The Fates of Twinion Walkthrough
Part 3

By Nigel

Table of Contents

[1.0] Introduction and information
[1.1] Orientation
[1.2] Getting Started
[1.3] The Gauntlet Quest
[1.4] The Aqueduct
[1.5] The Reservoir
[1.6] Twinion Falls
[1.7] The Coliseum
[1.8] Queen's Palace
[2.0]
[2.1] Night Elf Ingress and the Parchment Map
[2.2] The Statuary, aMAZEing, and the Slate Map
[2.3] Tipekans, the Armory, the Races, and the Leather Map
[2.4] The Graveyard, Snake Pit, and the Snakeskin Map
[2.5] Cartography Shop
[2.6] Loose ends
[3.0]
[3.1] Prelude The Dralkarian Quest
[3.2] Dragon's Ire and the Chessboard
[3.3] Dragon's Flame and Hocus Pocus
[3.4] Hopeless Hallways, Halls of Babble, and Concordia
[3.5] Pandemonium
[4.0]
[4.1] The Dralkarian Quest
[4.1.1] Astelligius
[4.1.2] Malos
[4.1.3] Corpeus
[4.1.4] Pluthros
[4.1.5] Juvalad (X)
[4.2] Aeowyn's Treachery
[4.2.1] Hints and Tips on the Dralks
[5.0]
[5.1] Dissemination
[5.2] The Gateway
[6.0]
[6.1] Choronazar's Demesne and the Funhouse
[6.1.1] Endgame

 

Part 2 Twinion Walkthrough Part 2 Twinion Walkthrough Part 4 Part 4

 

[3.0] Prelude to the Dralkarian Quest

Q: Clue me in on what I've accomplished so far.
A:
Before you get to the Dragon's Ire, you will be explained to that the dralks require extreme measures before you can reach them. Each one posses a unique ring that allows the five to control and guard the Portal of Time. You are not told this, but each of the dralks resides in their unique home, but their throne rooms are located in Spheres Asunder. However, the Dragon's Ire is just the first step towards the mighty beasts... you will be required to explore a maze of areas deep inside Yserbius and under Twinion before you are gained access to the five portals that lead to them.


[3.1] Dragon's Ire and the Chessboard quest

Q: How do I get started in here?
A:
The Dragon's Ire is proof to the civil war between the Praxis and Erebus fiends that dominate the domain. The crumbling walls and crushed floors here act as the testimony. The wars here have carved out long series of pits and tunnels, rivers of lava and ancient teleports. First off, you will need to complete the Chessboard quest. For this, you will first need the Lava Glove. This fulfills the words of the carving in Gauntlet Droit, which states that you will come back here much later, when you are stronger and more experienced. For now, just go and get the Lava Glove from Gauntlet Droit. You should have no trouble with it at all.

Q: What do I do once I have the Lava Glove?
A:
Then, you must reach the Chessboard. Doing this requires a series of steps on fake pits, so watch your way and make your way to the pit at O,5. Step forth and into it, as it is illusionary. From there, make your way to the door to the east. From here, you will need the Lava Glove. Face each one of the lava spots until your lava glove starts "glowing with white-hot intensity, pulling you in this direction". This signifies that the lava square in front of you is illusionary. Step through the lava river in this manner until you reach the double doors at K,13, and L,13.

Q: I'm in the Chessboard. What do I do?
A:
Here's how it works ; this chessboard is a more interesting version of the one that Arnakkian built so many moons ago. Each time you step on a square, you will fight a monster. It will be either a knight, rook, or bishop. Knights, as in chess, go 2 steps forward and 1 to the side. Rooks and bishops however, respectively move 1 step either up and down and side to side, or diagonally. Every time you defeat one of these monsters, you will gain its powers. Simply, what this means that if you defeat a rook, you will be able to move up/down/sideways, and if you defeat a bishop you will be able to move 1 step diagonally. I haven't found the pattern to how you can judge whether you move clockwise or counterclockwise, but the answer to the riddle is below. You MUST follow these instructions VERY carefully. One wrong step and you could be dead. From the entrance, go to the first square (past the entrance water) and fight the Bishop there. Now, go 1 step east into the water, and walk 1 step forward again. You will fight a Dark Knight. Defeat him and walk 1 step east again. Walk back into the square and you will fight a Lava Rook. Defeat him and face north. Take 1 step forward, and you will fight a Bishop. Defeat him and face south. Take 1 step and you will fight a Dark Knight. Fight him and face south. Take 1 step and the Chessmaster will turn you away, claiming you are not powerful enough. Walk back to the entrance of the chessboard and repeat the procedure. This time, when you get to the chessmaster, he will get angry and fight you. Defeat him, then walk 1 step south. Don't go in the teleport yet, however - you have yet another master to defeat. From that spot, teleport out. Go into the Guild hall to gain any levels you might have gotten and use the TOP DE to get back to the very first level, the Dungeon Entrance. From there, walk to Dragon's Ire and go back to the Chessboard. Before this step, you may have noticed that the chessboard is perfectly symmetrical - except for the battles. This solves your next step. Simply put, you will have to walk to the west side of the Chessboard, in the small square of water that is "looking out" of the west side to the actual Chessboard. Once you are there, follow these steps : from the water on the west, go 1 step east and fight whatever enemy is there. Repeat until you defeat the rook. After defeating him, go face north, walk 1 step forward, and fight the bishop. After defeating the bishop, face east and go 1 step forward. Fight the knight there and defeat him. From there, face south, and take 1 step. The Master Praxis will turn you away at first, but bug him a second time and he will rise to your challenge. Defeat him, then go 1 step south to your reward. It is wise to defeat both masters for the experience; however it is not required.


[3.2] Dragon's Flame and Hocus Pocus

Q: That wasn't so hard. What's next?
A:
Next is the Dragon's Flame quest. This quest is not very simple, but it is still not as hard as some of the ones you still have to face. Still, it forms a formidable challenge. From the Dragon's Ire, you must defeat at least one of the Chess Masters to gain access to the Dragon's Flame. If you defeat both, you will have a choice of which Dragon (Osterog or Gambril) to help. Sadly, you can only do one of the Dragons' quests, but however they will give you the exact same treasure and rewards, so even if it was able to help both of them, it would earn you nothing more than a double load of treasure. With that out of the way - here is the description: the Dragon's Flame is mostly a roughly circular layout on the outside walls, where you have to go around and find 4 different wizards. As either Dragon tells you, your success may depend on greater magic than you know, or in other words, you will need to visit the wizard for additional magic protection. Both of the Dragons would tell you that they are fighting with their rival dragon (Osterog and Gambril are rivals, as you may remember) and will reward anyone greatly if they bring them proof of the kill. Now, on to another explanation: the wizards can cast spells that you are not aware of and will never get: the Chariasmic Aura, Invisibility, Vapor Cloud, and Chameleon Shroud. The easiest way to describe the steps needed to complete this quest are the following: You must visit all 4 wizards, no matter if they give you protection against the dragons or not, you must take all 4 teleports at least once each, and you must visit all 4 "companions" in the center of the stage. The best way to do it is the following: Go to any of the wizards, and then take a teleport. Continue this, visiting different wizards until you've gone to all four, and match each one up with a teleport. The teleports will take you to the south, west, east, and north parts of the center, but not respectively. the order changes with race and guild. However, the first thing you need to figure out is which teleport takes you to the southern part of the center. Follow north and around the bend there; you will see a small alcove with a lava pit 1 step south of it. Go into the alcove and you will find a Troll Knight. Visiting him is the easiest way to figure if your magic protects you well enough; if he says that you appear to be well protected, you have the right wizard, but if he tells you otherwise, try another wizard. Regardless of what he says, go to all four wizards, even if you find the right one before you go to all four. Once you've visited the four, go back to the one that protected you (remember, you must visit the wounded troll knight to find out) and take any of the teleports. Now, walk around and you will find the four companions at I,6, I,9, O,8, and K,9. Repeat the procedure until you have found and talked to all four companions; once you have done so, go back and see the wizard that protected you. Take the teleport to the troll knight. He will say you are well protected, assuming you were at the right wizard, and send you off with thanks for healing his wounds. Once you've completed this task, go back to the outside "walkway" around the center area and visit "your" wizard. Now your task is to find the dragon you are seeking. It is relatively easy; if you visited Gambril and are seeking Osterog, go to the teleport of the four that gets you to the Troll Knight, and one step west of the troll knight will be another alcove. Enter this one and face west; the door to Osterog should appear. BE SURE that you have the right magic, but if you are not sure then visit the Troll Knight first. If you do not have the right magic, the Dragon will sight and kill you before you get to him, therefore - you will have to start over again. If you are helping Osterog and seeking Gambril, take the teleport to the north section of the center (you SHOULD know which one it is) and from there go to L,6, and face west. The same rule about magic goes for Gambril. The door will appear. If it doesn't, be sure that you did not leave the map in any way while doing this quest; otherwise, you'll have to try it again. Good luck ;)

Q: Should I go to Hocus Pocus?
A:
Yes. The passageway to Hocus Pocus can be found in the southeastern section of Dragon's Flame, or you can get there from the Hopeless Hallways later if you wish. For now, take the teleport from the Dragon's Flame. Important note : when you get to Hocus Pocus it is important that you DO NOT leave the map or teleport after you start your quest, as all the items will "reset" and you will need to start over.

Q: Once I get to Hocus Pocus, what should I do?
A:
Hocus Pocus is a village of wizards. This quest is easier than the Dragon's Flame quest, but not quite as rewarding. The goal here is to show that you are worthy of using magics to weaken and destroy evil spawn. Your first move is to go to the four "shops" at C,9, C,11, E,9, and E,11. At each of the shops you will purchase some items (NO, you don't get a choice of which items you want to buy), but they are not very expensive and at least most of them are useful. Once you've done that, you will need to visit Faerlun the Magician. He dwells at A,15. You'll need to detect a secret door in the east wall at A,13. Faerlun tells you that he seeks two items to complete his tests and experiments for new spells; you must bring him the ingredients, which are the bat wings and the eye of newt. After speaking to Faerlun, walk back to B,12, face north, and walk through the illusionary wall and follow to the north, where the door should be open. The mayor will say that word has been sent to the Training Area guard, where you will be allowed access. Walk to F,11, face west, and go through the illusionary wall. Follow along the path, NOT taking the door in the west, until you reach a teleport. Go through it and you will be teleported to A,1. Face north and go 4 steps forward, walking through the illusionary wall. Then, go 1 step east, 2 steps north, 1 step east, and then walk north trough the door, not taking any turns to the left or right until you reach a second door. The guard will nod and let you pass through. Now, go to K,6. fight the battle and face east. Walk through the wall and head north until you run up against a wall. From that point, walk to the east. Do *not* take the teleporter. Instead, follow the passageway to the point where there are two doors to the north and to your south. Take both of them and your abilities will increase due to the two magicians who live there. Once you've done that, walk back to K,6. Face east and take 1 step, then go 1 step north, and 1 step east through the wall. Follow the path east to L,11, where a wizard will give you the Eye of Newt. From there, go to K,4. Face west and go through the wall. Then, follow along the passageway to the teleporter. Walk through the teleport. From where you arrive, face north and detect. Walk through the secret door and face east. Walk through the wall and follow along the path to P,11, where you will get the Bat Wings. Once you have then, walk along the paths way back to A,15 and talk to Faerlun. He will thank you for the ingredients and reveal a door to the east. Walk through the door to A,16 and a teleport. Walk through the teleport and you will be at P,16. From there, walk 3 steps south, 3 steps west, 3 steps south, and 3 steps west. From there, take the door to the west and follow along the path to receive a reward of EGB.


[3.3] Hopeless Hallways, Halls of Babble, and Concordia

Q: After I complete Hocus Pocus, where should I go?
A:
After completing Hocus Pocus, go back to the Dragon's Ire. Your next step will be the Hopeless Hallways. This room MUST be completed if you want to progress further through the game. There is another room, the Halls of Babble, that seems optional, but it is really required to complete Concordia, which is required to complete your quest. The Hopeless Hallways are a maze, with lots of pits that change as you progress. Many are illusions, some drag you way back into the game by dropping you off at the Queen's Palace, for example, and some teleport you to different spots in the map of Hopeless Hallways. Concordia is the place where Chaos and Harmony are joined to attain the ultimate power of Unity, one that owerpowers even the mighty Dralkarians.

Q: How do I get through to Hopeless Hallways?
A:
The portal there is in Dragon's Ire. From the entrance of the Dragon's Ire go 1 step east, 1 step south, and 1 step west and through the portal.

Q: How do I complete this quest?
A:
You have to go "South to North four times". In other words, you must progress through the pits to the south, where a doors will appear at the right time. The southernmost area is unmappable, and you must find several teleporters that will teleport you to the northernmost row. Your goal is to sip from the Fountain of the Better End. But first, you must find the clerics that are hiding out here. One will tell you about what you need to do, another open the first door to the south, and the last one give you access to the two bottom rows. The first thing you need to do is find the Cleric who grants you access to the bottom rows. He is located at M,14. To get there from the very spot that you enter the Hopeless Hallways, go 1 step north, 1 step east, 1 step north, 2 steps east, and walk 1 step south into the pit. From there, make your way to M,16 (you should be able to get there without going through any more pits). From there, face west and walk through the door. Follow this path and you will meet up with the cleric. After exiting the 4-square room, walk back to the very first pit you went through. Go through it again and this time, follow these directions: From the place that you got "teleported" to from the pit, go 2 steps south, 3 steps west, and walk south to step on a pit, which is an illusion. From the pit, walk south until you hit a wall. From there, turn west and walk west to the next pit. Step on it as it is an illusion. From this pit, go 4 steps west, and turn north. Go through the wall, which is also an illusion. From there, go north to the next pit. Step on it and go 2 steps north. From that point, walk west until you hit a wall. From that point, walk south to the next pit, which is once again an illusion. From that pit, go 3 steps south, 1 step east through the door, and follow this path to the second Cleric. He will open the very first door in the southern area for you. Exit the small room and walk east to the next pit. from that pit, go 2 steps east, and walk north trough the wall and to the next pit. From that pit, go 2 steps north, and west to the wall. From there, go south to the next pit, step on it, and go 4 steps south. Face south and you will see a door. Walk through the door, then follow these directions: Turn left, go 2 steps forward, turn right, go 1 step forward, turn left, go 1 step forward, turn left, go 1 step forward, turn right and go through the teleport. You will be teleported to A,1. Turn around and read the plaque. Then, go 3 steps east and face north. Read the plaque there and take the teleport to your east. You will be teleported to the heart of the maze. From there, go 3 steps south, walk east and step on the next pit. Go 1 step east, then face south and walk until you reach a wall. Then, walk west and step on the next pit. From that pit, go 4 steps west, then go through the northern wall and walk 3 steps north to then next pit. From that pit, go 2 steps north, face west, and walk until you hit a wall. From there, face south and go to the next pit. Step on the pit and walk south until you reach the door again. Go through the door, turn left, and go through that door. Go 1 step forward, turn right, and go another step forward. Then, turn left and go 2 steps forward. Turn left, go 1 step forward, turn right, and go 4 steps forward to wall. Turn right, go 1 step forward, turn right, and walk through the door. Go 2 steps forward, turn right, and walk through the teleport. You will be teleported to E,1. Turn around and read the plaque behind you, then go 3 steps east and face north to read the plaque. It will tell you then next door will be open. Go through the eastern teleport. You will be teleported to the center of the maze. Take the same path, stepping on the illusionary pits back to the doorway in the SW area of the Hopeless Hallways. Go through this "star-shaped keyhole" door. Turn left and go 2 steps forward, turn right and go 1 step forward, turn left and go 2 steps forward, turn left and go 1 step forward, turn right and go 4 steps forward, turn right and go 1 step forward, turn right and go 1 step forward, turn left and walk through the teleport, then go 2 steps forward, turn completely around, and teleport. You will be teleported to I,1. Turn around and read the plaque behind you. Then, go 3 steps east, and face north to read the plaque. Go through the teleport to your east. You'll be teleported to the center of the maze again. From that point, go 2 steps west, 2 steps north, 1 step west, and south to step into the pit. From that point, go 2 steps south, 3 steps east, 3 steps north, 3 steps east, and south into the pit. From that pit, go 7 steps south, 1 step west through the wall and into the pit, then walk west and step on the next pit that you encounter. From that pit, go 2 steps west, south to the next pit, south to the next wall, 3 steps west, then walk through the wall to the north and walk to the next northern pit. Then go 2 steps north, 3 steps west, south to the pit, 2 step south, then 3 steps west, 3 steps south and walk south to the door. Turn left and go 2 steps forward, turn right and go 1 step forward, turn left and go 2 steps forward, turn left and go 1 step forward, turn right and go 4 steps forward, turn right and go 1 step forward, turn right and go 1 step forward, turn left and walk through the teleport, then go 1 step forward, turn right, go 1 step forward, turn left, go 2 steps forward, turn left, go 1 step forward, turn right, go 3 steps forward, turn right, go 1 step forward, turn right, go 2 steps forward, and then teleport. You will be teleported to L,1. Turn around and read the plaque, then proceed east and through the door to sip from the Fountain of the Better End. You will receive a stat boost, plus a load of experience and gold. Your next step will be the Halls of Babble, where you will learn the different languages of each race to proceed and set the clues.

Q: Where is the portal to the Halls of Babble?
A:
The portal is in Hopeless Hallways at D,11. Note that to get through to this teleport, you'll need to step on a series of pits. Once you've completed Hopeless Hallways, the pits "reset" themselves to the same as before you started the quest.

Q: In the Halls of Babble, what should I do?
A:
The Halls of Babble provide you with knowledge in all the languages of all the races. You will also be given clues on how to set the switches, listen carefully! The first thing you should do here is walk to the spot that has your race's language on it. These are the spots for the languages: Human - K,4 ; Orc - A,1 ; Dwarf - G,4 ; Gnome - J,1 ; Elf - F,1 ; Troll - K,2 ; Halfling - H,6 ; Gremlin - M,3. After doing that, walk to O,4 and go through the door to your east. After walking through this door, find the teleport square for your race and go through the teleport. Here are the directions : Orc - O,12, Human - B,15, Dwarf - M,6, Gnome - K,14, Elf - H,12, Troll - I,8, Halfling - G,6, Gremlin - A,11. Once you find your teleport and walk through, you will learn a new language. Then, you will need to go back to the northwestern part of the map and talk to the Race member. In other words, if you are a human and just learned Dwarf, you will have to go back to G,4, and talk to the Dwarf wizard, then walk to M,6 and step through the Dwarven teleport. You will then, for example, learn Troll; you will have to go to I,8 to talk to the Troll Knight, then to K,2 to teleport. Repeat this until you have learned all the languages; then go back to the northwest part and talk to the member of your Race again. After doing that, go northeast to the door and walk through. You will be in an area with eight switches that you will have to set and a plaque in the northeastern corner. Here's the scoop on setting the switches right : to set them, walk switch to switch, using the _second_ letter of each word to spell out "Yserbius" - or Erebus, Asp, Island, Guild, Myth, Abyss, Legend, and Wizard. After setting the switches, walk to the northeast plaque and read it. You'll get "a taste" experience, gold, and a little initiative. After doing this, walk back to the first switch. NOW, use the _last_ letter of each word to spell out Aeowyn - or Magma, Longbow, -off-, Harmony, -off-, Volcano, Twinion, Palace. After doing that, read the northeastern plaque again and you will get experience, gold, and a boost to your Strength! After you do this, a pit will appear to your west. Jump into the pit to Concordia, one of the last stages before the Dralkarians!

Q: What is the purpose of Concordia?
A:
Concordia is where the two alignments, Chaos and Harmony, are joined together against the Dralkarians. Once you have Unity, the combined power of the two alignments, you will be able to hunt down the dralks, and annihilate them one by one...

Q: What do I do from the start of Concordia?
A:
You'll need to pass several stages before you reach Unity. Once you are at the start of Concordia, you will have several paths to take. Take the one to the east. Note that every time you take a step here, the walls block in behind you. Take the east path and follow it, fighting several battles, until you finally reach a door near the SE region. Walk through the door (since you did the Hopeless Hallways quest, it will be open), and follow the simple path until you reach a plaque, which informs you that you have taken the first step toward Unity. Then take the door to your north and follow north, until you reach F,9. Go through the northern door at that spot and go 2 steps north, 2 steps east, and 1 step north through the door. Then face east and read the plaque, which informs you that you have taken the second step toward Unity. Then (this is important) "bump" the plaque by facing it and hitting forward. It will show a message in runes, "Continue, Adventurer". Then, take the teleport. It will warp you to the back of the stage. Take the eastern path again, avoiding the door this time, until you reach F,11. Walk through the door to your north and go 2 steps north, 3 steps west, and take the door to your north. Then face west, and it will show that you have completed the third step towards Unity, and that you will need the Unity Ring to proceed further in the quest. The Ring can be found in Hopeless Hallways, beyond a lamp. Teleport back to the Hopeless Hallways, and from the point you arrive, face south and detect the stained-glass window. It will reveal a door. Go through this secret door and follow to a teleporter. Go through this teleporter and follow through the next area to a plaque. Read it, then go through the exit door to your west. Then, walk through the pits to G,13, and face west. Go through the door and follow the path. After reading the second plaque, go through the exit door and walk to E,14, and face south. Go through this door and follow along again. Then, walk to H,1, and face east. Walk through this door and read the plaque that follows. Then, walk to L,15, face south and walk through the teleport that follows to receive the Unity Ring. Then go back to Concordia via a teleporter in Hopeless Hallways. Now, take the NORTHERN path through and follow it to F,8. Face north and use the Unity Ring to unlock this door. Go through the door and then go 2 steps north. For your fourth and final step, you will need to take the doors of either Harmony, or Chaos, whichever you are. For Harmony, go 2 steps east and take the northern door, and for Chaos, go 1 step east and take the door to your north. If you're a harmonic, be sure to detect a secret door at P,13, facing south, or you will miss your chance to finish the quest and have to start all over again. Also if you're harmonic you will encounter a north-west fork after going through the secret door. Go west and then use the Unity Ring on the next door. If you're chaotic, simply walk along until you reach a door that is locked, then pick the lock to unlock it and proceed to P,3 - face east and detect a secret door there - then follow the path to a door that does not budge. Use the Unity Ring on it. At the end of the quest, you will be granted 4 million experience, gold and a boost to your stats, plus a portal to Pandemonium, the last stage before the Dralkarians.


[3.4] Pandemonium

Q: What is in the Pandemonium for me to do?
A:
The Pandemonium is where you get the Starburst ring that allows you to gain access to the Dralkarians. Also, it houses the five portals that take you to the five dralks.

Q: How do I get the StarBurst?
A:
Pandemonium has many invisible walls and boundaries that you can't see and can't walk through. However, here are the directions that will ensure that you get to the Starburst : from the beginning, go 2 steps south, 1 step west, 1 steps south, 3 steps west, 1 step north, 2 steps east, 1 step north, 1 step east, 3 steps north, 1 step east, and then walk north until you reach a wall. From the wall (P,16) go 5 steps west, 2 steps south, 2 steps west, 3 steps south into the hardened lava, and then follow south through the lava to the invisible teleporter. After teleporting, go 3 steps north, 3 steps west, 1 steps south, 1 step west, 1 step south, 1 step west, 1 step south, 1 step west, 2 step south, 1 step east, 1 step south, and then walk 1 step south to teleport. From the point that you are teleported to, go 1 step east, 2 steps south, 2 steps west, 1 step south, 2 steps east, 2 steps south, 2 steps east, 1 step north, 1 step west, and go 1 step north to teleport again. In the next area, simply follow the water along to a teleport at the end. From the spot you are teleported to, go 2 steps south, 2 steps east, 1 step north, 1 step east, 1 step south, and walk west until you hit a wall. From there, go 1 step south, 6 step east, and go 1 step east to teleport. From that point, simply follow the lava to get the magical Starburst.

Q: Once I have the Starburst, what do I do?
A:
Now your goal will be to find the five portals that lead you to the five Dralkarians. To do this, teleport out and take the top dungeon entrance. From there, make your way back to Pandemonium (There is a shortcut it Hopeless Hallways to it, the second door beyond the door with the star-shaped keyhole). Once you are there (at Pandemonium) go 4 steps south, 3 steps west, 1 step north, 2 steps west, and 2 steps south. Here you will reach a section with several large boulders blocking your way. If one blocks your way, use the Starburst; if it is the right stone, it will shatter, if it is not the right one, simply continue, turning to all sides until you find one that you can shatter, then jump into it. You will be taken to the northwestern part of Pandemonium, the final phase... Walk along the path and you will be presented with five portals that take you to the five Dralkarians. Guard your Starburst well, as you will need to repeat the process 4 more times, and it will get you to the portals!

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