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Zombie

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By the way, if you need some extra muscle, go to Estoni. There's a chappy there name Maddog. He's mad - but also free and a good mechanic. Not good at ranged combat, but he does come with a CAWS shotgun. With luck, you might even be able to get parts from the junkyard to make a rod and spring.

Seeing as I'm only in Drassen right now, it'll be a long hike to Estoni. Maybe if I get to Alma or Cambria I'll swing past. :)

 

Don't forget you can target different parts of the body. If you want to wound an enemy, but not kill him/her, shoot at his/her legs.

Cool, that's a good tip. It's a little hard to use this strategy for grabbing an enemies weapon though. If you wound an enemy in his torso or head, the guy will remain upright, allowing your HTH merc to walk up to him and attempt to tear the weapon away. If you shoot out the legs, the enemy will fall randomly to the ground. If he falls the "wrong way" so to speak, you'll need to move your HTH merc an extra tile in order to attempt to steal the weapon. This will leave you exposed during the enemies turn.

 

Hicks don't wear any armor so HP ammo works great. You could try barricading in the room with Daryl. It's a good position, just be careful of the window.

Hehe, as a test I had Ira shoot an enemy with HP ammo and it made his head explode into a mist of pink brain matter. I gotta remember to stock up on this type of ammo before going to the hicks. :) As another test, I tried barricading all my mercs in the tool shed and that didn't seem to work too good simply because all the enemies converged on that location. It may be similar if I barricade all my mercs in the room with old man Daryl. I'm thinking that perhaps a two-pronged approach might be better: 3 mercs in the shed and 3 in the building. That way the enemy will be spreading themselves between two targets. Why are there hicks in Arulco though? Displaced rednecks from the United States? :oh:

 

Anyway, seeing as I'm still in Drassen Airport, I decided to stay in Drassen until I capture all the provinces before wandering off to attack the hicks. Here's a question: in Patusco's strategy guide he says the following about Doreen:

 

In the middle sector of Drassen, you will find a big factory building, with lots of kids

working inside. If yau talk to them, they will say that the owner of the factory (Doreen), is

really bad and makes the kids work like dogs through the day. So, they wished that Doreen

just "disappeared". It's up to you to do that task. However, just like most things about this

game, there are more than just one solution for any given problem. For this quest you have

3 possibilities:

 

- Go the easy way & drop a bullet in Doreen's head, putting her 6 feet under;

- Convince Doreen to close the factory first and then shoot her (outside the

factory, taking care of children feelings), you'll get not only MP5K and stuff from

her closet but also extra 2% of Drassen loyalty in comparison to each other

solution of problem;

- Through dialog you can convince her to change her ways. Have your Custom

Merc speak to her Friendly-like. Keep speaking friendly, even though see gives

some half aggressive answers. Eventually, she says she sees the errors of her

ways, and leaves. You can confirm that you have done right, by speaking to the

children, they all say something about being free. This may require a certain

leadership to do.

 

NOTE: If you choose the third option, you may not be able to get the items on her

storage room... though it seems you can find a key to it in the houses nearby in a bathroom

cabinet (not always there). Plus, it is so much fun to waste her! Why would you want to

keep her alive? Shoot that b*tch!!!

Is there any truth to "convincing" Doreen to give it up? I tried to talk to her a bunch of times but had no luck. Anybody know if this is possible in v1.12? That door in the sweatshop is impossible to open even for a merc with good mechanical and I haven't found anyone strong enough to kick (or pry) the door open either. Is there another way in (sans explosives which I don't want to waste, or the key)? ;)

 

- Zombie

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This will leave you exposed during the enemies turn.

Well, then make sure the enemy in question doesn't have his turn. Also if you beat/shoot him enough, the enemy will be without energy, so he will spend his turn laying on the ground.

 

Is there any truth to "convincing" Doreen to give it up? I tried to talk to her a bunch of times but had no luck. Anybody know if this is possible in v1.12? That door in the sweatshop is impossible to open even for a merc with good mechanical and I haven't found anyone strong enough to kick (or pry) the door open either. Is there another way in (sans explosives which I don't want to waste, or the key)? :oh:

Yes. You can convince Doreen to give up. Just speak "Friendly" with her. Don't know if you need good leadership or wisdom or good personality.

After you convince her to let the kids go and starts leaving, shoot her. Besides getting a bigger loyalty bonus for convincing her to leave, you'll get a small bonus for killing her as well as the key for the room.

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Seeing as I'm only in Drassen right now, it'll be a long hike to Estoni. Maybe if I get to Alma or Cambria I'll swing past. ;)

 

There's no real set pattern to which towns you should go to from the very beginning, though Drassen is the most likely starting point thanks to the airport.

 

There is the option of setting up a Squad 2 with someone like Ira and head off in another direction while your main team makes their rounds around the north-eastern quadrant of the map. You'd have to be quite evasive of the patrols on your way to Estoni. Never said it was easy. :oh:

 

- NKF

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Well, then make sure the enemy in question doesn't have his turn. Also if you beat/shoot him enough, the enemy will be without energy, so he will spend his turn laying on the ground.

I have no trouble keeping the enemy on the ground once I shoot his legs out. My problem is grabbing the gun off the guy if he falls away from cover (corner of a building for me) and into the open. Suppose I could just wait until I clear the immediate area of enemies to venture out. :)

 

Yes. You can convince Doreen to give up. Just speak "Friendly" with her. Don't know if you need good leadership or wisdom or good personality.

After you convince her to let the kids go and starts leaving, shoot her. Besides getting a bigger loyalty bonus for convincing her to leave, you'll get a small bonus for killing her as well as the key for the room.

Yup tried speaking friendly with her until my custom merc was blue in the face but it didn't help (50 leadership, 66 wisdom). Edit: Hitman can do it: 52 leadership, 74 wisdom. Next time I create a custom merc I'll need to up these stats a bit. Thanks! :)

 

There is the option of setting up a Squad 2 with someone like Ira and head off in another direction while your main team makes their rounds around the north-eastern quadrant of the map. You'd have to be quite evasive of the patrols on your way to Estoni. Never said it was easy. :oh:

Someone else other than Ira though. She is hopeless in battle and I need her for training militia as well. ;)

 

- Zombie

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Whether you want the custom merc to be the main speaker or not, I highly encourage that wisdom be set at 85 on creation. The higher your merc's wisdom, the faster the other stats improve. Wisdom is also one of the hardest stats to train - and involves a copious amount of time practicing medicine or the much more dangerous (but faster) method is to play with detonators and explosives (least wisest?) - a lot.

 

edit:

 

With regards to influencing others, leadership is the primary stat to consider. 50+ is definitely needed, alas most of the more affordable mercenaries for hire aren't very eloquent! The friendly personality is a definite bonus.

 

- NKF

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Hmmm. Well, I'm kinda in a pickle then. There are only so many points to allocate and I'm already skimping on marksmanship and health in order to get agility and dexterity up to 85 (which are necessary components for a reliable HTH merc). I have wisdom at 70 and leadership at 61 which seem to be pretty good, though I certainly wouldn't mind 85 for wisdom - if I could afford it. ;)

 

Anybody have some info on creating a custom merc? Like, how do you get stealthy and camo like Shadow has? I read a bunch of JA2 guides and there are conflicting stories on how to answer those personality questions to get a merc you are after. Also, the guides tend to only focus on obtaining the stealthy/night ops and nothing else. I'm also interested in how people allocate their points for the stats. The assumption here is that most everyone will drop medical, mechanical and explosives down to 0. And here's a stupid question: is it possible to create a merc with 10 for medical? The game only seems to allow values of 0 or 35 and greater, nothing in-between. Whose bright idea was it to limit stat values in a "custom" merc creation? :oh:

 

- Zombie

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I wouldn't recommend setting any to 0. Keep them at 35. Setting them to 0 only nets you 15 bonus points to allocate - not 35. That's 20 points lost per zeroed skill. (or this might be difficulty based?)

 

Also you can't use any of the items associated with their stats. Without medical, you can't use first aid kits, which are essential while Explosives are needed for further WIS improvement. Mechanics - now I guess this one's up to you, but it's still good to just have the ability to use mechanical items.

 

One of my more usual builds is outright insane. I set up an auto(expert), 35 for all technical skills, 35 leadership, 35 (or 40) accuracy. All physical stats and wisdom at maximum. Make up for it by melee and close range bursts until accuracy is up to scratch again.

 

See, my approach with this build is that I'm going to be using the marksman skill a lot, so it'll skyrocket before long. A bit of active training by firing off the excess .38 bullets helps too. The weak leadership score is bad at first so he cannot be the group spokesman. It is eventually brought up to par by pairing him up with a naturally good leader and have them train militia. Experience rubs off :oh:.

 

Actually this wouldn't be a bad build for a martial arts expert. Would just have to drop strength down so that this merc doesn't get the Tough-Guy body, which you can't have in combination with martial arts.

 

- NKF

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Anybody have some info on creating a custom merc? Like, how do you get stealthy and camo like Shadow has? I read a bunch of JA2 guides and there are conflicting stories on how to answer those personality questions to get a merc you are after. Also, the guides tend to only focus on obtaining the stealthy/night ops and nothing else. I'm also interested in how people allocate their points for the stats. The assumption here is that most everyone will drop medical, mechanical and explosives down to 0. And here's a stupid question: is it possible to create a merc with 10 for medical? The game only seems to allow values of 0 or 35 and greater, nothing in-between. Whose bright idea was it to limit stat values in a "custom" merc creation?

IIRC, you can't get camo in vanilla game. In 1.13 patch/mod you don't answer question, but are offered a list of abilities you can choose from.

 

My custom merc looks like this :

HLT - 65-75

AGI - 85

DEX - 85

STR - 65-75

LDR - 85

WIS - 85

MRK - 45-55

MEC - 0

EXP - 0

MED - 0

 

I don't put points in MRK as it will improve during the game a lot. MEC, EXP and MED - I hire other mercs that have those skills. EXP you can actively train (for example by planting and disarming a mine), but it's something I don't do. MED and MEC are harder to acively train, but possible.

 

I wouldn't recommend setting any to 0. Keep them at 35. Setting them to 0 only nets you 15 bonus points to allocate - not 35. That's 20 points lost per zeroed skill. (or this might be difficulty based?)

I disagree. Setting them to 0 does give you 15 skill points, not 35. But at 35 skill is pretty much useless. It's better to hire mercs that have that skill high that to train yourself.

 

Also you can't use any of the items associated with their stats. Without medical, you can't use first aid kits, which are essential while Explosives are needed for further WIS improvement. Mechanics - now I guess this one's up to you, but it's still good to just have the ability to use mechanical items.

That is not true. You can use items associated with the skill, but you'll be very ineffective with them and the chance you'll fail at using them is high.

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That is not true. You can use items associated with the skill, but you'll be very ineffective with them and the chance you'll fail at using them is high.

 

Well, I put in that comment because I had tried a 0 medical build and when I tossed a first aid kit to him to patch up a wound, the game complained about my hero having no MED. Plus a dimmed repair option when carrying a repair kit for a 0 mechanic build. Trying to fit a detonator onto TNT with 0 EXP training just ruins it. Must be a plain vanilla thing. :oh:

 

- NKF

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Well, I put in that comment because I had tried a 0 medical build and when I tossed a first aid kit to him to patch up a wound, the game complained about my hero having no MED. Plus a dimmed repair option when carrying a repair kit for a 0 mechanic build. Trying to fit a detonator onto TNT with 0 EXP training just ruins it. Must be a plain vanilla thing.

Well, I was wrong for the most part. :oh:

You can't use first aid kit nor repair kit. And you can try to assemble TNT and detonator, but you'll fail every time (your characters says he can't do it). This is true for vanilla game and 1.13 mod. Without using kits you can't improve your skills (MED and MEC).

But you can improve EXP and MRK, even if they are 0. MRK by firing weapons, and EXP by planting and disarming mines.

 

In vanilla game you can't be taught skills that are 0. In 1.13 mod you can be taught skills that are 0.

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That is not true. You can use items associated with the skill, but you'll be very ineffective with them and the chance you'll fail at using them is high.

 

Not in 1.12. If Hamous, Bubba, etc (any merc with Med 0) gets injured, someone else has to heal them.

 

I'd retain the med skill at whatever level you deem fit when creating a merc, but ditch the Mech and Exp unless you want him to specialise in them and you're not going to hire other mercs capable of fulfilling those roles.

 

Wisdom should be high, 70 or over, and you can afford to go low on the Mark as Veki says, that'll get plenty of training in combat. Beyond that, depends on what you want!

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First of all thanks for the replies everyone. :)

 

I wouldn't recommend setting any to 0. Keep them at 35. Setting them to 0 only nets you 15 bonus points to allocate - not 35. That's 20 points lost per zeroed skill. (or this might be difficulty based?)

;) Well that sucks. Again, whose bright idea was that? I could see steadily increasing the number of points necessary to up the skill value, but cutting off the tail end and then only giving you 15 of the 35 is a bad decision.

 

Also you can't use any of the items associated with their stats. Without medical, you can't use first aid kits, which are essential while Explosives are needed for further WIS improvement. Mechanics - now I guess this one's up to you, but it's still good to just have the ability to use mechanical items.

You know, I don't really mind not being able to heal, use explosives or fix things. That's what the dedicated mercs are for. And the standard mercs are far more rounded than what you could create with a custom character so all of them will be able to fill in (albeit not always that good). :)

 

One of my more usual builds is outright insane. I set up an auto(expert), 35 for all technical skills, 35 leadership, 35 (or 40) accuracy. All physical stats and wisdom at maximum. Make up for it by melee and close range bursts until accuracy is up to scratch again.

 

See, my approach with this build is that I'm going to be using the marksman skill a lot, so it'll skyrocket before long. A bit of active training by firing off the excess .38 bullets helps too. The weak leadership score is bad at first so he cannot be the group spokesman. It is eventually brought up to par by pairing him up with a naturally good leader and have them train militia. Experience rubs off :).

Training marksmanship requires what? Just randomly shooting bullets? Or do you have to shoot at an enemy? Or do you have to hit the enemy? If it requires hitting an enemy, you'll need to have much higher accuracy and a decent rifle, something which isn't available at the start of the game.

 

To be honest, I'm pretty sick of not having a decent weapon to use. Pistols are so horribly inaccurate (mercs included), that it almost doesn't make sense to use them out in the open. Even when you have cover, I've seen mercs reliably miss a target standing right next to them. That's why I'm leaning to a heavy HTH campaign.

 

Actually this wouldn't be a bad build for a martial arts expert. Would just have to drop strength down so that this merc doesn't get the Tough-Guy body, which you can't have in combination with martial arts.

I've read that you need 74 or less strength (for a male only) to get below the big burly guy exterior. Speaking of such, how do I get a martial arts merc? What numbers do I need to choose for the questionnaire? Whenever I try to create a custom martial arts merc I end up with a night ops/teaching combo. (Not that this is a bad thing, but I was more after a stealthy martial arts merc). :)

 

@ Knan: Un jamming a weapon requires a tool kit, correct? See, that's something I'd never personally carry, I'd much rather have a mechanic repair everything after a battle so it's fresh. If something still breaks, I always have another weapon to use (usually an identical weapon or one that can take the same ammo at least).

 

I found out something interesting with high wisdom & leadership skills: there will be numbers next to a NPC's discussion options. I'm assuming that this is a percentage of success of some sort, but I'm not entirely sure of this since some NPCs have numbers greater than 100 and the merc with high wisdom still fails. Maybe the chances are directly overridden somewhere else? :oh:

 

- Zombie

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You know, I don't really mind not being able to heal, use explosives or fix things. That's what the dedicated mercs are for. And the standard mercs are far more rounded than what you could create with a custom character so all of them will be able to fill in (albeit not always that good). ;)

 

You know, I used to think that too, but after getting my custom merc caught out on his own, bleeding and with only enough hitpoints to remain conscious and not being able to use the first aid pack... well you get my drift. :)

 

 

Training marksmanship requires what? Just randomly shooting bullets? Or do you have to shoot at an enemy? Or do you have to hit the enemy? If it requires hitting an enemy, you'll need to have much higher accuracy and a decent rifle, something which isn't available at the start of the game.

 

Crows. :oh: Apparently throwing knives are better against crows for accuracy training - they don't get consumed. You can find a few knives in Omerta, come to think of it. Not too far off from where you touch down.

 

To be honest, I'm pretty sick of not having a decent weapon to use. Pistols are so horribly inaccurate (mercs included), that it almost doesn't make sense to use them out in the open. Even when you have cover, I've seen mercs reliably miss a target standing right next to them. That's why I'm leaning to a heavy HTH campaign.

 

Until you can get the good stuff, you're stuck with them. Pistols can be useful (I once built a dual-pistol ambidextrous merc ), but you can't expect long range headshots all the time with a beginning team. Go for close range torso shots - which are easier to make and try to let the enemy get in close. Also try roof peek-a-boo attacks. Obviously things really start to pick up once you get the Mini-14's though.

 

One guide suggests that if you play the hardest difficulty level, there's a team of soldiers wandering around north or so of Drassen that are heavily equipped. If you manage to overcome that, you'd be very well equipped.

 

I've read that you need 74 or less strength (for a male only) to get below the big burly guy exterior. Speaking of such, how do I get a martial arts merc? What numbers do I need to choose for the questionnaire? Whenever I try to create a custom martial arts merc I end up with a night ops/teaching combo. (Not that this is a bad thing, but I was more after a stealthy martial arts merc). :)

 

To get the trait that you want, a mix is hard, but becoming an expert is easy.

 

You'll notice that there are at least 2 answers for the 16 questions that match up with the trait that you want. Martial arts for example require that you pick option 1 from Q1 and Q12 (both martial arts-related answers). For the rest, try to distribute the questions so that the other traits are not predominant (for a possible mix) or have no effect or are personality options.

 

Try:

 

1 4 4 3

3 3 4 3

? ? 4 1

2 2 3 1

 

The ?'s don't particularly matter. For the personality side of the character generation, this will net you a martial artist with a "normal" personality. Mix and match a few of the questions to get one that is friendly, aggressive or psycho, etc.

 

@ Knan: Un jamming a weapon requires a tool kit, correct? See, that's something I'd never personally carry, I'd much rather have a mechanic repair everything after a battle so it's fresh. If something still breaks, I always have another weapon to use (usually an identical weapon or one that can take the same ammo at least).

 

 

Haven't encountered this yet to confirm, but from recollection, unjamming is done in a similar fashion as reloading your firearm. No toolkit necessary.

 

As an aside, with high wisdom, and spending a few idle days training (becoming students with no masters also lets you rest at the same time), you should be able to pump those low 35 values up to the mid 40's. And as you play, they'll reach the 50's. Really tough situations (say a tough lock) would obviously need the experts flown in for it, but it's good to be able to do small tasks on your own.

 

- NKF

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Un jamming a weapon requires a tool kit, correct?

You can unjam a weapon by trying to fire that weapon. You should unjam it after a couple of tries. The weapons condition will worsen.

 

As for getting specific traits :

https://www.fadden.com/techmisc/ja2/index.htm - Personality Quiz section

 

A nicer looking list :

https://www.gamefaqs.com/computer/doswin/file/197667/2542 - How do I get xxx for my custom Merc?

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I've seen all the strategy guides for JA2 by now and these are no exception. Yes, they come with tables. Some explain a little how to get what you want but they don't go into any detail other than night ops or stealthy. I want specific combos, not "play around with them until you get it right". This is my specific issue at the moment: when I pick the martial art answer for the two questions, it doesn't give me martial arts. It is overridden by questions further down the list. I realize that I can skip questions or just not answer them the way I normally would to get a merc with a specific trait, but the overriding thing is driving me nuts. It shouldn't happen because if I answered 2 questions identically then that trait should be the logical override! :oh:

 

- Zombie

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The guides with the programmer quotes suggest that the game randomly picks amongst the set of skills at the end of the quiz. Its this randomness that throws a spanner in the works.

 

If you look at the list of answer and their results, you'll notice that almost every one will have an option that either effects personality or has no effect. So if you answer the right skill questions and fill up the rest with personality/no effect answers, you should get the traits that you want .

 

I haven't looked too deeply into the mechanics or read up on the minute details, so I'm just guessing here. The quiz is set up to determine two things: the merc's two skill traits and the merc's personality. So if you had more persona hits and less skill hits, the odds of getting the skills you want should theoretically be higher.

 

Say you filled up all the questions with personality/no-effect answers and answered enough questions to get two martial arts hits and two stealth hits, then the possibility of getting an expert in either field is 25% while a combo 50%. i.e. Martial arts (expert) (25%), Stealth (Expert) (25)%, Martial/Stealth(25%), Stealth/Martial(25%).

 

But again that's just an uninformed guess. Someone's who's checked the source can correct me where I'm wrong. :oh:

 

The guides do put a lot of emphasis on night ops and stealth combos. They are good but doesn't cater to those who want to try other professions. Well, just like we've done with X-COM over the last decade or so, we could just set up our own set of psycho-analysis combinations that give the most likely odds of getting the desired combinations.

 

- NKF

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The guides with the programmer quotes suggest that the game randomly picks amongst the set of skills at the end of the quiz. Its this randomness that throws a spanner in the works.

 

If you look at the list of answer and their results, you'll notice that almost every one will have an option that either effects personality or has no effect. So if you answer the right skill questions and fill up the rest with personality/no effect answers, you should get the traits that you want .

 

I haven't looked too deeply into the mechanics or read up on the minute details, so I'm just guessing here. The quiz is set up to determine two things: the merc's two skill traits and the merc's personality. So if you had more persona hits and less skill hits, the odds of getting the skills you want should theoretically be higher.

 

Say you filled up all the questions with personality/no-effect answers and answered enough questions to get two martial arts hits and two stealth hits, then the possibility of getting an expert in either field is 25% while a combo 50%. i.e. Martial arts (expert) (25%), Stealth (Expert) (25)%, Martial/Stealth(25%), Stealth/Martial(25%).

 

But again that's just an uninformed guess. Someone's who's checked the source can correct me where I'm wrong. :oh:

It's possible that the game is just picking what traits a merc will get by randomness due to weighted answers, but when I was trying to set up my martial arts merc before I only got a single result. Of course, I didn't run through 100 new merc creations to find out, but I should have seen something in 10 tries. ;)

 

The guides do put a lot of emphasis on night ops and stealth combos. They are good but doesn't cater to those who want to try other professions. Well, just like we've done with X-COM over the last decade or so, we could just set up our own set of psycho-analysis combinations that give the most likely odds of getting the desired combinations.

Sounds like a plan. Focusing on only one or two traits is kinda meaningless to me as it's important to try different merc types/combos in the game. One of the less-used types might just surprise me. :)

 

- Zombie

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Using the list of skills on https://www.fadden.com/techmisc/ja2/index.htm we have the following list of skills that you can get from the quiz:

 

  • ambidextrous 8, 1(f), 12(f), 15
  • auto weapons 4, 12
  • electronics 7, 12
  • hand-to-hand 1, 12
  • knifing 7, 12
  • lock picking 1
  • martial arts 1(m), 12(m)
  • night ops 6, 7
  • stealthy 2, 3
  • teaching 2 11
  • throwing 1, 15

One good place to start might be to note which questions these skills are assigned to. Then there are the attitudes and personality traits.

 

- NKF

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Here's an interesting issue.

 

Gumpy's current loadout:

https://i62.photobucket.com/albums/h109/FullAuto_2006/gumpyload.jpg

75% of his weight capacity. Now, if I remove his gas mask, which weighs 2lbs, his burden decreases to 73%:

https://i62.photobucket.com/albums/h109/FullAuto_2006/gumpyload2.jpg

Re-add gas mask, taking him back up to the baseline 75%. Remove the remote trigger, which weighs 2lbs. His burden decreases to 60%:

https://i62.photobucket.com/albums/h109/FullAuto_2006/gumpyload3.jpg

The game seems to have assigned the wrong weight to the object. I've seen this happen before, but only with tool kits, and it's generally not a problem because you can drop the unusually heavy one and buy a normal one, but this is the only remote I have. Do any of you chaps have a solution? If not I'll just have to wait until another one is available.

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