Chemical Plant-Sonic the Hedgehog 2
Chemical Plant Zone
Toxic chemicals are being produced in this grimy factory, under the bright lights of the city. A high-speed level, and in fact, the fastest of its time, with long twisting paths and loops. Near the bottom of Act 2 lurks the dangerous pink chemical which acts as water, so tread with care.

Game: Sonic the Hedgehog 2

Stage Number: 2

Level Division: 2 Acts

Boss: End of Act 2

Playable Characters: Sonic & Tails, Sonic, Tails. Knuckles is playable when connecting Sonic 2 to Sonic & Knuckles.

Difficulty Rating: 3

Music: Same music for both acts. Lively and energetic. Effectively captures the fast-paced and technological nature of the zone, and is something of a classic.

Typical Length:

Act 1: Around 1 minute
Act 2: 2-3 minutes

Available Items:

Rings Checkpoints 10 Ring Item Box Shield Item Box Invincibility Item Box Speed-Up Item Box Extra Life Item Box
Act 1 195 3 13 3 2 0 1
Act 2 157 5 14 1 2 0 2

Chemical Plant Zone Downloads:

Level Maps: Act 1 map (.png, 2.56mb)
Act 2 map (.png, 1.65mb)
Music: Chemical Plant Zone (.mp3, 2.15mb)
Art: Official badnik art (.jpg, 33kb)
Top Tips
- This is a fairly straightforward, fun stage, until you get to the lower regions of Act 2. This is a speedy level, but you need to be careful when dealing with that long pool of pink chemicals along the bottom. Look before you leap across it, and just take extra care when travelling along moving platforms or ones that regularly disappear. If you're inexperienced, take them slowly and don't rush, because there's usually instant death awaiting at the bottom of these pools.
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Appearance
The Chemical Plant is set around an active cityscape at night. In the background, detailed 3D-looking sky scrapers give off a healthy red glow into the night sky, with windows lit up and bright lights ablaze. Lower buildings are green, while down at the bottom of the background, you've got the presence of the grimy factory, with all manner of technology going on. There are thick black and grey funnels and railings, and even lower, a grungy, sickly green metal wall filled with moving air vents, pipes, tubes, meters and flashing doo-hickeys. Between the two contrasting settings appears to be an interesting white coloured section of water, which also reflects the green buildings at the top. The factory is possibly sitting on a polluted lake in the middle of the urban environment.
The top of the background consists of quite an impressive, glowing cityscape.
Lower down, you get all the features of the plant with funnels and gadgetry, and everything becomes a lot greener.
The nearby ground is in typical mechanical style, with a pale grey colour to it, but looking fairly dirty in some areas, and the separate rectangles of material are all bolted down. There are various pieces of machinery embedded within it, plus blue, red and yellow piping, see-through framework and patches of yellow and black "danger" stripes, to spice it all up a bit. The speedy slopes and curved roads work independently of the grey structuring, and are made up of long tubes containing blue chemicals, with a yellow road surface on top, whereas the straighter sections have no particular road surface as such. Adding more confusion to the already busy atmosphere, clear piping, which your character will spin through at speed when he reaches the entrances, covers certain parts of the level, and like Star Light Zone, there are also large grey girders and chunks of structural framework behind and in front of your view of the character. A very active place.
Surrounding foreground is grey with plenty of decoration.
Plenty of winding paths about, made up of tubes carrying blue chemicals and featuring yellow road surfaces on top.
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Structure
Large and in charge, this zone takes you all over the place, and you get the feeling every bit of space has been covered as Sonic and Tails leg it from one direction to another. This is probably the first, really huge type of Sonic level that's filled with a complicated array of routes that separate and converge across an intricate design, which is a bit of a headache for someone like me who's given himself the task of deciphering it! There's a good blend of extremely high-speed paths and also slower, more complex areas which rely on good timing and accurate platform hopping. The high-speed paths are probably the fastest in the 16-bit era, and contain weaving, intertwined pairs of roads that each lead to a separate route at the end, very steep diagonal slopes, and of course the ever necessary loop-de-loops (often two or three in a row, leading downwards) and curved ledges. If you go fast enough through these, you'll actually find that the screen may have a hard time trying to keep up with your character. The structure is fairly thin, containing groups of small blocks of ground floating around the map, with thin, sloping and twisting paths that provide all the speed, connecting one piece to another. There's usually a fair amount of open space around because of this, but there are also some small corridors of both horizontal and vertical nature, though not many.
Loops are very common, and more often lead downwards than across, with several in succession. This allows for an extremely fast top speed on a number of occasions.
The blue and yellow paths feature both long slopes and pairs of them that intertwine as they wind around each other, each leading to a different route at the end.
The transport tubes can deliver you from one specific area of the map to another very quickly and easily. Most entrances deliver you along one of two separate tubes that often come out in different places. The one you go through appears to be selected at random.
There's a network of tubing all over the place which allows you to hop in from one spot, and come out in a whole other area of the act. These entrances usually have two different pipes going out of them, and which one you go through seems to be decided at random. That said, from what I've researched, Sonic usually goes through the same one for each occasion, and when playing Sonic 2 + Sonic & Knuckles, Knuckles invariably goes through the other, but Tails isn't quite so partial to either tube. Pretty strange. Sometimes both tubes lead to the same place, while other times they can take you to two completely alternate routes. Act 1 has three main routes, generally occupying the top, middle and bottom areas respectively. They're separated from each other near the very beginning (described in Point #1), but rejoin at various places near the end, also splintering into short sub-routes too. Act 2 meanwhile is laid out a little differently in that it mostly has one main route through it that branches, on three or four occasions, into two sub-routes that rejoin shortly afterwards, although one particular separation is quite long, taking up the most part of the left side of the map. Unlike Act 1, which mostly leads to the right, Act 2's main route weaves back and forth over large areas to take up most of the map, making for a fairly lengthy act.
Only Act 2 features the harmful chemical that this factory has been producing, sometimes known as "MegaMack" (involved in the production of McDonalds burgers? We don't know, but I wouldn't put it past Eggman, nor that slimy clown). It lurks down at the bottom of the act and it's pink, but it's no different from when you go in regular water, so your movement is slowed down, and if you spend too much time in it, a scary ten second countdown will begin, followed by you drowning and losing a life if you're still in there by the time it's over. Fortunately you don't have to hang around in it for too long, so there's no need for air bubbles in this stage, but what time you do spend is famous for being rather hard. Unlike in Act 1, you can also fall off the bottom of the stage at several points across this long chemical pool, so be very careful. This stage pretty much has a bit of everything, but is best known for its incredible speed, and that one single tricky chemical spot near the end, described in Point #5 below. Fortunately there is a shortcut that bypasses it just beforehand, but it's very well hidden. Read on...
Pink chemicals act as water in the lower portions of Act 2, presenting one or two rather challenging bits, though it can be avoided entirely.
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Obstacles and Features
Despite everything that's going on in the level, obstacles actually aren't as varied or numerous as you might expect. The moving platforms are designed kind of like Robotnik's egg-mobile, and feature regularly. You'll often find two of them side by side, moving up and down in opposing directions in a narrow, vertical passage, and also pairs of little ones that move around each other in a circle. Horizontal springs and the very first black spinning-disc zippers send Sonic or Tails speeding along the pathways in one direction as soon as you lay a foot on them, and the clear glass piping all over the place makes for a great, quick transportation method to get you from A to B. Just jump and break into a square grey entrance when you get to one, and you'll be sent spinning through them, to end up at an entirely different point in the level. At the end, the exit hatch closes, and these are fitted with springs on top. In corridors, groups of strange, harmful blue chemical bubbles will travel up and down from one tube entrance to another, which are positioned along the floor and ceiling. Watch their patterns and walk across at a safe opportunity. In open areas where both tube entrances are on the ground, the blue bubbles will actually jump across the air from one tube to another. Yellow and black doors will close in corridors where you are only permitted to travel through from one particular direction.
A large platform, typically moving up and down or left to right, around others.
Smaller ones are also available, often moving around each other in a circle.
The first ever speed zippers, now a common object in the series, make their debut as black spinning disc things that instantly propel you to high speed.
Transport tube entrances can be broken into by jumping on these small block barriers that cover them up. Tubes end with a closing hatch that has a red spring on it.
Strings of blue bubbles pop in and out of these tubes in corridors, each causing you harm when touched.
Tubes on the ground out in the open will produce blue bubble strings that actually jump through the air from one to the other.
Like Star Light Zone again, there are bridges made of small yellow and blue square platforms that move up or down upon contact, creating steps for you. These can also be found separated, acting as single, small platforms that move slowly in a certain pattern, or in a group, where they will slide back and forth in diagonal formations. Don't take them too lightly, as they can crush you into the ground or walls in some sections. Some chunks of the thin yellow road disappear at regular intervals by moving to the bottom of the chemical tube they're placed on, where you can't land on them. These chunks are usually in a row of two to four, switching one after the other, and you'll fall through if you make your move at the wrong time, which could be fatal. The road can also sometimes be broken up, leaving small yellow platforms that move back and forth across the gap, offering you a lift from one side to the other. These are positioned over the pools of chemicals, so be very careful when boarding and leaving them, as it often means death if you fall in where there may not be anything underneath to support you.
As well as acting as moving platforms, strings of these blocks can also ascend and descend, from a straight line to a diagonal one when you step on them.
Watch out for these nasty objects. They're found in the road, and the yellow portion will periodically flip down to the bottom of the tube, thus dropping you to whatever might be below. And it's usually death, or great inconvenience.
Badniks include projectile spouting Spiny's and spidery Grabbers.
Spiny and Grabber are the two badniks you'll encounter. Spiny's are strange, ground-hugging bots who move back and forth slowly, usually in pairs, spurting out little energy balls from the opening spikes on their heads. They also hang out on walls near entrances of transport tubes. Grabbers are the spider bots that cling to the ceiling. Pass under them and they'll drop via a line of web and try to trap you in their legs, and pull you back up with them. They'll then start flashing for a few seconds, still holding you, before exploding. Once caught, you can't get out of these yourself, so your only hope lies with the artificial intelligence of a nearby two-tailed fox... so it's probably best not to get caught. Bop them on the head, instead.
Use small yellow platforms sliding across otherwise unstable blue tubes just above the surface of the pools. Cross from one to the other with care.
#1. Comment posted by Bender on Sunday, 13th July 2008, 12:20pm (UTC)
Just an FYI about the grabbers: You CAN get yourself out of them, which is handy if you're playing as a solo character. You need to rotate the d-pad as quickly as possible in either direction. Doesn't matter if it's clockwise or reverse. If you start as soon as it grabs you, and you do it fast enough, you'll drop down to safety unharmed.
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Act 1View the complete map of this act, in .PNG format.
Chemical Plant Zone Act 1 Map (PNG format, 2.56mb, 5217 x 1024, Last updated 10 February 2009)
After the first sprint from where the middle route begins (see Point #1), it's possible to be thrown from the curve up to this goody-filled ledge. You have to have just the right amount of speed though - not too much, not too little, so use a similar strategy to that described in Point #2.
The bubble-filled bottom route is treacherous. There's a grabber enemy on the way that you can sometimes get caught by immediately after having lost your rings on one of these.
Three routes can converge at this point up top, via the tube exit or the corridor.
Shortly afterwards, you're pinged to-and-fro by alternating roads (common throughout the zone) and springs.
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Point #1
This stretch of two intertwining paths near enough kicks off Act 1. You can either take the top one or go the low road, through the little tunnel. You can't switch between them while they twist and turn around each other afterwards, so make your mind up first. The higher road leads to the high route and the lower one leads to the middle and lower routes, and all three link up towards the end. If you take the low road, you'll be sent down a slope and through a loop-de-loop, which has a horizontal spring at the end of it that sends you back through the loop, and then down to the lower route. If you want to take the middle one, avoid the spring and carry on to the right.
Choose your road wisely. The bottom leads to the middle and bottom routes, while the top takes you higher, as you would expect.
Hit this spring to be thrown back through the loop and down to the low route, or jump over it to find your way across the middle of the act, which is the quickest and easiest.
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Point #2
Round about the half way mark, at the bottom of the act, you'll come to this area that features a couple of noteworthy points. As well as finding it along the bottom route, you can also drop down into it from the middle. There are two ten ring item boxes and a shield on a top left hand ledge that's quite difficult to get to. You have to build up your momentum on the way in and hit a curve in the road at just the right speed to sail up high enough, yet maintain enough control that you can move to the left in mid-air. The path beforehand features a zipper, then a couple of loops. What you want to do is maybe aid the zipper by holding right at the start, and then let go of it a few second later, and don't roll through the loops, run. The interesting thing about this hidden ledge though is that it also contains an exit hatch to some tubing that appears to be completely impossible to enter, as it doesn't seem to have an entrance anywhere in the level. The tube itself goes around in a square and if you just try and smuggle yourself into it using debug mode, you'll go around the tube and then just come back out the exit. It's entirely useless.. or is it? Do you know the reason for its existence? Let me in on it please.
Hit the curve below with precision speed and control to reach this ledge, but is it supposed to be an exit? The tube that exits on the left doesn't have an entrance anywhere!
Unlike all others this speed zipper points to the left, which sends you to a different area than from where you came..
..It eventually brings you to an extra checkpoint and rings, and the tube entrance drops you off to either an earlier point on the route, or to the top.
There's a zipper back down on the floor that actually throws you to the left instead of right, putting you back through the second loop that you came in on. If you keep going back through it, the path will actually lead you to a different area that culminates in a checkpoint and an entrance to a different pair of tubes. One tube takes you to an earlier point on the bottom route (allowing you another attempt at reaching that hidden ledge again, if you failed the first time), while the other brings you straight to the top route, directly above.
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Point #3
It's Knuckles! He can use his climbing abilities to scale the tall walls at the end of the act..
There are three extra lives to be found atop these 'skyscrapers'.
Famously, Knuckles has access to three extra lives along the very top of Act 1, when you're playing as him in Sonic 2 + Sonic & Knuckles. They're positioned on three separate high up ledges towards the end of the act. All you have to do is climb the wall when you exit the last transport tube, a little way before the end. At the top, grab the life and glide to the left to find another, and then another further on to the left.
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Act 2View the complete map of this act, in .PNG format.
Chemical Plant Zone Act 2 Map (PNG format, 1.65mb, 5824 x 1024, Last updated 10 February 2009)
A classic life. Use your momentum early on to sneak into the hidden entrance on the side, then leap back across to the right to resume your quest.
'Quiet Tails, I'm admiring the picture quality of this TV.. marvelous, isn't it?'
This is a nasty one. Be careful when leaving the platform, because if you step off, the unstable pair of panels there might drop you to your death. Leap to the stable ground on the far right instead.
There's an extra life over on the far right, across these spike pits. This submerged area can be found beneath the first pair of yellow platforms that move across the top of the water, before Point #5.
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Point #4
There's an infamous hard bit towards the end of Act 2 that sees Sonic and Tails being chased up a vertical passage by a rising pool of the pink chemicals. See the next point for more details on that, but first, there is actually a way to bypass it completely, by taking a very well hidden (and not very well known) shortcut that drops you off right at the boss. To get there, you first need to land on the high ledge shown here, with the group of moving blocks on it, just after you've been blasted through a series of loops and slopes. If you miss, there is another route below, but you won't be able to get to the shortcut from there. Each of these two routes take you to one of the two winding paths that lead directly into the tricky bit afterwards.
It's fairly easy to blast your way up to this crucial ledge, after speeding your way to the right.
Get beyond these moving blocks by staying on the middle two.
The all important shortcut can be found through here, allowing you to skip the act's most devilish bits.
So, you've made it to the high ledge? Good. Get past these moving blocks by hopping on the second or third one from the bottom, when they take the form of steps, leading upwards and facing you. Don't stay on the first step, or it'll crush you into the ceiling. Continue forward, but don't take the speed zipper, because the entrance to the shortcut is in a hidden alcove in the wall right above it. It's quite high up, in the framework part where you can see through to the background. You have to carry on a bit further right, across the bump in the road, and then come back and try to take a run up at it, and jump through. From there, head up the double curved wall and grab the checkpoint. Keep going all the way right, through the many speedy slopes and loops until you arrive at two ring boxes and an invincibility. To your right is another hidden passage through the wall. It's quite long, but at the end you drop through the floor and arrive just before the boss, to your right. This is not only quicker, it's a damn sight easier too, and you miss both of the following points this way. This is possibly one of the biggest level design secrets in the 16-bit era, and one I've only discovered relatively recently, so use it wisely!
Run across the hump in the road below, then head back to the left to build your momentum. From the hump, leap as far left as possible and you can make it in there.
Once in, hop up the steps and go on a long, speedy adventure to the end.
At the end, you'll arrive with these item boxes. The exit can be found by walking through the wall on the right, and eventually dropping through the floor.
#1. Comment posted by Evan on Monday, 27th July 2009, 5:42am (UTC)
...I thought I only knew about this for a while. I found it out when I was young, and me and one of my friends (who was playing as Tails) screamed and jumped around the living room when we found this due to pure luck!

I think this and the waterfall secret in Sonic 1 are the best secrets in the series. (The easter egg in Wacky Workbench, and the strange 1 up in Wing fortress come close, though.) :)
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Point #5
If you didn't take the shortcut I just described in the last point, you'll inevitably wind up here, in one of the most notable "tricky bits" in the early games. Near the bottom of Act 2, you'll find that you have to make your way up this vertical passage, by hopping up the moving blocks. There are three groups of four at the bottom, in those tricky diagonal formations, and two pairs of single blocks at the top, moving in rectangular paths around each other. The big problem is that as soon as you step into the area, your entrance is immediately sealed off and the watery chemicals start to slowly rise up all the way to the top, meaning that unless you're quick, you'll have to do some of it while submerged. That means much slower mechanics so you'll have to adjust your timing on the jumps, etc. There are no air bubbles to keep you going, so if you slip and fall off one of the blocks and land on a lower one, it could be fatal for you when you begin to run out of air. Remember, you only get 30 seconds to survive under the liquid before drowning. It's also possible to get crushed between the blocks, so be very careful of that, too.
As a kid, this bit was the stuff of nightmares for me. You just need really good underwater platform hopping abilities, and to avoid getting squished between the blocks.
There's no big secret to beating this bit (other than taking the shortcut), just practise, and very good platform hopping control and timing. However, bear in mind that the route immediately leading to this phase is composed of two, intertwining roads, which make up two different entrances into it. In order to skip the two lower sets of four moving blocks completely, and thus increase your chances of success by a little bit, take the road that starts lower. It actually ends as the higher entrance, but which one you take is dependant on whether you blasted your way up to that upper ledge I mentioned in the Point #4, or instead took the lower corridor, which eventually leads to the higher entrance.
These are the intertwining roads that lead up to it. You can't change while on them, but if you take the one that starts lower, you'll begin the section from the higher entrance.
Entering the dreaded shaft. The chemicals only begin to rise once you officially enter and the door closes behind you.
You made it! Congrats, but stay alert, as there follows more than one occasion where you can actually fall back in.
Watch out for these nasty, unstable panels. Slipping through will send you right back down to the intertwining roads, but now fully submerged.
After tackling that, you need to be very careful as you proceed left. Two platforms move across the top of the now fully risen pool, and if you fall off them, you'll land back on the twisting paths and have to repeat the whole thing, fully submerged the whole way through this time. Again, after the platforms, there are four small chunks of ground that disappear and reappear, two at a time. Falling through will set you back to the submerged roads below as well, so wait until the first pair become stable, then use them to jump up to the ledge on the left, and continue up the platforms.
#1. Comment posted by mercury on Saturday, 14th February 2009, 3:04pm (UTC)
There is actually another way to avoid the tricky bit, as well. Directly after the series of two vertically stacked loops near where point #4 is marked on the map, the ground curves steeply upward. By taking the loops rolled up, and jumping at the apex of that incline, you can sail up underneath the row of four rotating platforms, bypassing the whole area. It's a neat trick to show off with - but once you know about it it's not actually hard to pull off.

And I'm pretty sure MegaMack is a translation error - the short "u" and round "a" sounds are interchangeable in Japanese, so it's probably supposed to be MegaMuck, as it's said in the cartoons.
#2. Comment posted by Paul.Power on Saturday, 14th February 2009, 3:06pm (UTC)
Oh my, Chemical Plant Act 2. The bane of my life as a kid, and even now it's still a tricky experience. I even made a "tribute" video on YouTube http://www.youtube.com/watch?v=iXL-mTkqPN8
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Point #6
After that, hit the checkpoint and go through the two loops, but it's crucial that you be very careful with your speed. When you fly off a piece of broken road that has a springboard on the end of it, start grinding to a halt along the lower road beneath, before you reach the next part. Walk up the slope and you'll find a horizontal spring on the other side, but if you want to play it as safe as possible, do NOT use it. There's a small yellow platform moving across the gap to the right. Use that instead. It is possible to run all the way across, either from your original momentum or the spring, but it's not particularly safe because there's instant death in the pool below. There is a group of four stairway blocks directly below the right side of the gap, which will take you back up safely if you land on them, but don't rely on it.
Reduce speed now! If you blast through the next bit, you'll be likely to fall straight in the water and die.
The spring tends to work if you let go of the D-pad while running across, but the platform is the far safer option.
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Boss
Boss
Be careful when you even step into the arena. The middle section is made of stable ground, but the right and left sides are unable to give you consistent support, disappearing and reappearing regularly, and there's MegaMack chemicals and certain death lying immediately below. Given that you come in from the left, be very aware of this. Robotnik will pop in from the right with a big contraption above him. Turns out, he's sucking up the blue chemicals from under the road, storing them in his tank, and then dropping the contents across the arena as he moves from one side to the other, which then spread out into smaller, harmful blobs. Fortunately though, he is, at no point, in a safe position from your onslaught, so there's no excuse to not give him hell, and be sharpish with your 8 hits. Just stay on the middle chunk, and you'll be fine. Remember though, upon defeating your egg-shaped nemesis, the ground to your right will still remain unstable regardless, so jump over it to get to the animal capsule on the right.
Dr. Eggman attacks in a machine that first lurks on either side, sucking the blue chemicals out of the road, and then deposits them over you in the form of small, harmful spheres.
He's never safe from you, so keep hitting him, especially when he's busy extracting the chemicals, as he is doing here. Be very careful not to slip through the unstable bits of road beneath though.
The disappearing ground surfaces are still active even after defeating him, so you need to jump over them with care as you leave towards the capsule.
#1. Comment posted by Paul.Power on Sunday, 13th July 2008, 12:20pm (UTC)
One nice tip for dealing with the boss: if you duck, the Mega Mack that the Doc drops on you will bounce harmlessly off your spines. Particularly handy if you have someone playing co-operatively as Tails, as you can just sit there and duck while the Tails player fights the boss.
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Miscellaneous Notes
One day, I will have this shirt and I will be the envy of all. One day.
- While developing Sonic Gems Collection, the current members of Sonic Team had a go on Sonic 2, and rather embarrassingly, got stuck on this level. Specifically Point #5, the classic "hard bit" which none of them could do without losing a few lives because they kept drowning or falling off the bottom of the screen. It inspired them to create a T-shirt sporting a "Zone 2 Act 2" motif, accompanied by a small sprite of Sonic drowning. Too bad this site wasn't up at the time, else they could have found out about the shortcut.

And I want that T-shirt. If anyone has it, they must send it to me. As my reward. For being special.
#1. Comment posted by Anonymous on Monday, 27th July 2009, 5:39am (UTC)
One of my friend's has that shirt...
#2. Comment posted by LiQuidShade on Tuesday, 28th July 2009, 12:53pm (UTC)
Really? Interesting... I might consider offering to buy it off of him if it's big enough and in good condition. Do you think he'd be interested..?
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Last Updated
Content for this page last edited:
19th February 2009

Files last uploaded for this page:
19th February 2009

Recent Notes
Miscellaneous Notes
Posted by LiQuidShade on 28th July 2009

Point #4
Posted by Evan on 27th July 2009

Miscellaneous Notes
Posted by Anonymous on 27th July 2009

Point #5
Posted by Paul.Power on 14th February 2009

Point #5
Posted by mercury on 14th February 2009

7 notes posted on this page in total
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