Guide and passage by aliens vs. Predator

– I'm not going to harm you. I just eat you.

P. Shekeli, "Ghost-5"

In 1999, Rebellion released Aliens vs. Predator. At that time, the game was an event and the only attempt to look at one conflict from three so different points of view that they changed the genre.

Morpena Campaign – Survival Horror. Monsters lurk in the darkness, the motion sensor is squealing, and only the right assault rifle separates from death. For a stranger, the game turned into Stealth Action – Xenomorph ran along the walls and ceilings, jumping out of darkness to bite into the brain. And the predator – he just hunted for everyone, combining secrecy, battle on blades and shooting.

Years passed. The twenty -first century struck, the affairs of the long -lasting days were forgotten, and angular graphics Aliens vs. Predator Now it seems naive, like a black and white dumb movie. But developers Rebellion remembered one of their best projects and continued to dream. And now a decade passed, and then they slapped their palm on the table and said: enough! Predators and strangers and now more lively all living things, and we will return them to you!

They again took the world from Hollywood "Predator" – Let without Schwarzenegger, but with demonically laughing aliens, with their branded thermal imagers, laser sights and flying blades. They added to him the universe of starships, hissing from the darkness, leathery eggs, protein androids and crazy patterns X.P. Giger.

And they came up with a new plot in which there were distant planets, scientific laboratories, ancient shrines, unprincipled scientists “Weiland Utani” and brave cosmic marines. They called Lance Bishop Henriksen , And he appeared at the call.

But they did not touch the gameplay. And the developers carefully transferred the atmosphere of that game in 2010.

No one will hear in space ..

A dull speck of flashlight rushed along the walls of the station immersed into the darkness of the station. The corners drowned in the dark for a few seconds are illuminated by red, while the light cartridge thrown into a specially suspicious place burns in a specially suspicious place. The measured “Tick-tik” of the motion sensor soothes, but not much-the scanner only watches what ahead. You have to constantly turn around and squeeze into the wall to make sure that within twenty meters there is no movement. But when the signal is approaching on the screen and with each click of the scanner, the marine can only hope for the right M41A1 automatic machine and that the flashlight will grab someone else from the darkness before he attaches.

Fear, claustrophobia, frightening sounds running somewhere in the distance of the ventilation of monsters-all these attributes of the Survival Horror accompany the marine campaign in Aliens vs. Predator. The developers also selected a night vision device from us, because of which the game began to resemble Doom III – Unless the flashlight is weak, but eternal, and lighting cartridges allow you to disperse the darkness before walking there.

The campaign for the infantryman is the longest of three. Maybe this is because only a fragile marine moves slowly, carefully and "is afraid to run to the middle of the room". The levels here are the same as in the other two campaigns: colony, treatment station, jungle, ancient ruins, scientific laboratory, pyramid. However, we will not only have to fight strangers and predators, but also to bring the Weyland Utani company and her boss Karl Bishop Weland, who is played by film actor Lance Henriksen, the second one after Sigurni, the Star of the Storey and Alien Against Predator ".

It is not necessary to pass three campaigns sequentially, one after another. So that the player is not too scared in the dark, after each mission he is offered to go through a task from another campaign for a variety – for example, for a stranger.

He cannot be killed

"Weiland Utani". They thought they could experiment with xenomorphs with impunity. They were mistaken. It always happens.

After the training regime, in which our stranger is dancing under the tune of scientists for a species, the accident gives us a chance to throw off the shackles and deal with the scientists who quickly lost courage. From somewhere in the distance, the captive uterus gives us instructions, and we hurry to her help. But the weapons of people and especially their automatic guns are painfully sting, so we need to be cunning, goals!

Enemies are blind. Where everything looks gray for us, for them – complete darkness. But we are sensible to them from afar, even through the walls. People do not know that we are running through ventilation pipes. Of course, they have radars, and they sometimes shout: “Attention, my movement is twenty and approaches!" – but it is worth hiding in a dark corner under the ceiling, as they lose vigilance. They are stupid. Our hissing from the darkness attracts them. A lot of marines, waving cannons, went to this sound and disappeared – quickly and soundless.

And how funny scientists run from us, falling on the go and screaming! They think they can run away from us – but we rush many times faster than them and are able to catch up with fugitives with one jump. You can leave these stupid scientists alive, but you can not leave. Previously, we just bit their heads, but now we grab them and hold them, while the face of the face is made from them incubators. It is a pity that some, having seen us, prefer to grab the gun and knock out their brains, and someone even tries to damage us, blowing up with a cry: “This time you chose the wrong incubator!"

We will sneak in the darkness, and on the way to the uterus we can’t stop us. From our claws, even a predator can fall along with its claws and a deadly plasma gun.

Get to the Choppa!

The colonists found and desecrated our pyramid on the planet BG-386. They must be killed so that there is no memory left about the base and memory.

The easiest way to move here is long jumps from wood to wood, from the roof to the roof. People roam below. They do not see me under camouflage, and I see them in the thermal spectrum as in the palm of my hand. To cope with them, you do not need a plasma gun on my shoulder. She consumes energy, although this is not a problem – a lot of human batteries around. Worse, that, seeing three laser points, people worry.

No, it is not necessary to shoot. Much easier to lure them one at a trap, forcing them to go to a ghostly voice. Whistle of blades is the last thing they hear when going beyond the tree.

On their bases are running creatures whom we call snakes. Snakes themselves are not very dangerous – we use them to train young animals. But there are a lot of them, and it is sometimes difficult to fight off them – you need to combine quick blows with slow, put the blocks, break through the protection … It is a pity that when there are many snakes, they cannot be enough and killing stylishly – while you break about one knee, they will still take up two. You have to chop them ugly, but quick blows.

The near battle is my element. Plasma guns, mines, flying disk – for aesthetes. Only a spear is the best way to quickly and reliably kill the prey from afar.

It will be a glorious hunt!

Not the last cry

Three heroes pass their campaigns in the same places, but they see them from different angles. The predator jumps from the roof to the roof. A stranger rushes under the cover of darkness along the walls and ceilings, overcoming dangerous places through the ventilation pipes. The seapeh wanders in the dark, listening, looking nervously, scattering lighting cartridges and following the scanner of movement.

The developers managed to catch the playing atmosphere in all three campaigns by the tail, and for this they can forgive them a lot. Slightly outdated graphics are not very striking, because for a marine is too dark for a stranger, for someone else's darkness turns into a gray picture, and the predator sees the world in the rainbow of the thermal range or in the gray-green colors of the “anti-kenomorphic” filter.

Only the strange adversity of the faces of some characters is slightly discouraged – especially against the backdrop of the beautiful virtual double of Lance Henrixen and the perfectly modeled faces of the marines, whom a stranger often has to look closely before bite in the soft tissues of the head.

The plot is not too remembered too much. There is only one interesting turn, in a campaign for a marine. Everything else is predictable and slightly stamped. A stranger is wetting everyone to save the uterus. The predator is wetting everyone to know how to desecrate the ancient pyramids. Yes, and the infantryman is also not too rich in motivation: he tries to escape from the station all the way, connect with his detachment, find other marines, save them, shoot those who can no longer be saved, and so on. Only along the way, between the matter he takes on the pure water of Karl Bishop Weland and his ominous corporation.

But the shortcomings of the plot aliens vs. Predator should not be dumped on Rebellion screenwriters. They prettyly squeezed out of, say frankly, insufficiently worked out universes, where except for Weiland Utani and the canonical set of characters, their skills and weapons, consider, there is nothing and there is nothing. Unless we never got into space. But who knows – maybe we are lucky next time, because the game ends with a fat hint of continuation.

• • •

Ten years after the release of Aliens vs. Predator developers successfully “rebooted” the series, managing to reproduce the atmosphere of the 1999 game. And this means a lot-the fact that predators still hunt, strangers serenely carry eggs, and marines in the ragged body armor waving m41a1.

So, quite possibly, we are now present under the Renaissance of these two intersecting universes. Ahead – new games in which the aliens again give people capsule pistols, where Helen Ripley is now more lively of all living things, and Weiland Utani always needs new scientists.

Verdict: On the way to the goal, all means are good – from claws and blades to grenades and machine guns. The victim, the killer and the hunter again collided with his foreheads on one individual planet. The revival of the legendary game series took place!

[[Break]]

Aliens vs. Predator – These are three games in one. In each of the three campaigns, the player gives different opportunities and a set of weapons, so that the tactics of passage are also very different. The same thing with enemies: if xenomorphs are funny animals for a predator, then for the marine they are terrible monsters who need to be afraid.

So talk about tactics and what we do on the planet BG-386, we need to separately for each character.

Marine

The Space Marine Corcodier is very vulnerable, despite the fact that his weapon can demolish almost any xenomorph per second. In close combat, he is weaker than anyone, but if you let him aim and open fire, then green scraps will fly along the back streets!

Light

Our main problem when playing for Marine is a blind. In the original aliens vs. Predator he had at least a night vision device – here they decided to replace it with a dull flashlight. You should always keep it on – and do not forget to turn it on again in every new mission.

Lighting ammunitions are endless, but throwing in a dark angle now you can only one thing. The next becomes available only seconds in ten, when this. At the same time, the space is illuminated by a radius of meters of five. It is necessary to throw cartridges wisely, and not at every dark corner, but to where suspicious sounds come from, or to the place for which the scanner of movement is torn. If the xenomorph is already visible and approaches, sometimes it will not be superfluous to abandon the light cartridge next to you, so that it would be more handy to shoot back.

Scanner

First shown in the "strangers" sensor of movement almost did not change. Every second he scans the space in the hemisphere in front and cuts off the movement within the radius of twenty meters. Since the back hemisphere enters the dead zone, when moving the marine, it is worth looking more often and make a couple of “scans” on the subject of whether anyone is sneaked from behind.

Not always a signal on a scanner means that xenomorph is approaching you. Sometimes he just runs about his business somewhere in the ventilation system, and his signal will be removed, and then he will disappear completely.

Other marine infantrymen on the scanner are not displayed or look like a cross.

The arrow that hangs on the edge of the scanner indicates not north, but where the plot commands you to go. Using this thread of Ariadne, you will never get lost. Only in a few places of the game, the shooter will not tell you where to look for some desired thing: a battery for powering some unit or a mechanism unlocking the door. Alien and predator have the same arrows, only they look different.

Treatment

The health of Marine can shake from anything – falling, getting into the fire, shots, but, of course, the blows of the paws and tails of strangers, their deadly grip, splashes of acid, jumping of the lyceums and the like, are primarily harmful to him.

A strip of health of the marine is divided into three parts. If the strip is removed to two -thirds of health, then over time it regenerates to complete. If health falls to the level between the third and two thirds, then it will recover to two -thirds. If it is close to zero, then over time will recover up to a third. The developers introduced this rule so that the player is not too worried about the small splashes of acid or from a pair of missed blows with a clawed paw.

However, if health has shaken and did not recover to the end, it is necessary to be treated. Medical stimulants are found at the levels, marked by the badge of the green cross, and you can carry them with you up to three pieces. The same rules apply for a predator, except that his blood shines, the first -aid kits look more alien, and the treatment process is accompanied by an interesting special effect and a loud cry.

As for the stranger, it is easier for him – he quickly regenerates, and he only needs to sit down in order to fully get better.

Near battle

Morpeh does not know how to hide behind shelters, as his dashing colleagues from the prefixes do. He cannot peek around the corner either. Even sitting down – above his strength. True, he is capable of time from time to time to give a good, albeit a short sprint, but sometimes he has to fight in close combat.

This can happen to anyone – for example, you noticed xenomorph too close, and it is already swinging to strike. Or the cartridges ended, and other people's rod with a stream, and there is no time to reload. Or you need to stun the monster to bounce away from it and avoid splashes of blood acids (it has to be rather big, by the way, the share of the mortality of the marines).

In a word, sometimes a combat situation forces the use of weapons in a manner that is not characteristic of it. The main reception of Marine – Block. The fighter's weapon trunk is covered from the blow. Having hit the machine, a stranger for a second from such impudence is stunned, and then you need to beat him with all his strength by a machine gun on a brazen banner muzzle. Pick the xenomorph from yourself a gun in which the cartridges ended, is also a holy cause. It is unlikely that the time for reloading is enough, but weapons are changing – quite.

Weapon

The arsenal of the marine infantryman is rich and generally corresponds to the Hollywood canon. But the developers, having seen enough of all sorts of Halo, decided to amuse us and allowed us to carry with them except a pistol, only two weapons. Automat, sniper, flamethrower, shotgun – choose any two options. As for a machine gun with automatic guidance, it replaces all the guns at once, except the pistol. Fortunately, this is a small problem, as they give it only twice in the entire game.

What can be called a problem is the number of ammunition that you can take with you. It’s not to say that the developers were completely deprived of us (I suppose it’s not Silent Hill: Homecomping), but more than once in the game there were situations when cartridges were impending. So it is worth protecting the ammunition, and the "one" will help in this.

Pistol VP78

“Unit” is a guarantee that you will not be left without cartridges. The charges in it are endless. This is the gun and good. He will also help against the lonely (and not too nimble) xenomorph, however, you will have to shoot almost the entire store about sixteen rounds.

As soon as you get a machine gun, you will not return to the gun. Will not make you back and its alternative shooting mode in short bursts. But when you find yourself in the same room with open eggs of strangers, and the face will swear under your feet, you probably remember about the “unit”.

Automat M41A/2

By the way, the best fantastic machine gun of all time! But for some reason he went worse in this game than in the original. And in appearance, it is baggy, and the spread of bullets does not allow it to use it over long distances, and there is no glance regime through the sight. However, it is possible that the developers specially “dragged” the machine so that it would not attempt on the niche sniper.

M41A/2 is good in a battle against the spent crowd of xenomorphs. If the enemies have concentrated in one place, it makes sense to think about the alternative shooting regime: under -barrel grenade launcher. There are only four grenades, but the damage from them is noble. Alien explosion tears to shreds like hamsters. The main thing is not to shoot next to you, otherwise not only health will shake, but also a blast wave can be knocked down. And why it is impossible to fall in the presence of hungry xenomorphs, I think, you do not need to explain. Eat!

Drobovik ZX76

Good weapon – I would even say that the local boomstick will be better than most game shotgun. Of course, it must be used against xenomorphs, and only against them. He runs to you some kind of stranger, already spread its paws and opened both mouths, and you from the shotgun-n-on! Or even from both trunks with a doublet – BOMS! Xenomorphs burst so funny ..

True, at the same time they do not pour acid, and this can disrupt the alkaline balance – with death. So be careful.

Flazes M260

Strange thing, very strange. On the one hand, it is very cool to use it against eggs and lyceums. This is not only safe and convenient, but also corresponds to the canon – let us recall how Sigurni Wiever dashed in a flamethrower in “strangers”.

But against eggs and all sorts of small jumping creatures, the gun works no worse – and certainly more economical. But against xenomorphs, flamethrower is not too useful. Yes, having fallen under a stream of fire, strangers light up, they will do some time, and then explode. But they still try to get to us for some time, and during the explosion they also famously scatter acid around.

The alternative regime of the flamethrower is completely strange: spraying of combustible fluid. Then it can be set fire to it, but do strangers let us do such things? It’s easier to pour salt on their tail.

Sniper rifle M42

The best weapons at long and medium distances. It is not too convenient when strangers run to the hero in a crowd, but it also acts quite decently – they shot xenomorph into the pumpkin a couple of times, and it is ready. Unless reloading after every six shots can become a problem in conditions.

But against the spitting acids of strangers, the sniper acts perfectly, allowing it to conveniently and safely “remove” reptiles from the walls. And in shootouts closer to the end of the game there is practically nothing to replace it, especially if the enemy is masked. This rifle has a wonderful ability to “highlight” the silhouette of the enemy, and not only covered with camouflage, but also standing behind the wall. There is no way to expose “vacationers” on the floor of Androids and sitting on the walls of hives of xenomorphs in time.

Happy machine gun M59/b

This sample of weapons is magnificent, despite the fact that it becomes effective only at a distance of twenty meters and closer. But the principle of “let them go closer, Petka” works fine – the aliens turn into minced meat in a second.

The disguise against the M59/B does not work – this machine gun also highlights the enemies. But they will put him in your hands and let him be pleased to shoot him only a couple of times. You can disable automatic guidance by pressing the alternative mode key. But there is no need to do it. The machine gun himself catches the sight of all enemies.

Stranger

Xenomorph with playful stigma "6" on the forehead is fragile, but fatal and hidden. He sees perfectly in the dark, he smells enemies through the walls, can move on any surface, can jump far, running quickly and, quietly sneaking, is able to safely finish with any person or android.

This determines the tactics of the game for a stranger: you need to lurk, track, lure, kill enemies in the darkness one at a time and never climb into a rampage. We can somehow score and bit one marine, if he finds us and begins to shoot, but two is already a serious problem.

However, the worst of all, as in the original, are automatic guns that betray themselves from a characteristic sound and strip of backlight. Running in front of them is a bad idea, and you can not always destroy such a gun. Even if Xenomorph got to the blind zone, he cannot quit the gun, and only if a laptop is next to it, we have a chance to cut her down.

But if earlier the guns could only be bypassed, now we have a new opportunity to pass the dangerous area, making a long elegant jump through the shot area.

Movement

Even in the game of ten years ago, strangers struck everyone that they could run along the walls and ceilings. This concept was too original for many – it is not so easy to navigate at the level if you look at the interior, hanging up your feet from the ceiling. In addition, strangers had a very wide field of view and a specific night vision regime, which was also a little scared of players.

In the new AVP, the field of view was slightly narrowed, and the special mode of view was removed, making the darkomorph of the darkness simply gray and faded. But running around the ceiling and walls did not go away, and you will have to get used to it for a while. It is not so easy to realize that if marines go to your direction, then you can not run and hide, but climb the wall and hide in a dark corner. If the sight has inverted the colors, then you are sitting on the lawn and you are definitely not visible.

In order to approach the wall, climb it and run, you need to press the “surface change” key. If, sitting on a wall or ceiling, press the key again, xenomorph will unhook the claws and falls into a bag where gravity will call.

If someone wants to get to the right place of the wall faster-if not, why not. Press the "Focus" button and jump. Xenomorph jumps on the wall – just to where he looked at the sight. So you can jump over fairly long distances and overcome dangerous areas – for example, protected by an automatic gun. And if you press the “focus” and take a person into the sight, then someone else’s, naturally, will run into him as a famous tiger. In general, most of the plot can be passed by carrupting on the walls, but there are places where you can’t do without jumping.

Climbing in secret passages is now a little more difficult. It is not enough to approach the hole leading to the ventilation – you also need to press the action button when an inviting inscription appears. To get out of the pipe, you will have to press the action button again.

Secretive murders

However, it is very rare to jump on people. There is a much more convenient and safe way to kill them. To grab a person and finally kill a person, piercing his tail or biting into the brain, you must quietly sneak up to him at a distance of a couple of meters and press the “action” key. You can sneak up, but often it’s just more convenient not on the floor, but on the wall or hanging from the ceiling.

Keep in mind that marines often have a movement scanners, and any movements can not be trapped behind their backs – the soldiers are alarming and start poke in our direction with trunks. The best way to lull their vigilance is to sit motionless for a few seconds. If Morpeh said something like: “Do not relax!" – then he relaxed.

But what to do if marines, for example, are a lot or they do not leave the illuminated space? Try to hiss. Hearing a suspicious sound, the marines can go to find out who said: “S-s-s-s-s!"May, however, do not go if they sear out too far, but I do not want to leave from perspective. In this case, Morpeh will say something like: “No, I won't go there! Better come to me yourself, ugly xenomorph!"

Near battle

The stranger has two types of blows: fast, but light blows with paws and heavy, but for a long time “promoting” swing tail. A heavy blow breaks through an enemy block, but light blows can “knock down” the enemy a heavy blow. Ksenomorph has its own block.

However, there are not many places in the game where a stranger has to fight seriously. Typically, its mustache, paws and tail are used for simpler purposes: it is convenient to eliminate the lamps with the tail with the “a la Sam Fisher” with the tail-to break the misses and scatter boxes that cover the entrance to secret passages. Morpokhov and droids are always better to eliminate secretly and silently, and unarmed scientists – to let the incubators.

Only when meeting with predators it will be necessary to seriously fight. But here there is a way to make life easier if you portray a game in the “King of the Mountain” in battle – sit on a column, again after throwing the predator on the ground with the blows of the paws and tail.

Predator

The alien hunter is very strong and in close combat will not give a descent to strangers. The weapons of people, however, can damage him-nevertheless, people are a little better on the BG-386 than in Antarctica or Los Angeles. But in order not to spill glowing blood, the predator has a bunch of abilities and a whole arsenal.

Movement and camouflage

The most convenient way to move for us in this campaign is to height jumping. The predator cannot smear, since before each jump it presses the focus key highlights the jumping place. You can also blame from troubles. Aliens flew up, the marines ran up, and we are jumping, and looking for us, fistulas.

The masking of a predator’s costume can work for an unlimited time – it subsides only with active actions and in water. With the camouflage on, however, do not approach people close to people – they will notice. Aliens are wearing us by smell, and it is useless to disguise themselves against them. You should not hope for invisibility and when you are next to an automatic gun.

Visual modes

Hollywood glorified thermal imager is very useful for tracking people, androids and techniques. If desired, the picture can be brought closer – built -in binoculars in the game do not play a big role, it is mainly as an element of entourage, although with the help of a directed microphone you can sometimes hear a couple of dialogs from afar.

The problem with the thermal imager is that he does not help to track strangers. Another mode of view, especially against them, becomes available in the middle of the plot. In it, the whole world becomes gray, but xenomorphs, their eggs, lyceums and even holes are brightly highlighted in green.

Secretive murders

A sample analogue of a xenomorph hissing – predator decoys. He arranged, I must say, extremely cunning. Firstly, with its help you can distract one individual marine (select it by pressing the "Sunny" button). Secondly, it can not only be attracted to yourself, but also lure it to a certain place, and not just where we are (we aim at the right point, we press the “decoy) again. And thirdly, succumbing to the call of sirens, the marine is so passionate about the process that it can pass by the predator’s disguise and not notice the characteristic trembling of air. The rest is a matter of technology. Approach the marine, press the "action", look at its death.

However, it is necessary, to say that the decoy, like the hiss of someone else’s, also does not always work, and sometimes the markens are loudly refused to go to where the unknown is coming from where: “Sh-sh-sh-sh, come here, freak!"

Offended, or something?

Near battle

The fighting system of the predator is made, in general, according to the same rules as the alien. The main weapon is the blades on the hands. There is a quick blow, slow, block (caused by pressing both keys at once). The enemy block breaks through a slow blow. A quick blow knocks the enemy attempt to inflict a slow. After a successful block, you can quickly counterattack. If the enemy is one, you can not stand on ceremony with him – grab (the “action” key) and kill the beautiful Fatality. But if there are many of them (and strangers do not go alone here), there is a risk at the time of the trick of the trick to miss a lot of shocks or shots.

And of course, you can attack in a jump, as strangers can do it. To do this, press the "focus", highlight the target – and jump.

And what we have with weapons? Everything is not so smooth with him.

Weapon

The main problem with weapons is that the use of a plasma gun and min is spent, and very quickly, our charge of energy. It can be replenished with human batteries (the nearest ones are highlighted themselves or by pressing the Focus key). It turns out that our hunters are not so autonomous if their weapons work only where it can be recharged.

Plasma gun

It would seem that a huge power is a thing, especially if you hold the shot key slightly, accumulating the charge (and devastating your batteries). But it is not too convenient to use it against strangers – plasma does not fly instantly, and the beast can have time to run out of the defeat zone.

There are also continuous problems with people. From one ordinary shot, they cannot be killed. If the accumulated charge gets into the marine, then it will tear to pieces, but the trouble is – people see a laser sight, and while the charge is accumulated, they can start fussing, running, enemy to look. No to stand calm!

Mines

Mines – strange weapons. Of course, they can be scattered in front of you, protecting yourself from strangers. But is it not easier to break these creatures with blades by saving electricity and to themselves and people?

If you throw a mine into people in their presence, they instantly realize what the matter is, and they will burst to the sides. Of course, and here you can accumulate a charge, throw a particularly powerful mine, put it around the corner, call a marine … But this is also not acorn, and if a person goes to the call, the worse the claws of clicks?

Boomerang

And five – weapons of dubious usefulness. The flying disk cuts and not bad. But if you abandon it, you must keep the enemy in the sight so that the boomerang is at the target, and then, if you are lucky, hit the target and on the way back. But there is no time for this in a quick battle, but the weapon appears so late that there is no time to experience it against people and droids.

Spear

The most recent spear appears in the arsenal of the predator. And this is perhaps the only type of weapon that you cannot complain about. You can throw it far away, and if the enemy has dodged, there is nothing terrible about it! The spear is “non -resolved”, in a couple of seconds it will appear again in the arsenal, and it can be thrown again. And ordinary xenomorphs, and droids, and even more so marines, it blows from one blow, and the greatest danger when using it is to spread and take care of the blades in close combat. True, we will not have time to do this – literally one mission separates us from the coveted spear to the final of the Davinci’s Gold sister sites campaign for the predator.

Leave a Comment

Your email address will not be published. Required fields are marked *