Call of Duty 4: Modern Warfare Walkthrough :
This walkthrough for Call of Duty 4: Modern Warfare [Playstation 3] has been posted at 12 Oct 2010 by rickyilham and is called "Nazi Zombie Subgame Guide". If walkthrough is usable don't forgot thumbs up rickyilham and share this with your freinds. And most important we have 6 other walkthroughs for Call of Duty 4: Modern Warfare, read them all!
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Walkthrough - Nazi Zombie Subgame Guide--------------------------------------- KILLING NAZI ZOMBIES FOR FUN AND PROFIT --------------------------------------- AKA the Nazi Zombies FAQ for Call of Duty: World at War -For the Microsoft XBox 360- Version 2.01 by Will Weaver (Team Ragnarok) ------------------------------------------------------------------------------ DISCLAIMERS: ------------------------------------------------------------------------------ For full legal information, see section IX of the FAQ. This FAQ may not be posted on any website not on my permissions list without my express written consent. If you see this FAQ anywhere else, or if you see it with a different name at the top, please contact me at coredesat at gmail.com so I may hunt down those responsible and have a nice little chat with them about how stealing others' work is bad and all that (read: I stand there and go "You idiot! What the hell do you think you're doing?!"). A link to my permissions list can be found in the same section. On another note, this is not a full FAQ on Call of Duty: World at War. If that's what you're looking for, head back to GameFAQs, or pick up the strategy guide. This is also not an instruction manual; you should've gotten that with the game! IMPORTANT NOTE: THIS GUIDE HAS BEEN CHANGED SIGNIFICANTLY SINCE THE RELEASE OF THE NEW MAP, ZOMBIE VERRUCKT. I have tried to make this information as accurate as possible, but there may still be mistakes or errors; if you spot any, feel free to contact me so I can correct them! You will get full credit. ------------------------------------------------------------------------------ TABLE OF CONTENTS [#toc] ------------------------------------------------------------------------------ For quick navigation of the guide, hit Ctrl-F (or whatever opens the Find window) and paste in one of the shortcuts below. To return here, use the shortcut #toc. Disclaimers Table of Contents I. Version History & Contact Information [#ver_info] II. Nazi Zombies? Huh? [#wtf_zombies] III. How to Play [#how_play] a. Unlocking b. General Gameplay c. How to Score Points d. How to Use Points e. Multiplayer f. General Survival Tips IV. The Maps [#maps] a. Nacht der Untoten (Night of the Undead) b. Surviving the Night of the Undead c. Zombie Verruckt (Zombie Asylum) d. Zombie Verruckt Map Overview e. How to Keep Your Sanity in the Asylum V. Weapons and Accessories [#wep_acc] a. Wall Murals b. Pickups c. The Mystery Box and Its Contents d. The Legendary Ray Gun VI. Special Thanks [#thanks] VII. Contact Info - Part Deux [#contact] VIII. Copyright Information & Disclaimer [#nosteal] ------------------------------------------------------------------------------ I. VERSION HISTORY & CONTACT INFORMATION [#ver_info] ------------------------------------------------------------------------------ 1.0 - The first complete version of the guide. 1.5 - Added some stuff to make the guide more multiplayer-friendly, and added in information about the Ray Gun and the Mystery Box. 1.7 - Made the Mystery Box into its own section and expanded others. Special thanks to everyone listed in Section VI of the guide! You have been really, really helpful. 1.8 - Substantial update. Made the Mystery Box its own section. 1.9 - Added the actual plot, since people are asking about it on a fairly constant basis. Fixed quite a few errors pointed out by observant readers (thanks!). 1.95 - Forgot the PTRS-41. It's added now. 1.98 - Corrected errors, updated the thank yous, and added an important tip. 1.99 - The new map is out; however, I haven't had the chance to rewrite the FAQ yet. I've been getting emails, so I added a disclaimer. 2.00 - Added information about Zombie Verruckt to the guide, which has been significantly rearranged and rewritten. The weapons section no longer has references to the first map, and covers just the weapons themselves. The hints section has been broken up and each hint has been placed in its respective map's subsection. 2.01 - Additions and corrections based on reader feedback and more experience playing the new map. Contact me at coredesat at gmail.com with any questions, comments, additions, or suggestions. You may also find me on XBox Live - my Gamertag is CyclonicCoreD2. ------------------------------------------------------------------------------ II. NAZI ZOMBIES? HUH? [#wtf_zombies] ------------------------------------------------------------------------------ Yes, you read right. Nazi Zombies. It's not a 1940s horror movie, but instead it's a fun minigame in Call of Duty: World at War that you can play either by yourself, or with up to three friends. The game has no ending and the goal is to survive for as long as possible against hordes of undead. Plot? It varies depending on which map you pick. On Nacht der Untoten, you are a hapless unnamed bomber pilot, who has been shot down. You (and up to four other people) have crash-landed in the middle of an open field in the geographical middle of nowhere. It's dark and misty, and all is quiet until... well, zombies emerge from the ground around you, killing one of your wingmen and causing you and your teammates (who make no effort to rescue said wingman) to retreat to an old country house. Well, eventually you get trapped inside the house, and instead of escaping, you (and your teammates) hole up here, fending off seemingly endless waves of bloodthirsty zombies. Zombie Verruckt has more of a plot to it than Nacht der Untoten does. You and your squad have just captured an old asylum in Berlin, when the power goes out (presumably from the bombing of the city), splitting your team into two groups. You must work with your teammate(s), exploring the building and uncovering various machines and gadgets used in the Nazis' experiments in order to find your way together again. Meanwhile, hordes upon hordes of bloodthirsty zombies have caught your scent and are on the prowl...how long will your squad survive? ------------------------------------------------------------------------------ III. HOW TO PLAY [#how_play] ------------------------------------------------------------------------------ A. Unlocking ------------ Before I can discuss gameplay, I should mention that this game is not immediately available to you. You must complete the regular single player campaign mode on any difficulty first. After you sit through the credits, the game will begin. Regardless of your level of success in your first run through the level, which probably won't last long because it begins without warning, the game will announce that you have unlocked Nazi Zombies. You can select Nazi Zombies from the Mission Select menu - the level is titled "Nacht der Untoten", which means "Night of the Undead". Only Nacht der Untoten will be initially available; in order to play "Zombie Verruckt", the second map, you must purchase Map Pack 1 from the XBox Live Marketplace. It costs 800 Microsoft Points. Once you buy it, it will appear in the same menu as Nacht der Untoten. For information on how to play Nazi Zombies in multiplayer, check out Section III.E of the guide. B. General Gameplay ------------------- Your primary mission in this game is not to die. While this mission is not exactly possible to fulfill due to the game's endless nature (well, whether it is truly endless is not known), you must still try to survive for as long as possible. You only have one life, so when you die, that's it. (In multiplayer, this is only sort of true - see Section III.E of the guide for more details.) Furthermore, you are apparently the weakest soldier in your army (the sarge must really hate your guts). Unlike in the campaign where you can survive huge explosions and multiple gunshot wounds, it only takes about three hits from a zombie in order to kill you. So you should make it a point to keep zombies from sneaking up or ganging up on you. The zombies come at you in groups (the game calls each zombie rush a round). Between groups, you have about 30 seconds to move around, pick up a new weapon, make any repairs, or otherwise rest before the next round begins. Each round has more zombies, and the zombies move faster and hit harder than in the previous round. Eventually, you will die. When this happens, the Game Over screen will appear, followed by your results. If you get tired of Nazi Zombies and want to go back to the main menu, you have to quit the game from the pause menu; after the Game Over and results screens, a new game immediately begins. C. How to Score Points ---------------------- Kill stuff. Seriously. You get points for simply shooting zombies. It is a bit more complex than that, though, so read on. As I mentioned, when the game begins, you will spawn in the main room of the map without any warning, armed only with a Colt M1911 pistol. - You also start off with 500 points. Isn't free stuff great? Refrain from cussing at your player character for not bringing a flamethrower or something into a zombie-infested area and find the nearest window or entry point. You will probably notice a zombie or two ripping boards off it. As you attack them, you will score points: - You get 10 points for each shot that lands on a zombie's body. - You get 60 additional points when you kill the zombie. - If you headshot the zombie, it immediately dies and you get 100 points. - If you kill a zombie with a melee attack, you get 130 points. You can combine kill methods - for example, you can shoot a zombie five times and finish it off with your melee attack for a total of 180 points. Experiment a bit and see if you can maximize your total point intake for each zombie. After you kill a zombie, you should set about repairing the window, because for some strange reason your soldier doesn't think escaping the house is a good idea. To do this, walk up to any window that has wood boards on it, and when the prompt appears on-screen, hold the Use button (default is X). Your character will use the Force to miraculously lift boards off the ground and make them fly into place, without nails! - You get 10 points for each board you move back into place when repairing a window. Note that zombies can attack you from behind while you're repairing a window, so try not to spend too much time fixing windows. The zombies are your primary target and are worth more points in the long run. D. How to Use Points -------------------- Points aren't just a meaningless score in this game. They act as a sort of currency, allowing you to expand your arsenal or the map itself. This is fortunate, seeing as your trusty M1911 doesn't have that many bullets, and the zombies are unarmed. Purchasing things in this game is somewhat beyond my comprehension, but to do so, all you have to do is walk up to one of the many chalk drawings or disturbing writings on the walls. If you have enough points, press the X button to gain whatever reward is listed. Now, I have no idea how weapons materialize out of concrete walls, but then again, you are fighting zombies. Spending points is the only way to open up new areas for zombie extermination. This is also the only way you can expand your arsenal beyond what you can buy in the first room of each map. However, opening up new areas means the zombies have more ways to get onto each map, and as such you should be alert and watch your back. Just remember: you don't have to fix a window completely to stop zombies from coming in, and it's only a stall tactic anyway. Each new area of the map costs either 750 or 1000 points to unlock. A list of weapons and their costs can be found in Section V of the guide. E. Multiplayer -------------- Yes, you can play Nazi Zombies with your friends! You can team up with up to 3 other people on XBox Live or system link, or one other person on split-screen, and see how long you can last against the undead hordes. This is actually quite fun, and is one of the more popular XBox Live playlists in the game. Standing up to the zombie hordes is a true test of teamwork, because are way more of them than there are of you. To access Nazi Zombies, choose Cooperative from the main menu. From here, pick which method you're using for multiplayer (most likely XBox Live), then choose Nazi Zombies. Note that if you're playing on split-screen or system link, you will have to go into the Game Modes menu to play Nazi Zombies. I mentioned earlier that multiplayer contains an exception to the "it's over when you die" rule. When you die, you have about 30 seconds where you're lying helpless, waiting to be revived. Dying in this game is similar to the Last Stand perk in regular multiplayer - you are lying down, fending off the zombies with a pistol. Until the 30 seconds runs out, any one of your teammates can revive you by running up to your bleeding body and holding the X button. If you're revived, you resume play right where you left off, with the same weapons and ammo you had before (interestingly, you magically gain back any ammo spent while you were down). As long as you keep being revived, you can play indefinitely, although if no one revives you, you die "permanently" and have to watch the rest of the game from the sidelines. However, even this kind of death is not truly permanent if your teammates are on their toes - if they can make it to the end of the round, you will respawn alive and well at the beginning of the next one. You keep all your points, but lose any weapons or perks you picked up before (you will magically gain a new Colt M1911 pistol, however). I strongly urge you to make a dash for the nearest weapon as soon as possible before the next round starts. Other than that, basically follow the tips listed below and coordinate your actions, and you should be able to survive at least 10 rounds easily. REMINDER: You can play with up to 3 other people on XBox Live or system link. You can only play with up to 1 other player on split-screen! F. General Survival Tips ------------------------ These tips apply to both maps. - This is probably the best tip I've seen, mainly because so many people have emailed me about it. It is possible to leave one or two zombies alive at the end of the round. While they will come after you, it's far easier to avoid one or two zombies than it is to avoid dozens of them. If you leave them alive, you have all the time you need to board up windows, refill on ammo, or obtain new weapons. After all, the round does not end until all the zombies are dead. Do be warned that leaving zombies alive too long may end up annoying your teammates, and you're advised to off them once they're no longer needed. - Make sure no zombies can sneak up on you. If you back up to a wall, make sure you can escape in case you're overwhelmed, lest you get gnawed to death with the quickness. If you're repairing a window or entrance, be sure to turn around (you can still rotate while holding the Use button to fix a window). - Do not, in any circumstances, let your guard down once you've "killed" a zombie. Especially in later rounds, some zombies won't stay dead and will come to life, crawling around more quickly than they were running at you in the first place. While they will eventually die on their own in about 10 seconds, these zombies are extremely dangerous and you are advised to off them before any others, if you have the chance. This tends to happen more often when using explosives to kill the zombies. - Try to wait a bit before going for pickups, unless you or your teammates desperately need them. You don't get them too often, and when you do get one, it's tempting to grab it right away. However, it may well go to waste if you grab one at the wrong moment. You have about 30 seconds to grab a pickup before it vanishes. A list of all the pickups appears in section V.B of the guide. - I've said this a few times, but you don't have to fully repair a window in order for it to keep zombies out. Granted, a window with six boards on it will hold up longer than a window with three, but it still buys you some time to either prepare for the next rush or kill them while they try to enter the house. Apparently, these are meticulous zombies who simply can't climb through a window until every last board is ripped from it. However, they CAN attack you through the walls, and there have been cases of Zombies glitching their way through boarded-up windows, so be careful. - If you're playing multiplayer, try to conserve your ammo. Pickups are more common here, and you should get plenty of Ammo Boxes if you play your cards right. - If you're playing multiplayer, make sure to communicate with your teammates. The zombies aren't very smart, and a good team can easily find ways to outwit them. Also, if someone dies, you should always have someone not far away, so that player can be revived before being locked out of the game. If you can't, the remaining players should try to get together and coordinate their actions so the fallen player can be revived at the end of the round. The squad approach used in the regular multiplayer mode works wonders here if you have a full team of four players. It is absolutely vital in Zombie Verruckt, where you will actually BE two squads for much of the game. ------------------------------------------------------------------------------ IV. THE MAPS [#maps] ------------------------------------------------------------------------------ Since this is a text file, I can't exactly show you the maps. I'll just detail the ins and outs of each area, like how many zombie entrances there are in each area, what weapons you can find, and where you can go from there. A. NACHT DER UNTOTEN (NIGHT OF THE UNDEAD) ------------------------------------------ This map is similar to part of the multiplayer map Airfield. If you want to get a general idea of what this map is like, play a few games on Airfield first and hang out in the large building for a while. i. The First Room ----------------- Windows: 5 Weapons: Colt M1911, Kar98k, M1 Carbine Doors: Root Cellar, Balcony This is where you start off. Do not spend more than five rounds here or you will be overwhelmed. Where you go from here depends on how hard you want the game to be; I strongly recommend going to the Root Cellar from here, which is the door marked "HELL" (or "HELP" or whatever it says). Going to the Balcony will make the game much harder, but will score you some kick- ass weapons for the trouble. It is also key to an ingenious strategy that is detailed below. ii. The Root Cellar ------------------- Windows: 3 Weapons: Double-Barrel Shotgun, Mystery Box, Thompson Doors: The First Room You will find the Mystery Box and the Thompson back here. This, in turn, is where you will get the almighty Ray Gun if you can get lucky with the Mystery Box. This room has the least zombie entrances, so it may be easier to defend here unless the Balcony has been opened up; if that's the case, then running and gunning will likely be a better strategy. If you are overwhelmed, the side of the room near the staircase and the Mystery Box is excellent for last stands, and, with the right weapons, a breakout is even possible (though potentially not desirable). Note that there is a wall that the zombies will break through; this wall counts as a window for the purposes of this guide. What's amazing is how your character will not only use the Force to repair the wall, but he doesn't even need any mortar or concrete. The wall's just automatically resealed. I need to hire this guy to work on my house. iii. The Balcony ---------------- Windows: 4 Weapons: Grenades, Trench Gun, Sawed-Off Shotgun, BAR, Scoped Kar98k Doors: The First Room, The Root Cellar This floor contains the power weapons, but opening it will open the door to zombie ambushes, because there are four windows up here. You might be able to make a mad dash for the BAR or Trench Gun if you're quick enough (or need them), but you may leave yourself or your team open to a zombie rush. Go here if you want a challenge, or if you feel you or your team needs the extra room to move around (usually late in the game, after the 10th round or so). One reason you may wish to open the Balcony is the staircase in the back of the room; if you leave the door from the First Room to the Root Cellar closed, you can cause all the zombies to have to funnel down the stairs, leaving you and your team able to kill them while they shamble down the stairs. This is a pretty good tactic, and several people have pointed it out to me. The only downside to it is that it makes you have to run pretty far to reach the Mystery Box, but there is enough time between rounds that by the time the next zombies begin to appear, you should have your shiny new weapon from the box. However, if you aren't going to be using this strategy, don't open the Balcony. B. SURVIVING THE NIGHT OF THE UNDEAD ------------------------------------ Use these tips, plus the general tips found in section III.F of the FAQ to survive the zombie onslaught in this rather small map. - Use the Mystery Box. Yes, it may give you a crappy weapon, but there are more non-crappy weapons than crappy ones, and if you still have a weapon from the first room, then you stand to benefit from pretty much anything the box gives you. Try not to use it more than once per round, though, unless you are given something you really don't want, such as a Panzerschreck when you don't have much ammo in your other weapon. - In fact, once you have access to the Mystery Box, don't bother using wall murals at all unless you're desperately in need of a weapon and/or ammo and can't get to the Mystery Box. - Don't move through the house too quickly, but at the same time don't spend too much time in one area. If you move too quickly, you'll miss out on some easy points. However, if you move too slowly, you might be overwhelmed by lots of zombies in a very small area. - Zombies need not be in the house for you to kill them. You can kill zombies before they enter the house, and there are even red barrels and gas tanks surrounding the house that will explode if you shoot them. This is very effective in later rounds where there may be lots of zombies trying to get through one window. - Don't buy any sniper rifles. Seriously, they're a waste of your hard-earned points in this game, and this map is not open enough for sniper rifles to be useful. You might get a few kills if you try to shoot zombies outside the house, but it's likely there'll be another zombie gnawing on your head before you know it, because sniper scopes make you blind to things close to you. - Don't buy the double-barrel shotguns, unless you like being killed while reloading. C. ZOMBIE VERRUCKT (ZOMBIE ASYLUM) ---------------------------------- Zombie Verruckt takes place in a larger setting than Nacht der Untoten, and there are more areas to explore. It should be noted right off the bat that not all the doors can be opened right at the start of the game. Yes, while most doors will cost either 750 or 1000 points to open, others will require you to restore power to the asylum before you can open them! Keep this in mind when you're exploring the map. Also, this map requires quite a bit more teamwork and patience than Nacht der Untoten, as you're not just killing zombies with wanton disregard - it's not quite that simple... If you're familiar with the multiplayer map Asylum, this map plays in much the same way, only there is no outside area. This map also contains a few differences in game mechanics that aren't in Nacht der Untoten, and the following subsection will detail them. i. Differences from Nacht der Untoten ------------------------------------- - YOUR TEAM DOES NOT SPAWN TOGETHER. If you have a team of four, you will be split into two groups. The map is somewhat symmetrical, so you must work carefully with your teammate in order to reach the Power Room. Once the power is turned on, you'll be reunited with the other half of your team. - YOU CAN USE PERKS. I'll explain how in the next section. You must restore power to the asylum first before you can get perks, however. Perks disappear when you're downed, even if you're revived. - Speaking of the Power Room, a lot of doors and items on the map cannot be used until you or a teammate restores power to the asylum. This is done by locating the power switch at the top of the map (in the Power Room, duh) and activating it. - The map is much larger and has a lot more ground for you and your team to cover in a fairly short amount of time. As such, there are more zombie entry points than in Nacht der Untoten. - The zombies move faster and are much stronger than in Nacht der Untoten. Faster reflexes are needed to survive. However, this map is more open than Nacht der Untoten is, so it's not impossible to fend off large waves of zombies. Sniper rifles can actually be somewhat useful if you're able to use them properly, but I still don't recommend using them. - There is a new weapon - the Bouncing Betty. For more information on this useful new feature, check out section V.A of the FAQ (it's under the listing for grenades). - The map contains electric barriers in some of the rooms. When activated, the barriers will slow down or even kill any zombies that come into contact with it. This is an excellent trump card to play if you're overwhelmed, but you won't get any points for zombies killed in this way, and the barriers can trap you in the room with no way out. The barriers will shut off after a short while, and cost 1000 points to use. D. ZOMBIE VERRUCKT MAP OVERVIEW ------------------------------- This section will be somewhat less detailed than the Nacht der Untoten overview because this map is much larger. As I mentioned, the map is fairly symmetrical, so some areas will be similar to others. I will use the terms Left and Right to describe the rooms; if your initial spawn room contains a "Juggernog" machine (just play along until you get to section V.E. of the FAQ), you are on the Left. If it contains a "Revive Soda" machine, you are on the Right. You can spawn on either side, but the game seems to prefer the Left side when you're playing alone. IMPORTANT NOTE: The numbers I have for zombie entry points (which I always call "windows" even if they are not windows) are estimates based on about 24 plays through the map. As such, they may not be correct. If they are not correct and you know the correct numbers, please contact me - my email address is at the end of the guide. i. Left First Room ------------------ Windows: 4 Weapons: Kar98k, Gewehr 43, Grenades Doors: Left Balcony (1000 points) Soda Machine: Juggernog (2500 points) The Mystery Box may respawn here if destroyed. The "Juggernog" soda machine may be found here; as the name might indicate, it gives you the Juggernaut perk, allowing you to take more damage before dying. For some strange reason, Juggernaut is more powerful in Nazi Zombies than it is in multiplayer, as it will allow you to take a great deal more damage before you're downed. Like all the soda machines, you can't use it until you reach the Power Room. Keep in mind that, like all perks, this effect will disappear if you're downed, even if you're revived. There is a door connecting the Left side and the Right side, but it will not open until you restore the power. ii. Left Balcony ---------------- Windows: 2 (including a breakable wall) Weapons: Double-Barreled Shotgun, Bouncing Betty, MP40 Doors: Left Upstairs (750 points) Soda Machine: Double Tap Root Beer (2000 points) The Mystery Box may spawn here if destroyed. This room also has electric barriers. The "Double Tap Root Beer" grants you...duh, Double Tap. This doubles your fire rate, but this will only be noticeable if you have a full-auto or semi-auto weapon; bolt action rifles are unaffected. If you use this, keep an eye on your ammo, because this perk will drain it in a hurry. If you manage to score a Deployable FG42 or M1919 Browning, you will definitely want this perk. iii. Left Upstairs ------------------ Windows: 3 Weapons: Trench Gun, STG-44 Doors: Power Room (750 points) This room contains no soda machines. The Mystery Box may spawn here if destroyed. iv. Right First Room --------------------- Windows: 3 Weapons: M1 Garand, Springfield Doors: Right Hallway (750 points), Right Back Room (750 points) Soda Machine: Revive Soda (1500 points) This room contains the Revive Soda machine, which contains a new perk - Quick Revive. This perk allows you to revive downed teammates faster than usual. This perk can be useful in a pinch, but since you're trying not to get downed in the first place, the other perks are going to be more useful. Not to say that this perk doesn't have its uses... v. Right Hallway ---------------- Windows: 3 Weapons: Thompson, Grenades, Double-Barreled Shotgun Doors: Right Balcony (1000 points) The Mystery Box may spawn here if destroyed. vi. Right Back Room ------------------- Windows: 1 Weapons: BAR, Trench Gun, Bouncing Betty Doors: None This room is a dead end, but those with long range weapons can hit zombies in the Right Hallway from here. This is also a decent place to mount a last stand if you're overwhelmed. vii. Right Balcony ------------------ Windows: 3 Weapons: Deployable BAR, Bouncing Betty, Trench Gun Doors: Right Upstairs (750 points) This room has electric barriers. viii. Right Upstairs -------------------- Windows: 1 Weapons: Sawed-Off Shotgun Doors: Kitchen (1000 points) Soda Machine: Speed Cola (3000 points) This room has a Speed Cola machine. Speed Cola must have actual speed in it, as it grants the Sleight of Hand perk. This highly useful perk doubles your reload speed, making it much easier to use heavier weapons such as the deployable machine guns and shotguns. Make it a point to pick up this perk when you have the chance. The kitchen is a nondescript room that costs 1,000 points to enter, and is essentially a staging area for the Power Room, which costs 750 more to enter. It has one window. ix. Power Room -------------- Windows: 1 Weapons: None Doors: Access to Left and Right sides This room contains the all-important power switch, which opens the door separating the initial spawn room, uniting your team. It also activates the electric barriers and soda machines, allowing your team access to perks. E. HOW TO KEEP YOUR SANITY IN THE ASYLUM ---------------------------------------- - The Mystery Box starts off in the Power Room. Don't waste your time looking for it until you get there; you'll have to use what you have until then. Speaking of which... - Do |
