Resident Evil

Resident Evil

11.10.2013 15:42:34
Director's Cut Jill's Advanced Game Speed Guide
~B
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| || || |__ __| || || |/ || |__ | | | | | | | |__ \ \/ /| || |_
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| \ | || || _|| _||_ _|| || || || __|| _|| || ||_ _|
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| |/ || || || || |_ | |_ || | || || || | __| || |_ | || | ||
|___/ |_||_||_||___||___| || |____||_||_| |____||___||____| ||



RESIDENT EVIL: DIRECTOR'S CUT JILL'S ADVANCED GAME SPEED GUIDE

FOR THE SONY PLAYSTATION

Unpublished work by Efrem Orizzonte (efroriz@hotmail.com)


=====================================================================
DISCLAIMER
=====================================================================

THIS DOCUMENT IS COPYRIGHT 2000 EFREM ORIZZONTE. THIS DOCUMENT IS FOR
PRIVATE USE ONLY. YOU'RE NOT ALLOWED TO PLACE IT ON YOUR WEBSITE,
LINK DIRECTLY TO IT, ALTER IT IN ANY WAY, PUBLISH IT IN BOOKS OR
MAGAZINES, OR SELL IT FOR ANY PROFIT. YOU MAY PRINT IT AND GIVE IT TO
WHOMEVER YOU WANT AS LONG AS YOU DON'T GET ANY CASH FOR IT.

YOU CAN E-MAIL THE AUTHOR FOR QUESTIONS, COMMENTS, CORRECTIONS OR
CONTRIBUTIONS AND YOU WILL BE GIVEN CREDIT FOR THEM AS LONG AS
THEY'RE USEFUL AND PERTINENT TO THE DOCUMENT.

=====================================================================
CONTENTS
=====================================================================
1. REVISION HISTORY
2. INTRODUCTION
3. TIPS
4. SPEED GUIDE
5. MAPS
6. CREDITS

=====================================================================
1. REVISION HISTORY
=====================================================================
Version 1.0 [9-22-2000]
Everything.

=====================================================================
2. INTRODUCTION
=====================================================================
Although Resident Evil: Director's Cut is a much more difficult
version of the original game, it's possible to complete it using Jill
way below the 2 hours roof. Of course, this may prove to be an
impossible task for beginners, but it makes a tempting challenge for
those who have played the game and mastered it. This speed guide
features a step-by-step walkthrough that will tell you how to beat
Jill's adventure in less than 1h40'. Try it if you want to fully
enjoy one of the greatest games ever made for the Sony Playstation,
or if you need to prove yourself a strong survivor. And if you're
wandering why on Earth I took the time to make such a guide... you
don't know who Vincent Merken and Mark Kim are.

=====================================================================
3. TIPS
=====================================================================
- Press Start to skip all FMV scenes. This saves time. Unfortunately,
CGIs and cut scenes can't be skipped in this game.

- Run everywhere. If your thumb hurts, ignore it. You're playing for
time, right?

- Remember that an enemy is dead only when you see its blood spread
on the floor. Speaking about enemies, remember that only Explosive
Rounds will surely kill a zombie in one hit, and that hunters will
not be knocked down by Flame Rounds.

- Try to avoid being hurt at all costs. Accessing the menu and
storage boxes to use First Aid Sprays takes time.

- ALWAYS know how many bullets/rounds you have in your weapon. ALWAYS
reload when needed.

- NEVER get poisoned.

- If you know the game, plan everything from the start. Read the
guide and play the game in your mind before you actually play it.
This will save you a lot of time.

- Stay cool. You don't even imagine what mistakes you can make if
you're agitated. Never panic, or you're dead.

- Don't load your inventory with First Aid Sprays. Save them for
difficult spots.

- AIM WELL. You can't waste ammo.

=====================================================================
4. SPEED GUIDE
=====================================================================

Choose Jill and start the game. After Barry says "A dining room"
you'll be able to control Jill. Turn around and go back to the Main
Hall 1F. Wesker will send you back. When you can move again, try to
return to the Main Hall once more. Barry will say something. Now go
where Barry is and let the two of them chat. After that, go to the
granny clock. A scene will take over. As soon as it's finished, go
back to the Main Hall. When Barry asks you to look for Wesker, run
through the passage behind the stairs and exit back to the hall.
Barry will give you the Lockpick and leave. Climb the stairs to the
second floor.

Go to the Balcony and pick up the Bazooka. Equip it and try to take
the key. As soon as you regain control of Jill, fry Forest and get
the Armor Key. Get out and you'll meet Barry in the Main Hall 2F.
He'll give you some Acid Rounds and leave. Equip the Beretta, go back
downstairs and go to the Statue Room.

Unlock and enter the L-shaped Corridor. Run down it to avoid the dogs
and access the Twisted Corridor. Unlock and enter the Patio. Shoot
the first dog once and get close to it. Shoot it until it's dead,
then go ahead and as soon as the camera angle changes press R1 to be
ready for the next dog. Shoot it once, pick up the Chemical, shoot
the dog again and run back to the Corridor. Go to the Dark Corridor
and kill one zombie with the Beretta and one with the Bazooka. Ignore
the third and enter the Painting Gallery.

Press the switches below the paintings in this order:

-Newborn baby
-Infant
-Lively boy
-Young man
-Middle-aged man
-Old man
-"The end of life"

Get the Wind Crest and leave. Unlock the Stairwell and run to the
Storage Room without wasting a single bullet against the two zombies.
Put everything in the Storage Box but the Bazooka, the Armor Key, the
Beretta and the two Clips you'll find in the box. Get out and go
upstairs.

Move to the right of the steps to draw the zombie's attention. As
soon as he's on the left, climb the steps and run right to the jammed
door. Turn around and shoot the two zombies down with the Beretta,
then unlock and enter the Stag Room. Go to the Aquarium Room and
press the spider switch on the wall. When the aquarium is empty, push
it towards the desk and push the cupboard towards the wall with the
aquarium. Get the half Moon Crest and go back to the Corridor. Equip
the Bazooka. Unlock and enter the Red Corridor.

Kill the nearest zombie, then run down the hall to the Armors' Room.
Enter it. Cover the two ventilation holes with the statues and press
the switch. Collect the Emblem and get out. Go to Richard's Corridor,
dodging the zombie on the way. After the scene, go to the Dining Room
2F via the Main Hall 2F.

Kill the first zombie, then start pushing the statue towards the
opening in the rail. If you're fast you can push it down to the room
below before the second zombie gets you. Avoid him and run to the
Narrow Corridor. Kill the first two zombies with the Bazooka, ignore
the third and go downstairs. Quickly enter the Infirmary before the
dog gets you.

Take the Serum from the shelf. Have with you: Beretta, Clip(s),
Emblem, Serum, Chemical. Get out and run like hell to the Green
Corridor. Rush down the narrow passage and kill or just stun the
zombie guarding the Greenhouse. Enter that room and use the Chemical
in the water pumping machine to KO the plant, then get the Sun Crest.
Get out and go to the Sofa Corridor. Go to the Piano Bar, get round
the piano, push the shelf and get the Music Notes. Use them in front
of the piano to open a secret passage. Go there, get the Gold Emblem,
replace it with the Wooden Emblem and go to the Dining Room.

Pick up the Star Crest from the remains of the statue. Use the Gold
Emblem in the hollow above the fireplace to move the clock and take
the Blue Jewel. Take it to the Tiger Room and use it in the statue's
eye to find the Shield Key. Pick it up and return to Richard's
Corridor via the Main Hall. After the scene, open the next door. Hug
the outer wall and run down it to the steps, immediately press X and
the zombie's drool will miss you. Unlock the door, discard the key
and enter the Attic.

Now you'll have to be very skilled if you want to save some precious
time. Run ahead and let Yawn make its introduction, then, as soon as
you regain control, turn Jill to her left and run towards the column.
Get round it. Yawn will attack while you do so, but it will miss if
you're quick. Run to the alcove and retrieve the second half of the
Moon Crest, then leave as quickly as possible, trying to avoid
getting hit. If the snake didn't poison you, you'll save 2-3 minutes,
otherwise you'll lose them. Anyway, just get to the nearest storage
box (Infirmary if you were hit, Storage Room if not) and take with
you the Bazooka and the four Crests, then go to the Courtyard
Passage.

Dodge the dogs and position yourself in front of the plate. Use the
Crests in the plate, tapping Start like mad every time one Crest is
positioned to immediately re-access the menu. When the door unlocks,
enter the Warehouse. Push the ladder below the shelf on the wall,
climb it and get the Square Crank. Go to the Courtyard. Walk towards
the rusty gate until you actually see the dogs, then dash to the
gate. When in the Pool, use the Crank to hollow out the pool (skip
the FMV) and run all the way to the Guardhouse, avoiding all dogs.

Go to the Bedroom and get the Explosive Rounds (also take the First
Aid Spray if you need it). Reload the Bazooka and go to the Bar.
Quickly take the Red Book from the table and leave. Go to the Long
Corridor. The plant's tentacle will hit you twice, but it shouldn't
be enough to kill you. Go to the Wasp Nest Room, get the Dormitory
Key 002 and go open the dormitory. Enter the Bathroom 002, kill the
zombies and take the Dormitory Key 003 from the sink. Go open the
other dormitory and enter its bathroom. Kill the zombie and pick up
the Flame Rounds. Kill the zombie in the dormitory, take the V-Jolt
Report and replace it with the Red Book. Go to Plant 42 Room.

Shoot the Plant with 2 Explosive Rounds and one Flame Round. A scene
will take over. After that, get the C.Room Key from the fireplace and
return to the Dormitory 002. Push the bookcases to discover the
ladder and descend it.

Push the first crate almost to the end of the corridor (it must be on
the outer wall), then push the two other boxes into the water. Do the
same with the first one and go to the Aquarium. Go right and down the
hall to the C.Room door (skip the FMV), unlock it and enter. Use the
lever and the button to lower the water level and unlock the Arsenal.
Go to the Arsenal, take the Helmet Key and go back to 1F. After the
scene, return to the Mansion.

Skip the FMV. When the first hunter comes to you, just run to the
door of the Stairwell. Once there, kill the two hunters with the
Flame Rounds. Your Bazooka must be empty when you enter the Storage
Room. Pick up the Acid Rounds from the floor and take the ones Barry
previously gave you. Have a First Aid Spray to avoid the worst, then
go upstairs. Overrun the hunter and reach the Piano Room.

Check the piano and Yawn will make another appearance. Stand your
ground and shoot, 5 Acid Rounds should be enough. Then, check the
hole. Barry will come in and allow you down. When he leaves, go to
the tombstone and check it. Press the switch and climb the ladder
down. Run to the end of the corridor, avoiding the hunter. Do the
same in the next hall with the zombies and reach the Kitchen.

Go for the elevator and let the zombie on the floor bite you, but
frantically press every button to break free or it'll chew you to
death. Take the elevator up, kill the first hunter you see and go to
the Closet. Take the 12 Explosive Rounds, then run to the Main
Library. Kill the zombies and push the metal cupboard aside to earn
access to the Secret Study. Get in, take the Battery and leave. Go to
the Messed Up Library, push ahead the statue once and a half time,
press the switch on the wall, then push the statue to the lightened
square. Get the Doom Book 1 and take the elevator back down to the
Kitchen. Go to the door to 1F, skip the FMV and kill the zombie. Go
upstairs and reach the Garden.

Go to the Waterfall Courtyard and kill one dog, avoid the others and
put the Battery in the hollow, then take the elevator up. Kill the
three dogs and go to the Pool, use the Crank and go back down. Run to
the ladder to the Underground and descend it.

Immediately enter the door. Take the left passage. In the Shaft Room,
take the Explosive Rounds and maybe the First Aid Spray, then go to
Enrico's Corridor. When Enrico's dead, search him for the Hex Crank,
then return to the Typewriter Corridor and use the new Crank in the
hole to clear the passage. Open the next door. Go to the boulder,
turn around and run to the door. When the wall's broken, run to the
Spiderweb Room, and watch out for the hunter on the way.

Kill the spider, get out, reenter, take the Knife and clean the door,
then open it. Go to the Second Boulder Corridor, use the Hex Crank
three times, tease the boulder and hide in the alcove. Go to the end
of the corridor, get the Doom Book 2. Check and open the two books to
find the Eagle and Wolf Medals, then enter the Pressure Plate Room.
Push the statue towards the moving wall, then use the Hex Crank
twice. Push the statue on the pressure plate, get the Lab Key and go
take the elevator at the other end of the corridor.

Use the two Medals in the fountain, skip the FMV and go to the new
passage. Take the elevator down to the Laboratory. Climb down the
ladder and use the storage box so that everything you have is the
Bazooka, the Rounds, the Lab Key and optional First Aid Sprays. Go
ahead. Kill one zombie and go downstairs. Go left and reach the
Computer Room. Input JOHN and ADA, unlock Floor B3 and turn the
computer off. Get out and run down the hall to the locked door (kill
the zombie on the way), unlock and open it.

Ignore the zombies and go to the First Power Room. Go right, reach
the control panel and activate it, then go back and proceed to the
Third Power Room. Quickly activate the elevator and take the Battery,
then return to the Elevator Corridor and enter the Guardpost to get
the Flame Rounds. Go to the Elevator and activate it. After the long
scene, you'll have to fight the Tyrant. Shoot it down, then take the
Lab Key near Wesker's body and use the control panel to unlock the
room. Run back to the Entrance. You'll have one last scene with
Barry. After that, go to the Heliport Passage, use the Battery, take
and use the Flare when you reach the Heliport.

I got 1:39:59, but I was hit by Yawn and lost some time visiting some
storage rooms. Therefore, 1:35:00 or less is completely affordable
for hardcore players.

=====================================================================
5. MAPS
=====================================================================
***NOTE: only the names of the rooms you'll visit following this
guide are written. Useless rooms don't need an explanation***

----------
MANSION 1F
----------

____
_| |
| |27 |
| /____|
| | ___
| | | |||
______________ | | |13 |
| | 20 |_____ | |___| | ______
| ____ \ ______ | | | | | |\|______|____ 9|
| | 18|/| |/| |21/_| |_\ | | |_| __ | 10| |
| |/__|_| _| |____| | \ \ \ /15| |/___| |
| | | | |_ | _11__/__|_\|___ /_|
|17 | \ | 4 __| | |\ | | 8|
|____|||| | | |_| | | 12 | 16 | _|
| 3 |_|/|_____\__| |_____________|___________|____|\ |
|___ __________/_30| | _____/ | |
| \ | / 5 |_____| 24 | |
| 2 \ |_____|_ |/___| |
| | 1 | ___|_25_| |
|________________| / 6 | 7 |
| |_______/___________|
|_____________|

1 MAIN HALL 1F 11 DARK CORRIDOR
2 DINING ROOM 12 PAINTING GALLERY
3 SOFA CORRIDOR 13 STAIRWELL
4 PIANO BAR 14 (BETWEEN 13, 11 & 15) STORAGE ROOM
5 15
6 STATUE ROOM 16
7 L-SHAPED CORRIDOR 17 WOODEN CORRIDOR
8 TWISTED CORRIDOR 18 INFIRMARY
9 PATIO 19
10 20 GREEN CORRIDOR

21 GREENHOUSE 26 COURTYARD PASSAGE
22 (RIGHT OF 19) TIGER ROOM 27 WAREHOUSE
23 28
24 29 (BETWEEN 5 & 24)TOMBSTONE ROOM
25 30 ELEVATOR CORRIDOR



----------
MANSION 2F
----------


______ ____ ___
|__ | |21 | |||6|
| |/| |___|___\|___ ______| |____________
|24| | | | | | | \ _______ _____ |
__|__\ | |22 | 20 \ | | 12| | 8 /__\_7\ 9| |
| ___ | | | _| | |\__|\|____| |__| |
| |___| | | \ | 19| |________11| / /|
|_____ 5| |___|____|_ | | | | 18 | 10 |
| |_ 23/_ |_| |__ __| 13 \ | |____|
|__\|___|_/______| | | | | | | |
|2 ____________ | 1|_______| |________| |_ _ _| |
| | | \ _________ /_ __ ____| | | |
| |____________| | | | | /_4|\|_ 16\ | 17 |
|________________| | | |3| ||14 |_ _| |_ |
| | | /_| ||_____/__15_/____|
|_| |_|


1 MAIN HALL 2F 13 ARMORS' ROOM
2 DINING ROOM 2F 14 RICHARD'S ROOM
3 BALCONY PASSAGE 15 ATTIC PASSAGE
4 BALCONY 16
5 NARROW CORRIDOR 17 ATTIC
6 CORRIDOR 2F 18 PIANO ROOM
7 STAG ROOM 19 ELEVATOR CORRIDOR 2F
8 20 MAIN LIBRARY
9 AQUARIUM ROOM 21 SECRET STUDY
10 FIREPLACE ROOM 22 MESSED UP LIBRARY
11 RED CORRIDOR 23
12 24
25 (Just right of 23) CLOSET



----------
MANSION B1
----------


____
|1 __|
| |
_____________________________| |___
| \___4____| __/_________________|||
| | | | |
| 3 |_| | |
|__ _______| |___
| \ 2 |
|_______________|


1 MAIN CORRIDOR B1
2 LARGE CORRIDOR B1
3 KITCHEN
4 ELEVATOR SHAFT



------
GARDEN
------

_
| |
| |
| |
| |_______ _______
|_______ 4| __| _ _|__ _______
| | | ___|_| | | | |_____
| | _ / _| | | |2|____| |___ 5 |
| |___| |_||_| \| |___ | | __ |
|_____\ | _| |_ | | | |
|_ _| | \ | | |__| |
| 3 | |_ _| |_________|
| | | |
| |________|1|_
|______|__________ |
| |
\_|



1 COURTYARD
2 POOL
3 WATERFALL COURTYARD
4 GUARDHOUSE PASSAGE
5 FOUNTAIN



-------------
GUARDHOUSE 1F
-------------

______
__________| |__________
| 3 | | | 9| | |
______|__ | 5 _| |\_| 8| |
| | 4| | | | _/_____| |________________
| 1 |__\|____| | | 12 | |11| | |
| __ __/_____| |____/ |/_| 10/ 13 |
|___ __| \ | | | | 7 \______| |
\ | 2 | | | /________________/_________|
|____|\|________| 6|
|_____________|


1 MAIN CORRIDOR 8 DORMITORY 002
2 BEDROOM 9 BATHROOM 002
3 10 DORMITORY 003
4 11 BATHROOM 003
5 BAR 12
6 LONG CORRIDOR 13 PLANT 42 ROOM
7 WASP NEST ROOM



-------------
GUARDHOUSE B1
-------------

_
| |
| |_______
________________|_______ 1|
| 5 | / | |
|____/ ______ 2 | | |
| / | | | 3 | |
| 4 | |______| |____| |
|___| | | /______|
| |______| |
| |
|______________|


1 UNDERGROUND CORRIDOR
2 AQUARIUM
3
4 CONTROL ROOM
5 ARSENAL



-----------
UNDERGROUND
-----------


_____
| _ 1| __________ _
| | | | | _\ |_| |
| | | | | | |__3 ____|
| | | |____| | | |
|\| |_\____ 2 | | |
_______| |___ | | _| |
| _______ 5 _| | |__| |
|_| | | |____\__ \|
__________ ____|\|____ | |
|_ __ _| | | __ | |
__| | _| |_ | 6 | | 8| | | _
|10\_|| 9 |_|_____/_____|_|_\| | |__|4|
|__| | ___\__________7_______| |______|
| |
|_|


1 TYPEWRITER CORRIDOR 6 SPIDERWEB ROOM
2 T-SHAPED CORRIDOR 7 EMPTY CORRIDOR
3 SHAFT ROOM 8
4 ENRICO'S CORRIDOR 9 SECOND BOULDER CORRIDOR
5 FIRST BOULDER CORRIDOR 10 PRESSURE PLATE ROOM



------
LAB B1
------

_______
| |
| |_______
| 20 \_____ |
|_______| | |
| |
| |
| |_____
|__19_ |
| |
| |
| |
| |
| | _____
| |_____________| |
|_______________\ 1 |
|___ |
|_|


1 ENTRANCE
19 HELIPORT PASSAGE
20 HELIPORT



------
LAB B2
------

_____________
|__ __ | |
| \ | | 2 |
| | 3 |/__|
| 8 | |
|_____|_______|


2 STORAGE BOX ROOM
3 STAIRWELL
8



------
LAB B3
------


____ _
| _|____| |______
| |\ | | | |
| | | 9 | | 7 /|
| |__|/___| |____| |
|_\___5_ _\4 ____ |________
| / | | 12 | | | __|
|_6_| |__ | |11 | |13|
| |/| |/__| | |
|________\___10/__|
| |
| |
___|\|__
|_14_ _ |
|| ||_||
_|| | _\|
|__| || ||
______||
| _15__ |
_||__ _||
|_____||_ |
|16_____ \|
| |_____| |
|_________|


4 GREAT CORRIDOR 11
5 12
6 13 GUARDPOST
7 COMPUTER ROOM 14 FIRST POWER ROOM
9 15 SECOND POWER ROOM
10 ELEVATOR CORRIDOR 16 THIRD POWER ROOM



------
LAB B4
------

______
|17____|___
| | |
|_| 18 |
| |_____ |
| | | |
| | | |
| | | |
| | | |
| |_____| |
| ____ |
| | | |
|__| |__|


17 CORRIDOR B4
18 TYRANT LAB

=====================================================================
6. CREDITS
=====================================================================
CAPCOM: they created the Resident Evil phenomenon.

Vincent Merken: the king of the Speed Guides for survival horror
games. He didn't take the time to make one for this, so... :). Check
his works if you ever find them (GameFAQs has them all).

Jeff "CJayC" Veasey at GameFAQs.com: he posts my FAQs.

Me: I wrote the FAQ.

You: you read my work, and (hopefully) enjoyed it.








 
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