388 lines
25 KiB
Plaintext
388 lines
25 KiB
Plaintext
Return To Zork
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Almost-Full-Point Solution
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NOTE : At certain points in the solve I will tell you to use an item, and not
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tell you to pick it up again, or just mention the existence of an item in a
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certain room. Make sure you pick EVERYTHING up (with the exception of the
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things I tell you NOT to pick up:)). Anything that you leave behind, you
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should go back and get.
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Hey. Well you're playing Return to Zork, and are stucker than stuck, and
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need some help. Look no further, here's the solution to the game! I didn't
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get all the points (only 218/225) but the end is there either way, and here's
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how to get to it. I also believe there are a few parts of the game that are
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just unsolveable (ie the oven, and anything relating to hellhounds).
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You start off in a mountain pass. A quick thing to do is pick up the rock
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from the lower left hand part of the screen and throw it at the vulture. Then
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you might be tempted to get the bonding plant from down below. Don't. My
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recommendation is to wait till later in the game to get the plant. So
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instead, just mosey down the path to the lighthouse. Enter the lighthouse and
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babble with the lighthouse keeper. He really doesn't have very much
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interesting to say at this point, so what you say doesn't matter very much.
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Next go outside the lighthouse again. Now if you head down the path, you'll
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be at the road to the south, unsolveable, so instead, go around the back of
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the lighthouse. From here, cut the vines from the fence, and bind the wood
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panels together with the vines. Now you have a raft, use it to go one space
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down the river, and get off at the bridge.
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You are now in the town of West Shanbar, facing the town-proper. First
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easy thing to do is go to the building on the far right, it's a destroyed
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hardware store. Go in, and get the box and the crank. You don't need the
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mice, so leave them there. Next stop should be the close house on the right,
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the school house. To get in, bang the bell with the crank or the dagger. The
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school teacher will first quiz you with the games first copy-protection, and
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then give you a notebook in which you can record all of your travels in the
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game. Next stop is the Town Hall, close building on the left, go in, talk to
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the mayor, and whatever. Then read ALL the files in the cabinets. It's a lot
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of reading, and you'll be referring back to it later on (and a lot of this
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solve won't make any sense without reading it). Then after you leave Town
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Hall, face center of town, and turn around from there, go off to the left of
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the screen, towards the mill. Go into the mill, and you'll have your first
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encounter with Boos. First of MANY. Go out the other door into the backyard
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of his house, and grab the key from the floor, and pull the chock out of the
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water wheel (I don't actually know what this accomplishes, but it gives you
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two points, so what the heck:)). Go back through the house, and back to town,
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where you can now go to the building on the far left. Use the key to unlock
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the door. Go in, grab the battery off the shelves, and the money and tickets
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out of the cash register. Then go back to facing the bridge, and on the far
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right side of the screen, your mouse arrow will point down, go this way. Here
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you will meet the waif. Give him the tickets, and he will give you a gift, it
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looks like a piece of lint, but it's very important later in the game. From
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here, go back the old mill, and do the following. When Boos pours you a
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drink, pour the drink out into the plant, then make a toast with him (glasses
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clinking icon) then drink the empty glass. Repeat this four times, and he
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will pass out, opening up the Great Underground Empire. But wait, you're not
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done yet. Leave the mill, and re-enter it, and repeat the entire
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pour/toast/drink process again, but only three times this time, after he says
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"Damn Few.", click on the "Don't Drink & Drive" icon, and he will give you his
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car keys. OK, don't get too excited here, you can't drive his car, but you
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can now enter the GUE. Before you leave this room, also be sure to grab the
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flask off of the ground by his feet.
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Go down the passage you just opened, and you will be at a door, open the
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door with the car keys, and you are now in a new mill! Exit this mill, and
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you are now within the GUE. Follow the path straight, into East Shanbar.
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First building to enter is the second one on the left. Go into Moodock's
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Armoury, and have a chat with him, then play a game of Survivor (he'll explain
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the rules to you). It's also impossible for you to lose in this incarnation
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of Survivor (you will play a much harder version later on), so just futz
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around, and once you win he will give you a sword, and a coin (not a Zorkmid
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though). Next, out of the building, turn around from the center of town, and
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face the bridge. Cross the bridge, and go to the left. At the Fool's
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Memorial, pick up the book off of the floor. From here, proceed down the left
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path again, and follow it into Snoot's Farm. Enter through the window, as the
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door is locked. Enter the door second from the left, and in that room will be
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the lovely Rebecca Snoot, brushing her teeth. She'll knock you out for
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breaking and entering, however. When you get up, talk to her and she'll quiz
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you with the second and final copy-protection of the game. Once you're out of
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that predicament, from the main room, go into the door on the right side of
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the room, zoom in on the cabinet, and grab the mirror from the desk. Then
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again, from the main room, go through the center archway, and in the kitchen
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take the soap off the sink, the thermozz from the table, and open the
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refridgerator and take the meat out. (The meat will rot, don't worry about
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it, you want it to rot.) From there, put the soap in the sink, and run the
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water on it, you will now have soapy water, wash the waif's gift in the soap,
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and lo and behold, you have a piece of a mysterious disk. Neat. In the
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kitchen is also an oven that blows up if you turn it on (Why it does this is
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beyond me) and a box of cereal that you can't pick up. Again, from the main
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room again, go into the door on the far left. In there is Alexis the
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poodle/hellhound. Click on her and she will growl at you. Nothing else is
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necessary from the dog, but her growling is necessary for you to win the game.
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After you leave the building, on random occasions, Rebecca will come and meet
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you out on the road. When you do see her, take her picture.
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Next stop is the carrot silo. From the front of Rebecca's house, go up
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and to the right, and you will be at the carrot silo. Take the crank, and put
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it on the silo door, and crank it clockwise. The silo will explode and you
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should take some of the carrots. From here, again go up and to the right, and
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you will be at the Pugney farm. Go to the red house first, and DON'T take the
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box off the ground. Go to the door, and open the window and talk to Pugney.
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Be Apologetic, and he will let you take the box off the front lawn. Once you
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finish with him, grab the box, and now go to the blue barn behind the red
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house. Go inside with the cow, and take a clump of hay from the ground (left
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bottom corner) pick it up, drop it again, and then take the matches and light
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the hay on fire. Now warm your hands by the fire, and milk the cow with the
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thermozz. Then feed the cow the carrots. Next stop, back to Rebecca's house,
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and go into her kitchen (or bathroom) and fill the flask (not the thermozz)
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with water. Now go back to East Shanbar and go to the last building on the
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left. Pull lever 1 and the top of the incinerator will open. Throw the bra
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box into the incinerator, and pull lever 1 again. Then pull lever 2, and
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zoom in on the drawer. Pour the water from the flask onto the hot wire, and
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pick the wire up.
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Now take that wire, and enter the first building on the left (from the
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center of town) and use the wire to pick the lock. Shake the cereal box.
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Shake it again. Take the whistle. Next pick up the rats, and IMMEDIATELY put
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them into the box you picked up earlier. (The meat you picked up, by now,
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should have rotted away) Make SURE you put the rats into the box, or you
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will die a quick death. Next up is go from the center of town, straight out,
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to the fork in the road, pick the left one first. Pick the tiles up off the
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floor, and then turn around, and pick the frame up off the floor. Drop the
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tiles into the frame, and you have a lovely word puzzle. The solution to the
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puzzle is "Water unseen at falls mix with bat dropping yields potion for", and
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once you get that far, the last block will fall into place, "invisibility".
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Now, in the same place, twirl around once more, and pick up the disk piece and
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the two pieces of illuminyte off the floor. From here, go back to the center
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of town, and enter the first building on the right (by this point most people
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will be telling you that you stink). Buy a room from Molly Kettle, and go up
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to your room in the elevator. Enter the room, and place the illuminyte rocks
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onto the nightstand. Then zoom in on the monitor, and turn the radio on.
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Then turn the lights off. You will have a dream about Morpheus, the head
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bad-guy of the game. Next, get up, turn the lights back on, and take your
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illuminyte back (make sure to turn the lights on first). Exit this building
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now.
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Now for the hard parts. There are now two mazes to deal with. One is
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rather vicious, and one is just annoying because of what you have to do. The
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first woods we will discuss is the Whispering Woods, the right fork in the
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road from the path straight out of town. First things first, however. Go
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back to the silo, grab more carrots. Go back to the cow, pour your thermozz
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milk into the flask, and then milk the cow again (it must be done the same way
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as earlier). Now go to the Whispering Woods. Once you enter, your vision
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will start deteriorating. Once the comment reads "Can you see the Galactic
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Milky-Way?", drink ALL the milk you have, it should say that your vision is
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now good enough to break any spell. If it says this, and gives you five
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points, your done. If not, repeat the same process over again (milking cow,
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etc), and the second time it will give you the points (I had to do it twice).
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Once this is accomplished, here is a map of the woods.
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TeTTTTTTTTTTTTTTT
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T T T T T T e=enter
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T TTTTT T T TTT T T=Tree or rock (wall essentially)
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T T T T x=exit
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T TTT TTT T TTT T
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T T T T T
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T TTT T TTT TTT T
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T T T T T T T Whispering Woods
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T TTT T T T T T T NOTE : Due to an annoying way that this game's
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T T T T T T creators made the maps, I have to show one
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T TTT TTT T T T T tree as two. So it is actually only six
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T T T T T T T paces from the entrance straight south, not
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TTTTTTTTTTTTTxTTT 12 as it may seem.
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Ok, so my map-drawing facilities aren't first class. But you get the
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picture. Once you get out of the maze, you may have noticed a whispering in
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the woods (wow what a coincidence) it says "two rings begin, three rings
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return" (or maybe it's vice-versa, anyway, that irrelevant). You will now be
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standing at a dock with a bell. Ring it twice (or is it three? Again,
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irrelevant, just ring it again if the ferryman doesn't come on two). Now the
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ferryman will arrive with his hand extended. Show him the coin Moodock gave
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you, and he will ferry you across the river. You are now on Canuk's Island.
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Go to his house. At the door, you will see a magnet on top of the door.
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We'll be getting that later:) Once inside, you will see a duck, a ship in a
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bottle, a scroll, and blueprints. Take the scroll and read it to the duck.
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Whammo, Canuk will appear. He will tell you some babble about the history of
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Zork and whatnot. Show him the disk pieces. He will now transport you into
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the ship in a bottle. Go into the bottle, and wander around. The time limit,
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I don't think is enforced (if it's really 20 minutes, it's MUCH more than you
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need). Get onto the ship, and go up the stairs, and you will see a number,
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write it down. Now go back downstairs, and down the stairs again. Pick up
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the rag off the cabinet, and zoom in on the safe. Enter the number you just
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wrote down into the safe, and open it. Now take the disk piece and the rusty
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metal thing out of it. Once you've done this, take your mirror, and put it in
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your hand (ie your mouse cursor shows you holding it). Exit the boat. Canuk,
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who you may have noticed by now, is controlled by Morpheus, will try to turn
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you into a duck. But since you are holding the mirror, it will reflect back
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at him. Now take the scroll, and feed it to the duck, he will lay an egg.
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Take the egg, and exit the house. Now cut the egg open with your knife. And
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you will have the scroll (I don't think this affects the gameplay, but it's
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nice to have:)).
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Next thing off, get back onto the boat (show the ferryman the coin again,
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and of course ring the bell a few times to get him there) and find your way
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back out of the forest. Now another quick thing to do is to go into town and
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show the blacksmith (second building on the right) your rusty old sword. Get
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him to fix the sword, and pay any fee he requests. He may tell you to come
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back in a little while, just wander around until it is fixed.
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Next thing is to go into the other forest, the left fork from the fork in
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road from the path out of town. Once in, the first thing you should do is the
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following, go NORTH, EAST, EAST, SOUTH, and you will be at a tree. Hit the
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tree with your sword, and it'll break the sword (and also drop some coins on
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the ground) take the coins. Now exit the forest again, via NORTH WEST WEST
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SOUTH, and go to the blacksmith. Complain to him that your sword is broken.
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He will mumble something, and give you a receipt for a new sword. Now go to
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the center of town again, and turn around, to face the bridge, go to the left,
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and you will be at Ben's boathouse. Talk to Ben. Ask him about the knot he's
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holding in his hand. Show him the picture of Rebecca if you've taken it buy
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now, and he will give you a sealed letter (if you don't have the picture yet,
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no rush, don't worry) and finally, give him the receipt from the blacksmith,
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and he will give you the True Dwarven Sword of Zork. How nice. Now back to
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the forest (on the fork left). This a pretty vicious forest and has lots of
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nasty things in it, and is rather big, as well, here again is another attempt
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at mapping it:)
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TTTTTTTTTTTTTTTTTTTTT
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@ T T$T
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TTTTT TTT TTT TTT T T +=Entrance
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T T T T T T T \=Metallic Tree
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T TTT TTT T T T TTT T -=Bowman
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T T T T T T T T %=Grue/Fairy Area
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T T TTT TTTTTTT * T T &=Tree Spirit
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T T T T >=Leaf Trap
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T TTT * TTT TTT TTT T $=Boar Statue
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T T T T T > T @=Spider Web/Exit
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T T TTTTT&TTTTTTT T *=The two annoying places that force me to map
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T T T T T this way(you won't notice anything special
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TTTTT TTT TTT T TTTTT unless your used to mapping mazes of this type)
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T T % T T T
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T TTT TTT TTT TTT TTT
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T T T T T T
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T TTT TTT T T T T T
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T T T - T T
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T TTT TTT T T TTT T T
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T T T T T T T T
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TTTTTTTTTTTTT+TTT\TTT
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The metallic tree has already been explained. To get past the bowman, you
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must make sure to have some milk in your containers. Just give him the milk
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and he will go away, and leave his bow and arrows. Take them. Next go to the
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Grue/Fairy area. It will say "It's dark, just like Grues like it." Light a
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match (the same way you would use your inventory anywhere else), and the fairy
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you just rescued will talk to you, be real friendly with her, and she'll give
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you fairy dust (you might have to talk to her once or twice to get the dust
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from her). Next stop, the tree spirit. Get her to babble her annoying songs.
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She really isn't very useful at all. So just get out of there when you get
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bored. Now the leaf trap. When you see the leaves, drop something in it (not
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your sword) the trap will be sprung. Now just use your sword to cut your
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leaves, and whatever you threw in will fall to the ground, just pick it up.
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Now go to the boar memorial. Strike the memorial thrice (three times) with
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your sword, and you will get another disk piece. You can go to the spider,
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but you can't get past it yet anyway, so why bother, get out of this maze.
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Next stop, get your bootie back to Canuk's House (go through the
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whispering woods again). Now at his door, look at the magnet. Neat, eh? Pry
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it off with you sword. Now stand there, holding the magnet. Use magnet with
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whistle. Blow away on the whistle, and a vulture will come swooping down. Uh
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oh! Not at all, this vulture will carry you to anywhere that you need to go
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in the game! So just go to Pugney's Farm first, go to the barn again, (now
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might not be a bad time to fill up on milk), and go to the left behind the
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barn. You will be at the Vulture Pits. Pour the fairy dust onto the rotting
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meat, and throw it. The vultures will come out and eat the meat and fall
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asleep. Go into the pits and take the talon. Next, run over to the screen
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one screen in front of Rebecca's house (it has signs to the cliffs and
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Rebecca's house). Go to the left, and follow that path to the Cliffs of
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Depression. Take the rope from the railing. Now go back into town, and go
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back to Ben the boatman. Pay him for the boat. Zoom in on the boat, and take
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the rats out of the box and put them into the motor. Now you will be at the
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Witch's house. Go on inside, she won't bite. Ok, be careful what expressions
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you show to the witch, just be friendly. Then show her the milk that you have
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and she will let you take the bat cage, do so. Then show her the sealed
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letter from Ben, and she will give you staff, take it. Then she's outta
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there. Now you can either go through the swamp, or use the vulture to get
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out. I recommend going through the swamp, you get 5 points for it. To do so,
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you must walk one step out of the witch's house. Then take her staff, and
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place it on the ground in front of you, if it falls in, it is not safe to walk
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there, if it stands on it, you can proceed. I can't map that, as the swamp is
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different for each person, and possibly each time. Just get out, its usually
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not more than 7 or 8 steps. Once out of the swamp, first stop is going to be
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west shanbar, that's on the above ground level of the map. Go first to the
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mayor, and show him the Zorkian book (you got it from the Fool's Memorial),
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he will translate a joke for you. Now go to Ms. Peepers (the schoolhouse) and
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show her the book, she will tell you that Rebecca can translate it. Next stop
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is back down below. Wander around until Rebecca shows up, and play her the
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quote from Ms. Peepers about her being able to translate it, then show her the
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book. Next off, go back to Witch Ita, and show her the book (if she's not
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there, just wander around until she shows up again), and she will translate
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one more joke. Then go to the blacksmith, and pay his fee, and he will
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translate the last joke. Now go back to the Valley of the Vultures (Mountain
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Pass, where you start the game) (remember just click anywhere on the map
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now, and the vulture will bring you there). Click on the sign, and use the
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knife to dig up the bonding plant. Now go back to the Cliffs of Depression.
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Tie the rope to the tree, and climb down the side of the cliff and go into the
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Comedy Club. Now playback the four jokes that the people just told you to
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the audience. When you are done, Cliff will give you a disk piece. Now go to
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the lighthouse. Give the keeper a piece of illuminyte, and show him your disk
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pieces, he will give you the final piece. Go up to the top of the lighthouse
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and tie the rope onto the railing using the cow-knot that Ben taught you.
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Then tie the vulture talon onto the rope, and throw the rope across the river.
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The talon will boomerang back and tie itself around the railing, and you will
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have a nice rope bridge. Cross the bridge and follow the path to the Temple
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Bel Naire. Take the shield from the statue, and go into the Temple. Show the
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Holy Woman your sword and she will bless it for you. Now exit the Temple, and
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turn around once. There will be a gateway in the right side of the screen,
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follow that path to the dwarf camp. Talk to the Dwarven dudes, and they will
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give you a hardhat. Take it. Then go up to the top left part of the screen
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and go to the mining cart. Now this is very annoying. The path you must
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follow to escape the mining maze is the following, where L is Left, R is
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Right, and S is Straight. Make sure to only click once at each intersection,
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as the dumb game buffers your mouse clicks and it will screw you up
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occasionally. The path is L R S R L R S R L L R S. (By the way that puzzle
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is easy, just write down each word the dwarves say to each other that is Left,
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Right or Straight). Once out, you will be at the temple of the muses. From
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left to right, but the following items on each of the statues :
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1) Staff
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2) Talon
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3) Thermozz
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Center) Nothing
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4) Helmet AND Box
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5) Shield
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6) Tele-Orb
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Then place the disk pieces on the bowl in front, and hit a button (green I
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think I hit, I don't think it matters) watch the ensuing stupidity, and they
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will reassemble your disk into a whole again. The center statue is different,
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he is not a muse, but the "Catcher" (detailed in the Mayor's filing cabinets).
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Make sure to pick up all the items once you are done. Now take the vulture
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down to the Hero's Memorial. Take the right fork in the road, and go into the
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Troll Cave. Put your helmet on and all will be lit up. At the first troll,
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swing left, the next, swing up, the third, swing down. Then at the troll
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king, click on "Threatening" until he wimps out and gives you the necklace.
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Now go back to the green forest, and find your way to the spider. Show the
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spider the necklace, and he will wimp out. Then go up Flood Control Damn #3
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(!), and fill up your flask from the "backside of the water". Now go to the
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whispering woods, and go one space in, and release the bats. Pick up the bat
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guano, and drop it into the flask with the clear water (from FCD#3). You now
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have an invisibility potion. Now off to the Cliffs of Depression. From
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there, turn around and go to the left. Throw the Flying Disk of Frobozz, and
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it will dispel the illusion. (To get 4 extra points now goto the hotel two
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more time and dream like before - to get the money bang the metal tree with
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you're swordas many times as possible.)
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Go forward into the castle, and shoot the bow and arrow at the gates, and
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the hand will open the door for you. Once in, an orc will start attacking
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|
you. Drink the invisibility potion, and then play back the recording of
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Alexis the hellhound barking, the orc will wimp out and run away. Now, at the
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Citadel Bridge, throw *EVERYTHING* that you have at the bridge, until you have
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NOTHING left in your inventory. The bridge will come back up. SAVE THE GAME
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|
NOW:) Go over the bridge for your final confrontation with Morpheus. A game
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|
of Survivor. Only now you play Trembyle instead of Canuk, which makes the
|
|
game VERY hard. Here is the pattern to win, the number represents what order
|
|
you should make the moves in. If he blocks the move, pass your turn, and he
|
|
will move to another space, do NOT deviate from the course I give here, or you
|
|
will have to forfeit and will have to start over again.
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0 5 12 9 0=Where you start
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|
11 8 1 4 14=Where you will end
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|
6 3 10 13 C=Where Canuk/Morpheus will die
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C 14 7 2
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Again, if he blocks your move, do NOT go anywhere else, just pass your turn,
|
|
he MUST move, he is not allowed to pass. Once you complete this, you've
|
|
won the game! Congratulations.
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|
|
|
The ending of the game is kinda bad, but the game itself is pretty good, I
|
|
enjoyed it a lot. Some of the puzzles (the bra box) were ridiculous, and some
|
|
of the scenes (the Mining Maze, COME ON! Infocom games are NOT coordination
|
|
games) really annoyed me, but all in all it was a pretty good game. I don't
|
|
know where to find the remaining 7 points, but obviously it isn't very
|
|
important. Till next time, seeya!
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|
-bYtE
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|
-October 11th, 1993
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|
Thanks go out to Ozone and wc who played the game concurrently with me on IRC.
|
|
Greets go to Magyar and Patch who can now read this and stop bugging me!:)
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|
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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