You'll get a S.T.A.R.S. Card.  Inside the police HQ you
can save if you have your ink ribbon.  There are some green herbs to the right
of the door.  Check next to the computer for a map of the station, and check the
outside desk for a clip.  If you got the S.T.A.R.S. Card from Brad skip to A.
Go through the door on the west side.  Go to the office and check the corpse for
a note.  Go through the door to the north.  To your left, check the locker with
the red light for a jewel.  Go though the next door.  Go through the first door
on your left.  Enter the big room and take the shiny thing on the table
(S.T.A.R.S. card).  In here, go into the back room and check the fireplace for
shotgun shells.  Now go back to the main hall.
A.
Check the computer and select the first option.  This code is random.  Either
way, remember it and go back to the room you got the blue jewel in (Evidence
Room).  Go to the locker and put the code in.  Take the key.  Go out the next
door and turn left.  Behind the stairs there is a save room.  Go up the stairs,
down the hall and through the door.  At the end of this hall there are 2 red
herbs.  Open the door with your key and throw it away.  Check the desk on the
right in the middle of the room for your lock pick.  On the left side of the
room is a Clip.  Check the fax machine for a fax.  On the right side of the
room, check the boxes for a First Aid Spray.  Check the locker next to the radio
equipment.  This item varies, but you probably won't need the magnum.  Leave the
Police Station.  Watch out for Nemesis on your way out, he has a rocket launcher
this time.

3. Downtown

Once out of the station, go the end of the street and turn left.  Use your
lockpick and go through the door.  Check the corpse at the second corner for
bullets and a note.  Once out the next door, turn left.  There are 2 blue herbs
in front of the door.  Go through it and the next on your right.  Check the
crackling car for your cables.  Go to the end and through the door on the right.
There are handgun bullets on the desk.  Save if you want.  Go out the other
door, down the street, and through the next door.  Check the wall on the left
for a map.  Go forward.  You can point up and shoot the crate to kill one of
these guys but its really more trouble than it's worth.  Once they're gone, turn
left and go through the door.  Turn right, then left, and go through the door at
the end of the street.  Check the tables for a city guide.  Go into the kitchen.
Next to the door, there is a locked cabinet.  Use your lockpick to open it.
take the crowbar.  Go to the locked hatch and use the crowbar on it.

Choice:
i.  Go down the ladder
ii. Use electric light on the gas

Once the scenes are done, run out the door next to where you got the crowbar.
Run left, then right.  On the right hand side is a saveroom.  enter and take the
crank sparkling on the floor.  Check the bookcase for shotgun shells.  Go back
to the alley, watch out for nemesis, and take the door at the end of the hall.
Turn right and go in the first door you see on the left.  (Newspaper office).
Check the desk for a first aid spray.  On the left side of the room, check above
the phone for Picture B.  Push the little stepladder in front of the door you
came in all the way to the left.  Climb up and turn on the switch.  Go through
the shutter.  Go up both flights of stairs and through the door.  Go to the
office and take the shiny thing on the door.  Go look for a note.  When you
leave the office, you'll be attacked by Nemesis.  If Carlos is there, you'll be
given an option,

Choice:
I believe the top choice here is to jump out the window and the bottom is to
fight, though i have been unable to recreate this choice as of yet.

if he's not, you will just have to run.  Either way, escape and take both of
your jewels and insert them in the panel in front of the locked gate to the City
Hall.  It's the west door outside of the newspaper office.  Here, go forward and
take a left.  Go through the door at the end of the next area.  The next area
has 2 green herbs in the alley.  The big red barrel is very useful on the next
screen.  Go forward, kill zombies, and enter the cable car.  After the
conversations are done, take the wrench from the seat.

3.  Cable Car

Take the crank and bring it with the wrench to the gas station.  Once there, use
the crank, then the wrench on the panel next to the shutter.  Go inside and take
the first aid spray from the shelf.  Check the cabinet.  This puzzle has 4 red
lights above a green A, B, C, and D.  Light the red light that corresponds to
whichever letter is lit.  (EX:If the A is lit, then make sure only the first
light is on, this puzzle is random, so I can't walk you through it).  Exit the
gas station.  Go down and turn left.  Go through the door that breaks open.
Push the switch on the statue and take the book.  In the street that goes to the
restaurant (northeast on the map), go to the corner and place the book in the
slot.  Take the bronze plate from the other slot and go back to where you got
the book.  Place the plate in the statue and take the battery.  Go to the locked
door (elevator) on the right side of the map that leads to the Sub Station.
Place the battery in the slot and ride the elevator down.  Go through this area
and enter the Sub Station. In the station, press the switch with the red light
and move to the corner to the left of the shutters.  You need to set this to 15-
25 Volts to open up the first control room and 115-125 Volts to open up the
second.  If you select the second option (turns the voltage down) it first
deducts 5, then 10, then 15, then 20.  The solution for the first door (115-
125V) is down, up, down, up.  The second (15-25) is up, down, down, down.  Check
the closest room and take the sparkling thing on the shelf. This is your fuse.

Choice:
i.  Run through the door
ii. Flip electrical switch

In the next control room, theres a locker.  Depending on what you got in the
S.T.A.R.S. office, this will be either a magnum or a grenade launcher.  Theres 2
red plants outside of the Sub Station.   Go back to uptown.   Once there, go
through the first two doors.  In the next alley, go to the end and use your
wrench to take the hose.  Select the first option to throw the wrench away.  Go
back and through the first door on your left.  Go through the alley and the door
at the end, and take the first door on your left in the next street.  Run down
aways until you get to a red light with water dripping from it.  Use the hose on
this and continue down through the door past where the fire used to be.  Go
through the next alley and door.  Outside of this door, check the bags on your
right for another crank.  Continue through into the sales office.  Check the
file cabinet next to the new corpse to get a fax.  Check the cabinet closer to
the window to get an F. Aid Spray.  Next to the remote control for the TV is a
piece of paper.  Take it and turn on the TV.  Write down the name of the
product.  This is your password for the computer (next to the TV).  Go through
the newly unlocked door.  Go to the end and take the oil from the shelves.  If
you dont like zombies, shoot the wheel on the pipe to release steam.  Head back
to the cable car in downtown.  Watch out for Nemesis where the hose and fire
were.  If you're interested in Grenade rounds you can take your crank to the
small storage area behind the bar (where you see brad shooting zombies) and use
it on the shutter.  When going through the Parking Lot, the floor will start
shaking and form a hole.

Choice:
i.  Try and climb up
ii. Fall down

If you fall down, just go through the small area and climb up the ladder.  If
you choose to climb up, you'll just be where you started.  Either way, just
continue on to the cable car.  Watch out because Nemesis might be back on the
way.  When you get to lonsdale yard, go through and marvel at your misfortune.
What you have to do here is simple, theres a ladder that needs to be taken down,
and you have to flip two switches to do it.  They're both next to holes the big
wormy guy pops out of, so just run in and hit it as fast as you can.  Try and
hit them one right after another so the worm will be distracted for awhile
trying to leave the other hole.  Head down towards the ladder.

TIP:  You have to kill the worm to get out of here, so when heading towards the
ladder, go to the prerender scene right before you can see the ladder.  Move to
the edge of this scene and you'll hear the worm scream and see the floor shake.
When you see/hear that move back a ways and start capping him with whatever
you've got. (shotgun and magnum work well) If you hit the next prerender you
know you've gone too far.  Keep doing that until he's dead.

Once he's dead, hit the button next to the ladder to drop it and then climb up.
Now go to the Cable Car.  In the cable car, combine the two oils, and use that,
the fuse, and the cables you got from the car on the small panel to get the
cable car working.  Go talk to carlos.  The cable car starts working, and you're
attacked by Nemesis.  Beat him.

Choice:
i.  Jump out the window
ii. Use the emergency brake

4.  Clock Tower

If you used the emergency brake, you'll be in front of the clock tower.  Look
for items and go through the door.  Go through the next one to enter the chapel
with a typewriter and box.  On the other side of the room is a chest with a key.
Take it.  Exit the chapel and kill zombies.  Use the key on the locked door.  Go
talk to Carlos.  Search for items and go through the next door.  Check the body
right outside the door for some shotgun shells and a note.  Check the desk for a
map and F. Aid Spray.  Go through the east door and look for the picture.   Go
through the south door into the save room.  Go south again and take the key from
behind the picture.  Leave the room.  Go back to the main hall and go up the
stairs.  Go forward and through the door.  Use your key on the gold plate in the
middle of the balcony.  Throw away the key.  Climb up.  On your right there'll
be a gear on the bookshelf next to the typewriter.  On your left is a puzzle.
The options are, in order, move peg up, move peg down, next, return, stop.  All
you have to do is match the tune the pegs play with the one that's played before
the puzzle.  The placement is random so I can't help you with it, but unless
you're completely tone deaf it shouldn't provide too much of a hassle.  Once
it's solved, take the key and combine it in your inventory with the other one
you have.

Choice:
i.  Turn on the light
ii. Place electric cables in water

Go back to the main hall.  At the bottom of the stairs, take a left (east) and
go through the door.  Use your combined key on the green door.  Go through this
hall.  In the next room, pick up a document from the people laying on the
ground.  Take the stones from the three statues.  What you have to do here is
place the stones in the plates below the pictures so that the middle clock reads
12:00.  Again, the placement of the hands in this puzzle is random, so I will
just tell you what each stone does in each slot.  The left hand picture is the
goddess of past, the middle the goddess of present, the right the goddess of
future.

Yellow - Past:-3 Present:+3 Future:+6
Black  - Past:-2 Present:+2 Future:+4
Silver - Past:-1 Present:+1 Future:+2

For example, if the middle clock already reads 9:00, then place Brown in past
9:00 - 2 hours = 7:00, yellow in present 7:00 + 3 hours = 10:00, and silver on
future 10:00 + 2 hours = 12:00

Take the golden gear and combine it with the silver one you got earlier.  Go
back up to the tower with the music box puzzle.  Go to the non working gears
next to the storage box and place the gold and silver gear in the slot.  You
might want to save here.  Go back down the ladder and leave.  Watch scenes then
kill nemesis.

Part II:  24 Hours After

1.  Carlos

Jill now has a virus, and it's up to Carlos (now you) to save her.  You'll start
out in the cathedral here.   Go to the place with the three time goddess puzzle.
Go behind the statues and push the big bell.  Go through the door.  Go forward
and turn left.  Enter the hospital.  Go through the next two doors and check the
corpse sprawled on the cushion for a note.  You can see a sparkling thing from
there, that's your tape recorder.  Check the locker behind the corpse for
handgun bullets, and next to the lockers check the wall for a map.  Go to the
elevator and check the panel next to it.  Select the first option to turn the
microphone on.  Then use the tape recorder on the panel to open the elevator.
It doesnt really matter which floor you go in first, but this faq will go to B1
first.

B1
Go through to the next door after the elevator.  In this room, watch the scene,
and head to the next room.  On your left from the door is a bookcase with a
sparkling thing, take it.  Check the desk in the middle of the room with a light
shining on it for a note.  Use the vase you got from the bookcase on the machine
in between the tubes with the frog things in them.  Check the panel to the right
and select the first option to drain the tanks.  Check the machine again and
select the first option.  There are 5 options here, the first three change the
position of the levers, the 4th moves you down so you can change the position of
the next two, and the fifth quits.  The bottom options are just move lever A, B,
and go up.  What you have to do is match the lights on both sides with the
arrows.  (so only the yellow parts are lit) I believe this puzzle is random also
so I don't believe I can help, just keep trying until the two sides match.  Once
you've solved it, take the thing that appears and head back to the elevator.  Go
to the fourth floor.

4F

From the elevator door, take the first left and enter the first room, check the
doctor and write the code down (it's random).  Go out, take a left back into the
hall, and go to the door at the end of the hall opposite the elevator.  If you
went to this floor first, you'll see a scene.  Go to the back wall and pick up
the key and picture on the desk.  Take the bullets from the white desk near the
door.  Go out the door, take a right down the hallway, proceed to the second
door and use your key.  At the far end of the room is a little drawer type thing
you can push.  Push it to one of the four corners (the metal plates).  The one
you push it to is random, but you'll know when you're wrong (you might want to
try the corners nearest to you first, to save time).  You'll have to leave the
room to reset the drawer.  Once you get it right, use the keycode you got from
the dead doctor on the safe.  Take the vaccine, and mix it with the one from the
basement.   Go back to the elevator and return to 1F.  Leave the hospital.  That
timer is not a good thing.  Return to the cathedral and use the vaccine on Jill.
You will have to wrestle with nemesis for awhile on your way back to the chapel,
just run past him and you should be fine though.

2.  Park

Back as jill, run back towards the hospital.  Use the lockpick on the door right
outside of the back entrance to the clocktower.  Take the park key from the key
rack.  Leave the room, turn left, and enter the park. Go to the east stairway,
and go down.  Go past the dock, and check near the red barrel in the next area
for a key and a note.  Check the dead body next to the locked fence for some
magnum rounds.  Return to the main area of the park.  Go through the west door.
On the right is a machine.  Enter the water through the stairway to the left of
it, and go to the end of the pool for an illustration of the gear placements.
Go back to the machine and place the gears accordingly (this machine controls
the faucets on the fountain.  Feel free to mess with it by using the
illustrations just to the right of the machine).  After the pool is drained, go
back down into the pool and go down the ladder in front of the illustration.  Go
to the end of the sewer, climb up on the concrete, and climb up the ladder.  In
the graveyard, go to the north wall on the right, and use the key you got from
the other side of the park.  In the cabin, take the pipe from the closet.  Use
your lighter on the fireplace and discard it, (if you forgot your lighter there
is a save spot and box in the next room with an F. Aid spray next to it) then
use the metal pole to knock the stones out.  There's a memo and key on the big
table, and a fax on the blackboard.  Leave this room (you will get called by a
radio again).  Go stock up and save, there's a big fight next.  Once the big
guy's dead, climb up the fallen grate.  Go back to the main area of the park,
and go through the east stairway again. Continue through this area until you
reach the locked grate and use the key from the cabin.  Go across the bridge.
Theres an option here, the top one is to knock him off the bridge, the bottom to
jump off the bridge.  This walkthrough doesn't currently cover the second
option, though it will in the next update.

3.  Disused Chemical Plant

If you choose to knock him off the bridge, continue to the save place and talk
to Carlos.  There's a report right next to the typewriter.  Go check the
bookshelf to the left of the box for a sparkling key.  Right next to the box is
an F. Aid Spray.  Go into the next room.  This is a rather simple puzzle, just
hit the switches for the steam on the left and right sides until you can pass to
the computer.  When you reach it, use the computer to partially unlock a remote
door.  Go back through the save room and into the hallway.  Unlock the first
door on the left with your key.  Check the back side of the middle console for a
system disk.  There are three green herbs in the corner here.  Use the elevator
(the unlocked door in this room) to go to the first floor.  There are two units
of shotgun ammo on the right of the computer here.  Continue through the next
two rooms to find a save area.  On the far wall there is a thing with three blue
lights.  Check it for a sample tube.   Right of there is a manual.  Go to the
next room.  Go to the far end of the room and place the sample in the computer.
Here's another random puzzle.  The theory of this puzzle is not difficult, but
it may take some time.  Basically you have to match the tune with the one above.
Note that the a, b, and c rows add up.  For example, if you have a line on the
far left side for a, b, and c, they will add up to form a stack 3 units high
when you play it.  If there are 2, it will be 2 high, and so on.

A:       = =   = =
B:       = = =
C:       =   = =

         3 2 2 2 1


Result:  3 2 2 2 1
         =
         = = = =
         = = = = =

As I said, it will take some time, but once you input the combination, you'll
get a key.  Place it into the machine on the right for another key.  Head back
to the second floor.  Go through the door you unlocked on the second floor (to
your left from the elevator).  Move through the next room and use the system
disk on the lock.  A magnum would be VERY helpful against Nemesis here.

4.  Attack

After he's dead, go grab the umbrella key from the scientist and use it on the
door.  Go back to the room with the steam and switches (east of the save room on
the second floor).  Don't worry about the missle, it won't start counting down
until you get to a certain point.  In the steam room, use the umbrella card on
the elevator.  Go Down.  There are some grenade rounds on the boxes to your left
from the elevator.  Go to the end of the hall and use the key on the door to get
the rocket launcher.  Go back through the save room and use the umbrella card on
the panel next to the locked shutter in this hall.   Walk through and go out the
door, you might want to pick up the green herbs at the end.  Once through the
door, take the radar from the table.  Nicolai may appear in the helicopter if he
wasn't killed.  I believe the top option is to talk to him and the bottom is to
fight him, I can't remember which is which.  There should be some magnet bullets
in the case next to the door and an F Aid Spray in the drawer on the left side
of the room (Jill's left upon entering the room).  Once done with whatever scene
you encounter, open the shutter and enter.  At the bottom of the ladder there is
a save box thingy, be sure to stock up for the coming war that is about to break
out.  Special items (i.e. lockpick, etc.) are not needed from here on out so
only take weapons, ammo and herbs as needed.  Walk through the hall.  At the end
there are some shotgun rounds to the left of the door.  Enter the door.  Check
the ground here for a picture.  Go through to the next room.  Check the computer
in this room.  (do YOU remember the guy crashed in the wall?).  Push the battery
1 into the wall to begin activating the system.  This is where the rocket
launcher comes in handy.  Wait until Nemesis starts crawling away, then push
batteries 2 and 3 in to activate the rail gun.  Now simply wait until Nemesis is
shot for the second time by the railgun.  Try to leave through the elevator
door.

Choice:
i.  Fight
ii. Run through the door.

Go through the elevator door and go down.  Voila.

.V.  Notes

Just a few side notes, in the Mercenaries game, you start as one of the
mercenaries in the game.  Carlos, Mikhael, or Nikolai.  You go from the cable
car to where you started in the regular game, with a 2 minute time limit,
although you can gain more time by killing zombies.  The money you get depends
on how well you do (and if you pass) but you'll probably get an average of $500
per game.  The money can then be exchanged for the machine gun for $2000, the
gatling gun (cool) for $3000, and the rocket launcher for $4000.  Once
purchased, they can all be used in the regular game (though only in the
difficulty you selected for the first game) and all have infinite ammo.  The
fourth, for $9999, I haven't been able to get yet, although the description
seems to describe it as 'various items', so I can only assume its infinite ammo,
F. Aid Sprays and the like.

.VI.  Acknowledgements

LAFY (Rafy Riquelme), for his generous kanji mistranslations.  LAFY, I hope you
have many happy comes throughout the rest of your life.  Remember, this FAQ is a
very cold season.

dlrs (Jason Phillips), your blue hair has provided endless amusement for us
while writing this, both in front and behind your back.

yukijirushi brand coffee, for allowing us to proceed with the making of this FAQ
with only a fraction of the sleep normally required



.VII.  Disclaimer

This FAQ is meant for personal use only.  It cannot be altered and it can be
reproduced in electronic form only.  It cannot be published in magazines,
articles or by any other form of commercial reproduction. The FAQ is not meant
for sale.  This FAQ is made by SomaAddict ( Nixon Hazard ) and FireFlite (Mikeee
). If you want to use this FAQ for your website or webpage, please seek the
author's permission.  This FAQ is not meant for sale.




Soma&Fire
September 28, 1999

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