From: "Jamie Stafford/Wolf Feather"
To: ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; Subject: BURNOUT2: GAME GUIDE (PS2) - FINAL VERSION Date: Sunday, December 01, 2002 5:22 PM BBBB U U RRRR NN N OOO U U TTTTT 222 B B U U R R N N N O O U U T 2 2 BBBB U U RRRRR N N N O O U U T 22 B B U U R R N N N O O U U T 2 BBBB UUU R R N NN OOO UUU T 22222 BURNOUT2: GAME GUIDE by Jamie Stafford/Wolf Feather FEATHER7@IX.NETCOM.COM Initial Version Completed: November 7, 2002 FINAL VERSION Completed: December 1, 2002 ============================================== ============================================== ============================================== CONTENTS Spacing and Length Permissions Introduction License Tests Initially-available Cars Championship Mode Single Race Mode Time Attack Mode Crash Mode Pursuit Mode Gameplay Tips Unlocking Cars Unlocking Race Venues Unlocking Other Elements Contact Information ============================================== ============================================== ============================================== SPACING AND LENGTH For optimum readability, this driving guide should be viewed/printed using a monowidth font, such as Courier. Check for font setting by making sure the numbers and letters below line up: 1234567890123456789012345678901234567890123456789012 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz ============================================== PERMISSIONS Permission is hereby granted for a user to download and/or print out a copy of this driving guide for personal use. However, due to the extreme length, printing this driving guide may not be such a good idea. This driving guide may only be posted on: FeatherGuides, GameFAQs.com, f1gamers.com, Games Domain, PSXCodez.com, Cheatcc.com, gamesover.com, Absolute-PlayStation.com, GameReactors.com, RedCoupe, InsidePS2Games.com, CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru, CheatHeaven, IGN, cheatingplanet.com, RobsGaming.com, neoseeker.com, ps2fantasy.com, and vgstrategies.com. Please contact me for permission to post elsewhere on the Internet. Should anyone wish to translate this game guide into other languages, please contact me for permission(s) and provide me with a copy when complete. Remember: Plagiarism in ANY form is NOT tolerated!!!!! ============================================== ============================================== ============================================== INTRODUCTION When the original Burnout was released for PlayStation2, I bought it immediately... and was extremely disappointed in it, returning the game the following day. This time, I felt it would be best to rent Burnout2... and after an initial two-hour gaming session lasting late into the night, I KNEW that I would be buying the game the following day :-) The main thing that Burnout lacked was extensive and intriguing gameplay modes. Burnout2 makes up for this... and then some :-) From the very beginning, which requires the player to pass specific 'driving tests' (which should be better called 'near-crashing tests'), Burnout2 truly reeks of fun :-) Please note that NONE of the stunts in Burnout2 should be performed in reality!!!!! Performing these stunts in reality would almost certainly result in immediate death and dismemberment!!!!! Note also that I will be adding to the Unlocking Cars and the Unlocking Race Venues sections as I progress through the game. ============================================== ============================================== ============================================== LICENSE TESTS Unfortunately, there is no opening movie for Burnout2, which means that players automatically begin with two choices: Options and License Tests. Once the game options and controller configuration have been set to the player's liking, License Tests is the only other option initially available. In a game which uses massive collisions in its advertising, the fact that there are ANY license tests may at first seem incredibly dumb. However, these should really be called 'near-crashing tests,' as near-collisions form a large part of success in Burnout2. Therefore, it is really not surprising that these tests are in the gameplay section entitled Offensive Driving 101. Fortunately, these tests are not NEARLY as difficult as those in the super-popular Gran Turismo series; attaining Gold Medals in most of the tests in Offensive Driving 101 is rather easy. There are a total of six tests in Offensive Driving 101, covering the basics of poor/illegal driving skills. The player can achieve Bronze, Silver, and Gold Medals for completing the tests. Once a medal (any medal) has been acquired for all six tests, the rest of the game's modes become available. Test 1: Oncoming Traffic Driving on the opposite side of the roadway earns Boost, which can then be used once the Boost Meter is full. For this test, the player must stay on the wrong side of the road for as long as possible. Test 2: Near Misses Driving TOO close to other vehicles without actually touching them (not even swapping paint) will earn Boost. This means essentially driving in another vehicle's lane without actually making contact. Even more Boost can be earned by passing between two vehicles in adjacent lanes without making contact with either vehicle. Test 3: Drifting There is no handbrake option in Burnout2. Instead, drifting tactics are engaged by quickly tapping the Brake button entering a corner, then standing on the Accelerator button. For those who are much more comfortable with grip-style racing (the 'normal' style of racing), this may be a difficult test. Fortunately, however, the amount of rear-end swing while drifting is not nearly as bad in Burnout2 than in other racing games (such as the Ridge Racer series). Test 4: Getting Air Boost can also be earned by going airborne. This is a rather straightforward test. Test 5: Boost Meter Use the previously-tested skills to fill the Boost Meter as quickly as possible. This test begins with the Boost Meter already approximately one-third full. Test 6: Use the Boost! Use the Boost for as long as possible. (The default Boost button is the R1 button.) As the Boost Meter is emptied, it can be refilled using the previously-tested tactics. Ironically, the car used for Offensive Driving 101 is a standard (blue) Student Driver car... if only the typical Driver Education course was nearly as fun and addictive and especially DESTRUCTIVE >:-) Once all six tests have been passed with at least a Bronze Medal, the other game modes will become available. Again, this is a very easy feat to accomplish. ============================================== INITIALLY-AVAILABLE CARS The placement of this section is deliberate, as players can only advance to the actual gameplay modes after Offensive Driving 101 has successfully been cleared. The seven initially-available cars are designated by car type. There are specifically NO licensed cars in the game, which allows the game developers much more freedom and flexibility to actually crash and demolish the cars (the vehicle manufacturers generally have an ethical problem with allowing their vehicles to be shown in anything but pristine condition in games, which leads to a number of 'generic' vehicles used instead - Tokyo Extreme Racer Zero is perhaps the prime example of this in a PlayStation2 game). Compact SUV Coupe Pickup Sport Roadster Muscle This may not seem like a lot of choices, but bonus cars can be acquired by completing various tasks in the game. Also, it is definitely possible to acquire at least a Bronze Medal at all fifteen of the Crash Mode venues using these seven initially-available vehicles (getting all Gold Medals, on the other hand, will likely require bonus cars... unless someone can devise an EXCELLENT strategy for each Crash Zone). ============================================== CHAMPIONSHIP MODE Here, the player takes on three competitors in a multi-race championship. So long as the player has the most points of all four cars at the end of the final race, the player will win the championship and gain its trophy. Winning a championship will generally unlock new race venues, the next championship, the next Pursuit, and/or the next Face-off (which will award a bonus car if won). Championships are based upon total points across a preset number of races. Here is the points system used for championships: Place Points ------ ------ First 3 Second 2 Third 1 Fourth 0 Once begun, a championship MUST be completed before it can be attempted again. Therefore, there is no use in retiring from a championship in the hopes of quickly starting over. However, before the Autosave function engages, restart the console; this will permit re-entering the championship following the previous race won. Pursuit (within Championship Mode) is a little different. Here, the player takes the position of a police officer chasing down a speeding car (similar to one of the gameplay modes in the recent PlayStation2 game Need for Speed: Hot Pursuit 2). There is a countdown timer and Checkpoints; each Checkpoint must be reached before the countdown timer expires to gain more time. The target car must be rammed ten times before the completion of the circuit/stage in order to be successful. Note that there are a total of three Pursuits within Championship Mode; once all three Pursuits have been successfully completed, Pursuit then becomes its own gameplay mode, accessible from the main menu. Face-off (within Championship Mode) is also a little different. Here, this is a one-on-on battle, with the player receiving the rival's car for winning the race. There is a countdown timer and Checkpoints; each Checkpoint must be reached before the countdown timer expires to gain more time. For those race venues which are actual circuits (i.e., the Start Line is in the same location as the Finish Line), a small Boost bonus is given for each time the player has completed a lap without getting into any accidents (this is called a 'Perfect Lap'). For all race venues, a small Boost bonus is also given for reaching each Checkpoint before the countdown timer has expired. ============================================== SINGLE RACE MODE Here, the player takes on three competitors on any of the unlocked race venues. Initially, only three are available: Airport Terminal 3, 88 Interchange, and Palm Bay Heights. For those race venues which are actual circuits (i.e., the Start Line is in the same location as the Finish Line), a small Boost bonus is given for each time the player has completed a lap without getting into any accidents (this is called a 'Perfect Lap'). For all race venues, a small Boost bonus is also given for reaching each Checkpoint before the countdown timer has expired. ============================================== TIME ATTACK MODE Here, the player races alone against the clock (the record for the chosen venue). Time Attack Mode is only available for those circuits which are initially-available and those which the player has already unlocked. However, success in Time Attack Mode is greatly dependent upon those bonus vehicles the player has already unlocked. For those race venues which are actual circuits (i.e., the Start Line is in the same location as the Finish Line), a small Boost bonus is given for each time the player has completed a lap without getting into any accidents (this is called a 'Perfect Lap'). For all race venues, a small Boost bonus is also given for reaching each Checkpoint before the countdown timer has expired. ============================================== CRASH MODE This section is itself DEFINITELY worth the price of the game... and then some >:-) In Crash Mode, there are a total of fifteen Crash Zones. The objective in each Crash Zone is to cause as much monetary insurance damage as possible. Larger vehicles (especially busses and semis with long trailers) tend to 'award' more monetary damage than smaller vehicles (especially compact cars... BEFORE they get compacted!!!). A bonus multiplier is gained for every vehicle involved in the accident; this is independent of whether vehicles are involved in the main accident itself or the potential secondary accidents (caused by drivers swerving at high speeds to avoid the main accident, and/or vehicles from the main accident which get propelled out of the main accident but create one or more secondary accidents). Once the accident scene has settled down, there is a helicopter flyover (as if from a police helicopter or a television traffic report helicopter), and the monetary damage in the Crash Zone is added up. The player may press Start to skip this flyover, as the only 'difference' is that the monetary damage is counted individually instead of all at once as the accident itself takes place... but skipping this helicopter flyover robs the player of the thrill of surveying the created damage!!! As for Offensive Driving 101, each Crash Zone has Bronze, Silver, and Gold Medal targets to be achieved. The Crash Zones become available in groups of three; once the player has attained at least a Bronze Medal in each Crash Zone in a group, the next set of three Crash Zones becomes available. Group 1 Crash Zone 1: Down Hill Demolition The best results here can be attained by attempting to ram the right-rear or left-rear corner of a vehicle stopped at the traffic light just before the cross- street. This should send that vehicle sliding across the cross-street, and should also send the player's car airborne. While the initially-hit car causes mayhem in the intersection itself, the player's car should be able to fly across the intersection and wreak havoc amongst the high-damage busses stopped on the other side of the cross-street. Crash Zone 2: Coastal Crush Tactic 1: Good results here can be attained by attempting to ram the right-rear or left-rear corner of a vehicle stopped at the intersection. The player's car may go airborne and completely clear the intersection and its traffic, but the initially hit car should slide far enough into the intersection itself to create a massive damage awarding collision (with a great potential for secondary accidents). Tactic 2: On approaching the intersection, keep to the far-right of the roadway, and ram the nearest log- hauling truck on the cross-street. This will instantly force that truck into an adjacent log- hauling truck, which will itself be forced into a bus heading in the opposite direction - these three vehicles alone will wrack up an impressive damage total; in the end, the total damage BEFORE THE MULTIPLIERS can easily top $2,000,000.00 >:-) Crash Zone 3: Out of Control Tower The first trick is to get TO the accident site itself, which is a highway junction. Coming off the Start Line, pass beneath the raised traffic control gates and edge to the left, passing underneath the standard interstate highway signs. Just beyond the standard interstate highway signs is a pair of pickup trucks stopped parallel to each other. Getting past these trucks and going to the right-side berm will allow clear passage to the actual merging area. Once here, edging to the left just enough to directly impact the first of the busses will knock it forward into another bus, creating a chain reaction; as this happens, the busses merging from the right will slam on their brakes and end up sliding into the main accident. One of two vehicles may get hit with enough force to create one or more secondary accidents. Group 2 Crash Zone 4: Pacific Peril Here, it is best to slam into the busses. Tactic 1: Get to the wrong side of the road and ram a bus at an angle, sending it backward at an angle to get other busses to slam into it. Tactic 2: Keep to the correct side of the road, pass between the cars waiting at the traffic light, cross the intersection, and slam into a rear corner of one of the awaiting busses. Tactic 3: Keep to the correct side of the road and slam into a rear corner of one of the first stationary cars. This will likely send the player's car airborne to land in the intersection itself to cause even more mayhem while the initially-hit vehicle will cause a chain-reaction with the stationary vehicles. Crash Zone 5: Rattlesnake Row Pass the stationary vehicles on the left side, and enter into a sharp drifting turn to slide sideways into one of the vehicles moving in the cross-traffic. Crash Zone 6: Dip Disaster Here, it is best to get to either the far-right or the far-left of the roadway, find a bus or a semi with a long trailer, and slam into its nearest corner as fast as possible. Doing this should create a chain-reaction accident which will send at least one vehicle into the traffic heading the opposite direction, thus inducing one or more secondary accidents. Group 3 Crash Zone 7: Sandstorm Shredder Tactic 1: What makes this Crash Zone so 'beautiful' is that the innocent bystanders have NO idea what is about to happen due to the layout of the area. This Crash Zone begins with a left-hand right-angle corner; the ensuing straightaway has a nice crest, so that oncoming traffic will not see any accidents, and thus will not slam on the brakes until it is DEFINITELY too late >:-) Thus, the best tactic here is to turn the corner and get into the lanes of oncoming traffic as quickly as possible. Ramming a front corner of one of the oncoming vehicles will start the chain-reaction accident. With luck, one or more vehicles will be ejected to the player's right, into the flow of traffic in the opposite direction, to create even more high-damage demolition!!! Tactic 2: Wait about two seconds before starting, then hit the accelerator and the Boost. However, instead of turning to the left ahead, turn to the RIGHT into the oncoming traffic. The two-second wait at the beginning will allow the traffic from the left of the starting area to make it to the intersection, where it will unwillingly join in the metallic mayhem >:-) The first time I attempted this tactic, I wracked up $21,140,880 in monetary insurance damage!!!!! Crash Zone 8: Ridge Riot This Crash Zone begins at the mid-point of a left-hand mountainside hairpin corner, then descends to a right-hand hairpin corner. Tactic 1: The trick here is to avoid the initial traffic and make the first impact as close to the right-hand hairpin corner as possible. This is because the semi-trucks with the long trailers and the busses all come up the mountain rather late in the queue. Tactic 2: Beyond the initial left-hand hairpin are two other hairpin corners - one to the right, and one to the left. The final hairpin corner opens onto the final straightaway, with the Finish Line positioned before the entrance to a tunnel. This is a prime place to knock one of the busses off the roadway and down the steep mountainside to amass an INSANE amount of monetary insurance damage >:-) Crash Zone 9: Freeway Fury Simply ram a corner of the nearest vehicle and create a beautiful chain-reaction accident. If the player's vehicle should go airborne, it may be able to land well beyond the initial accident to create one or more secondary accidents :-) Group 4 Crash Zone 10: Avalanche Despite the name of this Crash Zone, there is no snow involved here. The trick to this Crash Zone is the layout, because the first of the (oncoming) traffic is right at the exit of a semi-sharp left-hand corner. Therefore, drifting tactics will help to keep the player's vehicle in the oncoming lanes of traffic to make the initial collision which will start a chain- reaction accident. Crash Zone 11: Late Arrival This Crash Zone BEGINS with the player's vehicle stationary heading the wrong way along one of the airport's access highways. Therefore, the player must first avoid the initial oncoming traffic in order to gain speed and momentum. It is best to get to the right-side berm as quickly as possible, then smash into the right-front (from the player's perspective) corner of the first semi-truck at an angle, knocking that vehicle backward at an angle to cut off the flow of traffic in the adjacent lane. The chain-reaction should take care of the unofficial demolition derby from there >:-) Crash Zone 12: Glass Canyon Back in the city, this Crash Zone begins with a semi- sharp right-hand turn. There are then TWO intersections for this Crash Zone. There are two sets of tactics to be attempted here: Tactic 1: It is best to avoid any contact in the first intersection and keep building speed and momentum, colliding instead with one of the stationary vehicles waiting at the second intersection. Tactic 2: At the first intersection of cross- traffic, try to ram the front corner of a small vehicle. This should spin the player's vehicle and send it sliding the short distance to the second set of cross-traffic, where it can cause more mayhem. Group 5 Crash Zone 13: Hairpin Havoc This is a tricky Crash Zone for two reasons. First, the Crash Zone begins with a right-hand rather tight hairpin corner which has traffic coming from the left- hand side. Second, making any significant collisions with this initial traffic is definitely counter- productive, as there is really not enough traffic here (and definitely no high-damage vehicles, such as busses) to make a collision here worthwhile. Therefore, the best method is to clear the hairpin corner, avoid the initial set of traffic, and quickly get into the lanes of oncoming traffic, smashing into one of the busses to begin the exquisite mayhem. Crash Zone 14: Dam Buster From the Start Line, the curvature of the dam (to the right) is easily apparent; at its end, in the distance, the intersection where the collision(s) will take place can be faintly seen. There is more than enough time and space here to gain momentum and speed, so the trick is to make impact with the first oncoming truck (at an angle if possible) to begin the havoc. Crash Zone 15: Ballistic Beach This final Crash Zone begins with a rather sharp hairpin corner to the right; it may be best to keep off the Boost until about the mid-point of this opening hairpin corner. Then, find the first semi- truck and smash into it at an angle, beginning a nice chain-reaction accident scene. It is important that the accident take place with the first or second semi- truck, as the chain-reaction will then block vehicles from safely coming into the intersection, forcing them to smash into the already-damaged vehicles. Crash Mode Tips The main tip for Crash Mode is to always try to make the initial collision at an angle. If the player's car has enough momentum relative to the other vehicle at the moment of the initial collision, the other vehicle will then bounce away at an angle, which raises the chances that it will slide into another lane of traffic, thus likely creating a bigger accident. If the initially-hit vehicle is fairly small, the player's chosen vehicle may also go airborne, thus hopefully landing in another area of the Crash Zone to create one or more secondary accidents. Whenever possible, try to get one of the larger vehicles to flip onto its side to be 'rewarded' with even higher monetary insurance damage. Those who have played the PlayStation2 Launch game Midnight Club: Street Racing know that busses are constructed incredibly tough, so getting a bus to flip is indeed quite an achievement, and this is reflected in the amount of monetary insurance damage for such a phenomenal feat (approaching $1,000,000.00). Even long after medals have been earned at all the Crash Zones, this is one IMPRESSIVE gameplay mode that players will be definitely returning to time and time and time and time and time and time and time and time and time and time and time and time and time and time and time and time and time and time and time and time and time and time and time and time again >:-) Unfortunately, there are NO bonus features available by attaining ALL Gold Medals in Crash Mode :-( ============================================== PURSUIT MODE There are a total of three Pursuits within Championship Mode. Once all three Pursuits have been successfully completed, Pursuit then becomes its own gameplay mode, accessible from the main menu. The object of Pursuit Mode is the same as the three Pursuits within Championship Mode; however, a few more options are available. First, the player can select which vehicle to use as the pursuit vehicle; no longer is the player limited to simply the Cop Car. Second, any of the available vehicles can be designated as the target vehicle. In the Pursuits within Championship Mode, the player must always ram the target vehicle ten times. In Pursuit Mode, the number of required rammings fluctuates; the actual number is based upon the two chosen vehicles. Perhaps the funniest aspect of Pursuit Mode is that since any unlocked vehicle can be used as the pursuit vehicle, the chase vehicle will be given a police light and two police sirens :-) It is really ODD to see the Gangster with a police light and police siren!!! Pressing the Horn button will toggle between Siren #1, Siren #2, and No Siren. ============================================== GAMEPLAY TIPS Boost is great for gaining a quick burst of speed, but smart players will conserve their Boost and only use it in strategic locations and when making the final dash toward the Finish Line. Boost provides maximum benefit when the player's vehicle is moving in a straight line for a fairly significant period of time. Using Boost in a twisty section of a race venue is definitely not wise, as the need to continual cornering will negate any advantage that using Boost can provide. On the other hand, in a section with lengthy hairpin corners, the use of Boost can be great for riding the walls/barriers if the player is unable to maintain continual drifting tactics along the optimal racing line. In conjunction with the above discussion of Boost, it is best to NOT keep the Boost button depressed. Doing so will automatically activate Boost as soon as the Boost Meter is full, which can lead to inadvertent Boost activation in non- strategic areas of a race venue. Once begun, a championship MUST be completed before it can be attempted again. Therefore, there is no use in retiring from a championship in the hopes of quickly starting over. However, before the Autosave function engages, restart the console; this will permit re-entering the championship following the previous race won. In the cities, look for and make use of the Left Turn Only lanes. There is rarely any traffic in these centermost lanes, so - as long as the player can keep within the Left Turn Only lanes - there is little to slow down the chosen vehicle :-) ============================================== UNLOCKING CARS Progressing through the game unlocks various cars. Here are the cars and how they are acquired. For those who do not wish to view this information, this section is preceded and followed by a large expanse of blank lines. Classic Win Pursuit 2 Compact Initially-available Cop Car* Win Pursuit 1 Coupe Initially-available Custom Compact Win the Custom Series Qualifier Custom Coupe Win the Split Second Grand Prix Custom Sport Win Speed Streak Grand Prix Custom SUV Win Pursuit 4 Driver's Ed 100% Gold Medals in Offensive Driving 101 Gangster Win Pursuit 3 Hot Rod Win Face-off 1 Japanese Muscle Win Face-off 3 Muscle Initially-available Oval Racer Win Face-off 2 Pickup Initially-available Roadster Initially-available Sport Initially-available Supercar Win Face-off 4 SUV Initially-available *The Cop Car does not have a horn. Instead, its siren(s) can be toggled by pressing the Horn button. Note that the number and types of sirens available for the Cop Car vary by gameplay mode. Also, because of the flashing lights and the position of the chase camera, playing in third-person view using the Cop Car often makes it difficult to see oncoming traffic, especially when cresting a (steep) hill. ============================================== UNLOCKING RACE VENUES Progressing through the game unlocks various race venues. Here are the race venues and how they are acquired. Note that '[R]' indicates the reverse configuration of a race venue (circuit-style or stage-style). For those who do not wish to view this information, this section is preceded and followed by a large expanse of blank lines. 88 Interchange Initially-available Airport Loop Initially-available Airport Terminal 1 and 2 Win The Run to the Sun Grand Prix Big Surf Shores Win Street Storm Grand Prix Crystal Freeway Win The Roller Coaster Grand Prix Crystal Summit Lake 100% Gold Medals in The Roller Coaster Grand Prix Freeway Dash Win Roller Coaster Grand Prix Freeway Dash [R] Win The Crystal Freeway Heartbreak Hills Win Winding Road Grand Prix Heartbreak Hills [R] Win The Miracle Mile Grand Prix Interstate Loop Win Pacific Gate Grand Prix Ocean Sprint Win Pacific Gate Grand Prix Ocean Sprint [R] Win Winding Road Grand Prix Palm Bay Heights Initially-available Palm Bay Marina Win The Run to the Sun Grand Prix Sunrise Valley Downtown Win The Run to the Sun Grand Prix ============================================== UNLOCKING OTHER ELEMENTS Progressing through the game unlocks various items other than vehicles and race venues. Here are the other unlockable features and how they are acquired. For those who do not wish to view this information, this section is preceded and followed by a large expanse of blank lines. Credits Video Win Custom Series Qualifier Custom Series Win Custom Series Qualifier Championship Pursuit Mode Win all three Pursuits in Championship Mode ============================================== ============================================== ============================================== CONTACT INFORMATION For questions, rants, raves, comments of appreciation, etc., or to be added to my e-mail list for updates to this driving guide, please contact me at: FEATHER7@IX.NETCOM.COM; also, if you have enjoyed this guide and feel that it has been helpful to you, I would certainly appreciate a small donation via PayPal (http://www.paypal.com/) using the above e-mail address. To find the latest version of this and all my other PSX/PS2/DC/Mac game guides, visit FeatherGuides at http://feathersites.angelcities.com/ ============================================== ============================================== ============================================== ======================================================================= Wolf Feather Jamie Stafford ======================================================================= Just as there are many parts needed to make a human a human, there's a remarkable number of things needed to make an individual what they are. - Major Kusanagi, _Ghost in the Shell_ ======================================================================= What isn't remembered never happened. - _Serial Experiments Lain_ =======================================================================</p>