Andhra Pradesh Legislative Assembly passed a bill to ban online gaming. (Representational)Amaravati: The Andhra Pradesh Legislative Assembly on Tuesday passed by voice vote the AP Gaming (Amendment) Bill 2020 banning online gaming in the state after some youngsters committed suicide in recent days after they were pushed into debts by playing online games.The Assembly also passed the Andhra Pradesh Municipal Laws (Second Amendment) Bill 2020 by voice vote and three Bills to give a major push to the aquaculture sector that contributes over Rs 50,660 crore to the state’s economy every year.The AP Fish Feed (Quality Control) Bill, the AP Aquaculture Seed (Quality Control) Amendment Bill and the Andhra Pradesh Fisheries University Bill 2020 were passed by voice vote amid protests by the opposition Telugu Desam Party.Speaking on the Gaming Amendment Bill, Chief Minister YS Jagan Mohan Reddy said some youngsters committed suicide in recent days after they were pushed into debts due to online gaming.Home Minister M Sucharita said the AP Gaming Act, 1974 was being amended to bring online gaming into its purview.Explaining the objective behind amending the gaming law, the Home Minister pointed out that online gambling could induce criminal behaviour in society and increase the number of organised crimes like money laundering and fraud.”Many internet websites which claim to provide gambling services are not authentic and there are no regulatory measures to check the legitimacy of these sites.That makes it really easy for these sites to defraud the customers and it also raises a lot of security and privacy issues,” Ms Sucharita added.Under the amendment, first offence attracts imprisonment for up to one year and fine of Rs 5,000. For every subsequent offence, the term of imprisonment might extend up to two years and a fine of Rs 10,000. Every offence under this has been made cognisable and non-bailable.Municipal Administration Minister B Satyanarayana said as part of the reforms suggested by the Union Ministry of Housing and Urban Affairs, the relevant state laws were being amended to switch over property tax levy from the present annual rental value system to capital value based system.The new system would fetch the state over Rs 120 crore as additional revenue on property tax in urban local bodies.The aqua sector Bills had provisions for setting up a regulatory mechanism to ensure quality of fish feed and seed to prevent farmers from incurring losses due to spurious feed, according to Fisheries Minister S Appala Raju.
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- Devilish Pet Salon. Hairstyle Make Over. Girls Go Fashion Party. Sue the Fashion Designer. Beach Flirting Game. Devilish Cooking. How to play Sue's Witch Magic Makeover Mix ingredients from each shelf by dragging them to the pot with your mouse, and then press End to see what happens when the witch drinks the.
- Save your game before entering the The Town Hall -Sheriff's Office. Enter the Town Hall. Turn right and move towards the door in front of the counter. Get the FireAxe from the wall, and read the note attached to the door. Go forward down the hall, then enter the door directly in front of you.
The Blair Witch Project VolumeOne: Rustin Parr
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Walkthrough Written by:
Linda Shaw, Ozma, and Norma Kuderna
October 3, 2000
Cheat Codes
At any time in the game, by pushing the F10key, type in the following commands
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The following walkthrough was played in NORMALCombat and NORMAL Puzzles
HARD PUZZLE solutions have beenadded where needed!
TESTING/TRAINING MISSION:
After the introductoryconversation between Stranger and Doc. Holiday, and the Colonel, pick upthe Compass on the chair. Exit the room, and RUN over the plank suspendedbetween the floor levels. Pick up the Pistol, turn and kill the zombieusing as little ammo as possible. Return over the plank. Followthe instructions from the Colonel and when you reach the door with thelever, before 'using' the lever, restore your Health (using the '[' and']' keys to select the Doctor's Bag, and then the ENTER key to 'use' theHealth). Select the Weapon of your choice, then put it away. Move as close to the lever as possible, then SAVEYOUR GAME (F2 key). Push the lever,and immediately RUN backwards, drawing your weapon of choice and firingat the two zombies. When you've killed both zombies, your trainingmission is complete.In HARDPUZZLE MODE, at the end of the Training Session, Holiday gives Strangera hard time about smoking. She'll take the cigarettes.
MISSION BRIEFING:
Go through the door, following Stranger. Go around the hallway, through the double doors. Move to the sofa. Listen to the Colonel. After a few words from the Colonel, Strangerenters the room and sits down beside Doc. Holiday. The Colonel continuesbriefing you on your mission in Burkittsville, Maryland with the mutilationsof children. Exit the room, turn right and enter through the door. Pick up your weapons. When the conversations stops, pick up yourluggage on the counter and enter Burkittsville - Day 1.
BURKITTSVILLE - DAY 1
Talk with InnKeeper and get your room key.Search your room, turn on theradio. Nothingmuch to do in the room. No phone either.Leaveand go to the motel office to talk with Innkeeper again. You can ringthebell and get a nickel from the soda machine.
The Townhall (where the Sheriff's office islocated) is closed now. Go toDiner to getsomething to eat and hear the latest gossip. Talk with Gretchenand theother townspeople. Gretchen will give you advice on who to talk with intown. After leaving the diner walk down the street and go into theRegisterNewpaper building. Talk with Horace Gusten. He gives you themorningedition and is very helpful. You will need to talk withJunior(Sheriff)in the morning! Leave the Newspaper office and read thecurrentissue of the Register, Burkettvilles only paper.Returnto motel and talk with Innkeeper. He tells you that if you want togo outto Rustin Parr's place you will need the map from the general store. Hewarns you to stay away from Tappy Creek and the Blair Witch.
Return to your room and try to sleep. Yourbathroom door will slam shut and wake you up. Check it out! Use yourSensor Tracking Device and head into town! It will lead you to the TownHall(Sheriff's Office) Enter and look around the front office. Read thenoteon the door and take the axe from the wall next to the door.Saveyour gamebefore entering the The Town Hall-Sheriff's Office.
Enter the Town Hall. Turn right and movetowards the door in front of the counter. Get the FireAxe from thewall, and read the note attached to the door. Go forward down thehall, then enter the door directly in front of you. SAVEYOUR GAME. When you move closer to theSheriff, be prepared to RUN BACKWARDS and DRAW YOUR WEAPON. You discoverthat he is a Demonite. Shoot and kill the Sheriff. Exit theTown Hall and continue your search for the apparition that appeared andleft from your bathroom at the Inn. Turn right. Go down thestreet to the alley before the Church. Shoot and kill the zombiejumping around outside the Cemetary. [At this point, you may chooseto move into the Cemetary, kill more zombies and then exit]. Returnto the Diner, but be prepared to shoot as you approach the front stepsand door. Kill the demonite that jumps out of the window, then enterthe Diner. Again, draw your weapon and kill the man who had beensitting at the counter earlier when you visited the Diner and who madethe comment about the Pies. Exit the Diner and use your Sensor TrackingDevice again.
Kill the zombie around the Church area (goall the way around). Walk down the street and kill other Zombies that popup out of the ground. When you've killed them all you will see ashort scene showing the Church door opening to you. Go up the to the Altarand read the Bible. The Stained Glass window will break. Lookaround and then leave the Church. As you leave the Church you willsee a brief scene with a zombie with a hole in the center of its body popup out of the ground. Run, following the Zombie to the Schoolyard. You will meet up with several other zombies. An automatic sequencefollows as you kill them all. A short video sequence follows andyou wake up from your dream to begin Day 2.
BURKITTSVILLE - DAY 2
Leave your Inn room and go straight to theTown Hall-Sheriff's Office. Speak with Sheriff Bowers (not a veryfriendly fellow, huh?). When you leave the TownHall, go to the Diner. Soon the Sheriff enters.
In HARD PUZZLE MODE you will have to distractthe Sheriff. Head to the Librarian and visit, then go to the Reporterat the Newspaper. The Reporter will give you a file on a previousincident that happened at the school. Odd symbols are written onthe Schoolhouse wall (look at the file in your Inventory). You maybuy Red Paint from the General Store, and use that, but as soon as youleave the Town Hall after speaking with the Deputy, the Sheriff arrestsyou. Uh oh....End of Game.
Alternate Solution in HARD PUZZLE MODE: Go talk to the Schoolmarm, then head off to talk to Kyle Brody's Mother. Don't forget to pick up the note at the bottom of the steps leading upthe hill (by the mailbox). Go back and talk to the Schoolmarm, sheshould be asleep and you don't wantto wake her. Search the schoolhouse,pick up the chalk. Use the chalk on the front of the Schoolhouse. Now you can get the partial Map and information from the Deputy at theTown Hall.
When he does, quickly leave the Diner and returnto the Town Hall. Speak with Deputy Charlie Hobart and he'll giveyou a partial map to Parr's House. Head out of the Sheriff's Officeand down the street. At the School sign you'll come to the frontdoor of the School. Might as well enter the Schoolhouse and speakto the Teacher for some more information!! After speaking with theSuzanne Ascot, the School Teacher, exit the school and move towards yourMotel. Behind the Motel is the Brody House, where the onlysurviving child resides. Go to the right of the Motel Office andfollow the thin alleyway up to the Brody house. Speak to Mrs. Brody. She refuses to allow you to speak or see her son. When your conversationis over, Holiday will state that she is ready to head for the woods. Return to your Motel room, grab your gear and head the Hotel Office. You can send a telegram to Spookehouse about your progress or lack thereof! Now head for the side gate of the Schoolhouse. Once in the woods,it's a good idea to SAVE YOUR GAME HERE.
Below is a map of the Woods area. Goodluck! You need to find the following locations in the following order:
1) Rustin Parr's house (see map below)
2) Canes & Sticks
3) Coffin Rock
Once you've found Coffin Rock, Holidaywill be ready to return to the Town. As you're attempting to getback to town, and finding yourself going around and around in circles,Holiday sees a WHITE OWL, Ne-Ahs-Jah. Follow the WHITE OWL. Run along with the Owl, as it flies overhead. The Owl takes you toAscaya Gigagei, the Wise Indian. After talking with the Wise Indian,you learn that you will return to him after you have learned more aboutthe Woods and surrounding area. He gives you a magic necklace, thatallows you to see things in the Woods that you would NOT ordinarily beable to see. Exit his hut and head back down the same path that broughtyou to his hut. Draw your Weapon of choice, and SAVEYOUR GAME.
Use your Map, or the map above, to find yourway as best you can, back to the main path that leads to Town. Youwill be confronted by wild dog-like werewolves. Kill them all. Some of the creatures you see, you cannot destroy, so just run past those. Several Stick Figures pop out at you. You CAN kill those. Whenyou do, be sure to pick up the glowing red 'head' of the Stick Figuresand watch what happens. Eventually, after much running around andfollowing paths and ALMOST to town, you will be confronted by a Giant Scorpion. Use DYNAMITE sticks to kill the Giant Scorpion, or almost ALL your bulletsfrom either gun/weapon! When you've killed the Giant Spider, thetrees at the base of the screen will 'open up', revealing the path youneed to take to return to Town.
Go down the path, RUN if you want to hurryand get out of there! As you're reaching the outskirts of Town, youwill notice one of the Stick figures up in the tree on the right. It wasn't there before! Must be new, or you couldn't see it withoutthe amulet device from the Indian. Go on into town and begin Day3.
BURKITTSVILLE DAY 3:
You wake up in your Motel Room, and noticethat you need more weapons/ammo before going back into the Forest. As you approach your Motel door, the Deputy knocks and you let him in. He hands over the Police Report on the child killings. He also givesyou a Stick Figure from Parr's cell. Go through the Police Reportbefore leaving your Motel room. Go speak to the InnKeeper if youhaven't already done so about sending a telegram to Spookhouse.
In HARD PUZZLE MODE, The Deputy will visityou in your Motel Room, and give you the Police Report, but not the stickfigure from Parr's Cell. Parr said Nev-ur-givn in his cell. You know two of the symbols from the sheet of paper, but not the order. You get 'Nev' from the field notes, from Kyle's Coffin Rock Sketch. Solve the chemical analysis of the metals in your Motel Room. Usethe eye dropper and use Test Tubes: 6, 1, and 4 on the metals. Thenvisit the General Store for Paint Stripper. Saturate the Twana withPaint Stripper.
Visit the Church and speak with Pastor Ascot(Schoolmarm's husband). Enter the Schoolyard and speak with the LittleGirl, Mary Brown, sitting on the ground by the swings. She appearsto be talking with someone, but who? After talking with her, yourealize that she is missing some sort of pet.....Mister Brownie. You make a note to return it to her if you find it.
Leave the Schoolyard and head for the BurkittsvilleHistorical Society Library and speak with Mr. Peter Durant, the Historian. He provides you with a book with information you jot down in your personalnotebook. Return the book to Mr. Durant. After returning thebook to him, use your 'action' key on him and he will provide you witha book on Native American Folklore. After jotting down more notesin your notebook, return the book to him once again. Use the 'action'key once again, and he will give you a little information on Robin Weaver. There's a note in your 'To Do' list to find and interview Robin Weaver. That comes later.
Leave the Library and head back to your Motel. Go to the Innkeeper's Office and inquire about your parcel. Whenyou discover that it hasn't arrived yet, exit the Office. As youexit the Motel Office, Justine appears in her car and hands over the weaponsand medical supplies you'd requested. Enter your Motel room. It's time to analyze those recordings of Mary Brown's conversation andthe noises you recorded in the Forest/Woods. Below are the settingsyou should use in order to correctly 'analyze' the recordings:
MARY BROWN'S RECORDING:4 2 5 PITCH = 2nd 'slot' from the left
Bass Treb FreqPLAY THE RECORDING IN FORWARD
An automatic sequence occurs where Holidayindicates that there were definitely 2 voices in the schoolyard.
FOREST/WOODS RECORDING:2 5 3 PITCH = directly in the middle
Bass Treb FreqPLAY THE RECORDING IN REVERSE
Holiday hears her OWN voice saying: 'Stranger,where are you? I need you here.'
Now get your gear from your suitcase (all ofit, you'll need it!). Leave your Motel Room and head for the Woods. As you exit your Motel Room, you meet up the the Sheriff outside. He tells you that he's watching you! As you enter the Schoolyard,Suzanne Ascot, the Schoolmarm exits the schoolhouse and tells you aboutthe arrest of Kohl at the General Store. Leave the Schoolyard andgo down past the Historical Society Library. Speak to everyone standingaround the General Merchant's store, and then the Deputy standing at thedoor. Now it's time to head for the Forest by side the Schoolyar. Use your Map (very often!), Sensor Device, Compass, and draw the weaponof your choice!
FOREST - DAY 3:
Enter the Forest,SAVEYOUR GAME. Don't bother visiting Asgayayet, as he's not home. Run and shoot your way through MadDogs, Zombiesand Stick Figures. Be sure that after killing a Stick Figure, youtouch the glowing Red Heart on the ground when the Stick Figure 'fallsapart.' This prevents the Stick Figure from 'regenerating' and freesthe soul/spirit of the Entity. Your objective thus far in the Forestis to go all over the Forest, and uncover unseen locations from your previousvisit in Day 2. When you have done that, go and visit Asgaya. He will explain things to you. When you've visited Asgaya, exit hishut.
Leave Asgaya's hut and make your way to thethin pathway that leads to the backside of Parr's House. Standingand facing the thin pathway (see map above and the 'x' marking the spot),put away your flashlight and/or any weapons you might be carrying. Scroll through your Inventory ('[' or ']') and select PARRS TWANA. Watch the cutscene and then begin your new 'direction' by walking forwardtowards Parr's House. You'll discover the house BEFORE it was burnedto the ground. You've just entered a new Portal.Getthe page from Parr's Diary on the floor by the stairs leading down to thebasement in Parr's House. Get the 2nd page to the Diary from theFirePlace on the main floor. Turn around from the Fireplace and getthe bullets on the floor of the Bookshelf. Exit this room throughthe opening on your left and go up the stairs to the 2nd floor. Enterthe room on the right, get the First Aid Kit and the 40 bullets from thebox on the floor. Go through and into the adjoining room. Exitto the hallway, turn left and enter the Bathroom at the end of the hallway. Get the 3rd page of the Diary on the floor in the Bathroom. Lookout the window and watch the ghostly children running and playing outside. Eerie, huh?
Now go up to the 3rd Floor. Walk to theend, turn left and get the 4th page of the Diary. Walk towards thedrawings on the wall and Holiday will get a REAL TWANA. Go down tothe Basement. Watch and then pick up the sketch left by Kyle. Use the 'ESC' key to exit the close up of the Sketch. Turn your SensorProximity device ON and exit the basement. Leave the house andSAVEYOUR GAME.
Use the 'Sketch' in your Inventory and findthe old map you used before. Also use your COMPASS to find your wayto Coffin Rock. Move towards the water and you'll find and pick upthe lost Teddy Bear that belongs to Mary Brown (the girl in the Schoolyard).Return now to the Portal (thin pathway leading tothe rearside of Parr's House) and use the REAL TWANA. Be sure thatyou've turned off your flashlight and put away any weapon you may havedrawn! In HARD PUZZLE MODE you needto pick up the Twana from the thin pathway (portal). Holiday willsay something about making another one for real time. When the pageof symbols appears on your screen, enter the 3 symbols that spell Tel-os-mah.
Tel = 4th row, 2nd from the right,
os = 3rd row, last on the right,
mah = 2nd row, 1st on the left.
Holiday will say something about thestick figures being covered with DUST. Return to PARR'S house, 2ndfloor and use the Tel-os-mah in the bowl at the end of the counter. Now return to the thin pathway (PORTAL) and use the Tel-os-mah. Afterreturning to the REAL WORLD, leave this area and make your way towardsAsgaya's hut. Before you reach this area, you will be confrontedby a huge Stick Figure. There's no way out. As the Stick Figureapproaches you and moves away from the main area where it 'rests', kickthe Stones around the central area where the Giant Stick Figure sits. This causes the Stick Figure to fall apart. After you've destroyedthe Stick Figure, Jonathan Prye talks to you. He's the Witch Hunterfrom 100 years past. He tells you he left a Journal at Coffin Rock. Before going to Coffin Rock to get the Journal, return to Asgaya. Follow the WHITE OWLto Asgaya. Asgaya tells you that the little boy is possessed by aDemon. In addition, he tells you that there are 'bigger things' atwork. Asgaya tells you to find out the Big Kahuna Demon's name. Get the ammo from the two suitcases and the First Aid Kit from the table(it looks like a green herb) before you leave.
Fight or run or both past the MadDogs and Spectereson your way to Coffin Rock. A small child ghost will follow you fora while. When you make it to Coffin Rock, you'll see a cutscene forfinding the Journal. Look at it carefully in your Inventory. Return to Asgaya (getting pretty use to the Woods by now, huh?) Nowcontinue your journey to Asgayas. Be sure to use your Compass, andweapons to make it to Asgaya's. When you've listened to Asgaya explainabout the Othegwenhda and Hec-aitomix and the sacrifice. The TeddyBear, you realize, belongs to Mary Brown, thus making her the next victimof the boy possessed. To find the Bleeding Boy, you can take himto Coffin Rock and use him as a distraction for the Demon. Leadingthe Demon to Coffin Rock will allow you the opportunity to 'trick' theDemon into another 1000 year path. InHARD PUZZLE MODE you cannot leave Asgaya's until you have figured out thecorrect symbols for Bleeding Boy. Use BOTH sketches/drawings of Bleedingboy, combining the symbols you see. When you have correctly matchedthe symbols (listed below for you)
Row 1, 1st symbol on the left
Row 4, 2nd symbol from the left
Row 4, 3rd symbol from the left
Leave Asgaya's, load up on your favorite weapon,and COMPASS and RUN to town, shooting and killing everything you can thatstands between you and the TOWN you haven't seen in what appears to beages! lol When you reach the outskirts of Town,SAVEYOUR GAME!
BURKITTSVILLE DAY 4:
Visit the Schoolhouse and speak to the Schoolmarm. Learn about the Newspaper building being burnt down and Horace Gersten'sdisappearance. The Schoolmamrm tells you that she had seen Mary Brownplaying in the schoolyard earlier in the day with Kyle, but that they hadgone. Mary was probably at the Church praying with Pastor Ascot. As soon as you exit the Schoolyard, an automatic sequence occurs, and Holidayends up standing in front of the Church. Enter the Church and walkup to the Altar. A short conversation will transpire between thePastor, Mary and Doc Holiday. You find out that Kyle is in the backroom. RUN off the Altar and through the back door. RUN afterKYLE, and RUN FAST. Catch up to him in the Street. Do NOT allowhim to make it to the Sheriff's Office or you'll be arrested for attemptedkidnapping! When you catch up to him in the Street, you 'free' himfrom the Devil's hold. Kyle tells you some interesting news aboutthe Pastor, the Newspaper Editor, etc. After learning this news,you see the Pastor exit the rear of the Church with Mary in tow. SAVEYOUR GAME HERE, Quickly!
Turn and run BACK to the Main Street. Turn and run PAST the TownHall and turn right; between the Schoolyard andthe TownHall. Meet up with the Pastor and Mary. He'll dropthe Shovel he's carrying (what's he planning with that little item?). Pick up the Shovel and use your DRAW key. Chase after the Pastorand Mary as they head for the Schoolyard fence that leads to the Woods. Draw the shovel as you're running after him. Hit the Pastor overthe head with the Shovel BEFORE he reaches the Schoolyard gate. Marywill speak with you after you've knocked out the Pastor. She givesyou 3 great clues and then tells you some bad news! You're NEXT tobe killed. The demon knows your name! OH NO! Soon theSheriff and Mrs. Ascot come and demand to know what has happened. The Pastor will wake up and a group of Demon Specteres are let loose. RUN into the Forest. As soon as you make your way further into theWoods, you suddently realize you're surrounded by decapitated heads! Yes, that's right. Decapitated heads. InHARD PUZZLE mode, you need to try and RUN out of the circle of decapitaedheads several times. You will be thrown back into the middle of thecircle of heads. A campfire or blue fireball will appear in the centerof the circle. When that appears, walk up to the circle in the centerand USE Strangers cigarettes on that campfire or blue fireball. Asyou try to escape, you're hit by lightning (what else could happen?), andthe heads disappear. In HARD PUZZLEmode you need to walk back towards town. When you do, a passagewaywill open and Robin Weaver will appear through the newly opened passageway. An Old Woman appears. Could this beRobin Weaver? Let's find out! Follow the Old Woman to her Housein the Forest. After following Robin Weaver to her house, enter thehouse through the front door. Walk over to her and talk to her severaltimes before she responds. She tells you to get the page off thewall. Turn and walk towards the Front Door. Look at the wallon the right side standing inside the house. Get that page....thenget the Twana she gives you with the page. InHARD PUZZLE mode, you will not get the Othosetzeh Twana. You willmake that later at Asgayas. Leaveher house.
Return to Town. As you enter the Schoolyard,you're met up by the Sheriff, the Pastor, Mary and Mrs. Ascot. Strangerappears and saves your Hide! lol You and Stranger will automaticallyhead back into the Forest, while you recount the things you've done andseen from the past few days! When Stranger 'disappears', make yourway to Asgaya's shooting and killing as many monsters as you can! You can also RUN your tail off if you want, but you'll be faced with thesame monsters when you return! Talk quickly to Asgaya and then leaveand head for the Thin Pathway leading to Parr's House. InHARD PUZZLE mode, you cannot leave Asgaya's until you have made the LASTTWANA. Use your Inventory and key in the following symbols:
Witch Girl Game Cheats Hacked
4th Row, 4th from the Left - Oth
4th Row, 3rd from the Left- os
1st Row, 2nd from the Left - etzeh
Use your COMPASS and MAP often to find yourway as quickly as possible. Standing outside the Thin pathway, lookingat it, use the Weaver Twana. Then watch. Use your BleedingBoy Twana and the trap has been set.
How SAVE YOURGAME! Turn and head for Coffin Rock. Again, you'll be shooting monsters, MadDogs, etc. on your way. Assoon as you reach the 'outskirts' of Coffin Rock,SAVEYOUR GAMEagain. Now move to the boysbody in the center of Coffin Rock. As soon as Stranger appears, shootsthe Demon, take the boy and RUN like you've Never run before. Runto the Thin Pathway leading to Parr's house. If the Dark Cloud (Demon)reaches you before you can figure out which way to turn and go, you'redead. Game Over. Keep trying over and over and over and overagain, until you succeed in reaching that spot where the Trap has beenset. If youFOLLOW STRANGERas he leads the way, you'll get there faster, and SAFER.. The Endingscene occurs when the Boy is rescued and safe within the Twana's.
THE END!
Or is it?
Stay tuned for Volume 2!
More fun and gore headed yourway!
Copyright 10/03/00 - LINDA SHAW,OZMA, NORMA KUDERNA.
Updated: October 18, 2000
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