Guides Archive

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Shank 2 Guide – Collectables and the Kitchen Sink

Skip straight to the Kitchen Sink?

Level 1 – The Dark Road Home

  1. Militia News Article – After the counter attack tutorial room you climb a large ladder up to a suspiciously obvious gap which you must swing over. Instead, just drop between the houses and pick up the collectible.
  2. Primo’s Bio - You’ll have to see this one. When you drop down to the area filled with gunman and explosives it’s right there against the left-side wall.
  3. Razor’s Bio – Again, you have to see this one. Just after the encounter with the fryin pan guy you’ll come to a room with the collectible, grenades and some tequila for you.

Level 2 – Through the Fire

  1. Magnus’ Rise – After the propane tank explosions you get to make following the Tequila bar, head into the building but don’t go up the stairs. Under the stairs is a collectible.
  2. Elena’s Bio - Once you’ve defeated the bruiser in the flaming building and made your way on to the next one you’ll see this collectible sitting there waiting for you.
  3. Inferno’s Bio - Following the rooftop slides, you’ll enter a precarious looking building. There will be a few levels to it and several ceiling-mounted propane tanks. Drop down to the bottom floor to find the collectible.
  4. Oprhanage - After watching the cutscene about Elena you’ll scale a short hill and find a gunner and shovel bruiser. Break the crates between them to find the collectible.

Level 3 – Dirty Docks

  1. Headquarters Plans - When you clear out the second room of goons you’ll come to a ladder escape. Instead of going right through the exist, jump to the left and keep climbing to get on top of the previous room. There will be a collectible there.
  2. Weapons Case - Follow the gruesome container smash encounter over the fun and flighty container slide. Once you drop down, head inside the container and jump up to bring the collectible down, then open it.
  3. Missing Person - Take out the various guards along the breaking bridge and destroy the propane tanks to lower the elevator. Once you do that, climb up the seagull-laden towers and make up to the very top where there’s a zipline waiting for you. Jump on the zipline then immediately jump off to make it to the adjacent platform with the collectible on it.

Level 4 – Lost in Ruins

  1. Party Flier - Once you’ve taken out the first assault rifle gunner you see, proceed on up the wall and over the massive spike pit. Once inside the ruins, drop to the bottom floor then head all the way right to pick up the collectible.
  2. Missing Person - Chase the crazy mystic woman into the caves, then wreak havoc on your foes on the way through until the first cutaway. Once the camera cuts away to see a scene below including tons of guards and a prisoner, just jump over to the right side to grab the collectible.
  3. Roselle’s Bio - Survive the fight with the onslaught of guards and the boar then simply hop up the stone structures leading off to the right. The collectible will be right on top, no reason to miss this one.

Level 5 – Rumble in the Jungle

  1. Fake History - After the Indiana Jones bit with the giant bolder, deal with the small pack of wolves in front of the scaffolding. Climb the scaffolding then instead of proceeding onward, head left up the ladder to find a collectible.
  2. Missing Person - Shortly after grabbing the Fake History collectible you’ll approach a wall and ladder wall-jumping bit. After the jumping off the wall, just continue to climb the ladder and head left for yet another collectible.
  3. Cannibals - Once you’re done capering through the jungle in a long series of ziplines and skull-jumps you’ll come to a battle in a bit of a pit with a couple small guys and a bruiser with a spear. Over to the right under the walkways will be an overhang with leaves covering it, there’s a collectible hiding there.

Level 6 – Human Cargo

  1. Cyclops’ Bio - The very first smokestack you can climb has a collectible on top of it. After making your way onto the ship finish the encounter with the drop-able boat and the collectible is just after it (and before the second one).
  2. Tanker Info - Almost immediately after that second boat fight you enter the boat itself. There’s a small control panel right in front of the pipe-like exit, activate it to open the hatch above you. Climb through the hatch then head right onto the deck and get the collectible.
  3. Corina’s Bio - Once you’ve escaped the freezer with the giant shark hanging in it, climb your way out of the ship. You’ll reach a floor with tons of knives boxes and then another above it where you’re forced to go left until you see a ladder. Climb that ladder, then go left to once again venture onto the deck for a collectible.

Level 7 – The Last Resort

  1. Resort History – Right from the get-go deal with the surprise enemies then head up the stairs outside. You’ll see an overhang rope you can climb on just over the awning below. Break through the window for a collectible.
  2. Anatomy Diagrams - After the riflers in the trees try to take you out and you cross over into the next part of the resort descend the first staircase. This one’s normal and will result in a batch of blue babes barraging you with sais. The next staircase however can be dropped down from. Do that, then head left into the showers for a collectible.
  3. The Kitchen Sink - Once you get back outside and deal with that fight with two bruisers and two fatties, drop down to ground level. Instead of heading right, just head left into the doorway. You’ll notice a series of smashes stones right on the ground here indicating its place, also a guard will walk in an out of the room.
  4. Doctor’s Bio - Fight your way out of the bathhouse (an incredibly difficult fight if not handled properly) then into the hospital area. Once inside, head to the elevator as indicated. You’ll note the sign that says “Floor 3, Floor 2, Floor 1″. Go up a level, but don’t leave. Go up another level to find the collectible.

Level 8 – Deconstruction

  1. Rocket Specs – Defeat the guards flanking you under the wrecking ball then climb the crane tower. After a quick zipline slide, you’ll come to a ramp. Go under the ramp instead of up it, dropping down the bottom floor, then go all the way right to grab the second to last collectible.
  2. Magnus’ Bio - After the big encounter with the guys rushing the turret and the rocket launcher you’ll see the collectible above you where the launcher was. Just make your way as usual to the right, find the ladder, climb it then work back to the final collectible.
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Alan Wake’s American Nightmare – Chapter 9 Collectables

Serena and Mr. Scratch - (7:47)

Before going up towards the projector where Mister Scratch is taunting you, head down the road towards the flashing manuscript on a set of rocks by a few cacti. Grab the page, “Serena and Mr. Scratch”, and enjoy!

Focusing the Beam - (8:56)

After Mr. Scratch’s brief monologue, head into the building where the ammo case is on and grab another manuscript, “Focusing the Beam”.

Mr. Scratch TV - (9:30)

Immediately after grabbing the “Focusing the Beam” page, turn on the TV and listen to Mr. Scratch talk for a few minutes.

Radio - (14:46)

Go back to where Serena is hanging out, and you’ll find a radio sitting on the desk across from the ammo cabinet. Turn it on for the third part of Serena’s prerecorded interview.

The Clothes - (16:44)

For the second to last manuscript page, head around the back of the toll booth is (behind the fence) and walk over to the rocks and cacti assortment to pick up, “The Clothes”.

Alice’s Film - (17:43)

For the final manuscript page, “Alice’s Film”, head past the car with its trunk popped open towards the glimmering light. Enjoy your achievement!

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Alan Wake’s American Nightmare – Chapter 1 Collectables

Alan Wake, the Writer - (3:25)

The first manuscript page is right in front of your face. The game is of course just introducing you to the mechanic, but it’s important for us to list everything! As such, after defeating the second enemy (who bursts down the barricade with his mighty axe and beard) simply proceed onwards then look to the right and you’ll find it on a log! Yaay.

New Reality: The Satellite - (6:25)

The second manuscript page is even easier than the first! Can you believe? Well you should. Just follow the quest line and talk to the person you’re supposed to talk to in the place you’re supposed to go. Y’know. The rest stop. Go there. No spoilers here.

Rodman and the Old Gods Radio Show #1 - (7:50)

Leave Emma’s garage and head out North West (past the ammo box). You’ll see the radio properly lit beside the end of the motel buildings, can’t miss it. Just go over and activate it. With your activation skills.

Pages and Instincts – (9:20)

Heading behind the rest stop (south of the ammo box, you’ll have to go around the back) past the trailer on the right with the TV set will be the next page.

Mr. Scratch TV #1 – (10:20)

You walked right past this TV, it’s next to the trailer. Just turn it on.

The Devil is in the Details – (13:00)

South of the valve (after the billboard falls on you) you’ll see some train tracks. Cross those after following them a bit (heading south-east) and head towards the tree surrounding the wooden fence. The page will be along the fence.

Rewriting Reality – (13:55)

Head south east from the previous collectible. You’ll see a wooden boxcar sitting peacefully in the dirt. Run past it and you’ll see the manuscript on a rock just beyond the boxcar.

The Splitter – (16:10)

After the boxcar collectible proceed to go get the CD out of the large shed/storehouse. After that, head north through the ditch (a dried up river, I assume) and over the tracks. You’ll come to a couple fuel train cars and a big rig. Head to the east of these and you’ll find the manuscript page.

Hunting Mr. Scratch – (20:40)

Once you’ve got all three pieces and start making your way to the oil field, you’ll get into an encounter with some baddies up on the trail. There’ll be an open stand with some oil drums and a revolver nearby. Northwest of that area (to the right of the Diner and streetlight) is a manuscript page.

Too Many Legs – (27:50)

Back behind the diner, north of the motel stop is a manuscript page. After the fight at the motel, just head north to where you’re supposed to go then go west. It’s chillin’ right behind the diner, can’t miss it.

The Twisted Mirror – (31:00)

After you return to the Motel with the room key you’ll notice a page lying on the bed. You’ve probably seen this one in the window already and the question mark on the map. It’s the motel room next to the radio.

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Alan Wake’s American Nightmare – Chapter 2 Collectables

Rodman and the Old Gods of Asgard #2 - (0:50)

After you unlock the gate, hang a quick left into the security booth. Inside is a radio, flip that switch and enjoy the show.

Success – (1:20)

Exit the security booth and head towards the fire truck. At the far end of it is a manuscript page.

Fighting the Taken – (2:50)

Just beyond the security area up the path to the observatory you’ll encounter some more Taken. They’ll come out of a complex to the west of the path, enter it after you deal with them and you’ll see a very shiny manuscript page.

Spiders - (4:30)

Head back up the path towards the observatory building. Furthest from the trail near the white container is a manuscript page.

The Genesis of Mr. Scratch – (6:25)

Continue past the observatory down the road (past that small building to the southwest). A second building to the south of the road will have Taken a few Taken coming out of it. On the porch of the building is a manuscript page.

Pressure – (8:15)

Return to the observatory. Remember the white container? Go to it, then head west back behind the observatory to find a manuscript page.

Mr. Scratch TV #2 – (10:30)

After you enter the observatory there’s a TV just in front of the stairs. Turn it on.

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Iron Brigade Martian Bear guide – Weapon loot

Machine guns


Unlocked in the store, Mars Landing

Unlocked on Swamp Survival 5
Unlocked in the store, Swamp
Unlocked in Settlement, Cathedral

Unlocked in foundry, Swamp Survival
Unlocked on Swamp Survival 25

Shotguns


Unlocked in shop, Mars Landing
Unlocked in Cathedral, Settlement Survival
Unlocked in Swamp, Mars Landing

Unlocked on Settlement Survival 5

Unlocked on Swamp Survival 10
Unlocked in Mars Landing, Settlement

Unlocked in Foundry, Swamp Survival

Snipers


Unlocked in Swamp, Mars Landing, Settlement

Unlocked on Settlement Survival 10
Unlocked in Shop, Swamp, Mars Landing

Unlocked on Swamp Survival 15
Carpet Bomber
Unlocked in Cathedral
Unlocked in Settlement, Foundry, Swamp Survival

Grenade launchers


Unlocked in Shop, Swamp

Unlocked in Foundry, Cathedral, Swamp Survival
Unlocked in Foundry, Cathedral, Settlement Survival

Unlocked in Mars Landing, Settlement

Unlocked on Settlement Survival 15

Artillery


Unlocked in Shop, Swamp, Mars Landing
Unlocked in Cathedral
Unlocked on Settlement Survival 25

Unlocked in Settlement, Foundry, Settlement Survival

Unlocked in Mars Landing, Settlement, Foundry
Unlocked in Foundry, Cathedral, Settlement Survival

Unlocked on Swamp Survival 35

Broadcasters


Unlocked in Shop, Mars Landing, Settlement, Foundry

Unlocked in Foundry, Cathedral
Unlocked in Shop, Swamp

Unlocked in Cathedral
Unlocked on Settlement Survival 35
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Iron Brigade Martian Bear guide – Hats, jackets and paintjobs

Hats

Robot Helmet: Swamp and Settlement Survival
Blackmore Flat Cap: Swamp and Settlement Survival
Space Cap: Mars Landing, Settlement, Foundry, Cathedral, Settlement Survival
Cowboy Hat: Wave 50 Swamp Survival Loot
Brain Bucket: Swamp, Settlement, Settlement Surival
Space Dome: Shop
Fez: Settlement Survival 50
Welding Goggles: Shop
Welding Mask: Shop
Sombrero: Cathedral, Swamp Survival

Jackets

Robot Costume: Swamp and Settlement Survival
Mandolier: Swamp and Settlement Survival (Rare)
Space Suit: Shop
Bare Vested: Swamp Survival 45
Smoking Jacket: Settlement Survival 45
White Tuxedo: Shop
Bulletproof Armor: Cathedral, Settlement Survival

Paintjobs

Flannel Paintjob: Shop
Maize and Blue Paintjob: Settlement Survival
Psychic Swirl Paintjob: Settlement Survival 40
Diamond Plate Paintjob: Swamp Survival 40
Zebra Paintjob: Swamp Survival (Rare)
Cheetah Paintjob: Settlement Survival (Rare)
Polka Dot Paintjob: Swamp Survival (Rare)
Striped Paintjob: Settlement Survival (Rare)
Martian Camo Paintjob: Shop
Magenta Paintjob: Shop
Neon Green Paintjob: Shop
Neon Orange Paintjob: Shop
Kilt Paintjob: Swamp Survival

Weapons - Back to HubEmplacements & Chassis

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Iron Brigade Martian Bear guide – Emplacement and Chassis Loot

Chassis

Unlocked in Mars Landing, Settlement, Foundry
Unlocked in Swamp, Mars Landing, Settlement
Unlocked in Settlement, Foundry, Cathedral
Unlocked in Swamp, Mars Landing, Settlement
Unlocked in Settlement, Foundry, Cathedral
Unlocked in Mars Landing, Settlement, Foundry

Light emplacements

Unlocked in Shop, Swamp
Unlocked in Mars Landing, Settlement, Foundry
Unlocked on Swamp Survival 30
Unlocked in Shop
Unlocked in Foundry, Cathedral
Unlocked in Shop, Swamp, Mars Landing
Unlocked in Settlement, Foundry, Swamp Survival
Unlocked on Settlement Survival 30

Heavy & support emplacements

Unlocked in Mars Landing, Settlement, Settlement Survival
Unlocked in Foundry, Cathedral, Swamp Survival
Unlocked on Settlement Survival 20
Unlocked in Shop, Swamp, Mars Landing
Laser Turret
Unlocked in Cathedral
Unlocked on Swamp Survival 20
Unlocked in Shop, Swamp, Mars Landing
Unlocked in Foundry, Cathedral, Settlement Survival

Cosmetics (Hats, Jackets and Paintjobs)Back to HubWeapons

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Iron Brigade Martian Bear level guide – Cathedral

Video guide

Loot

Weapons: The Perforator, Blastasaurus Rex, Carpet Bomber, Spud Slinger, The Duke, Ursula, Lilypad, Boo Boo Ray, Heavy Laser
Other: Super Shredder Turret, Massive Mine Layer, Laser Turret, Cluster Mortar Turret, Woodruff V, Karlsson V, Space Cap, Sombrero, Bulletproof Armor

Double Fine’s quick tips

Map layout:

  • Defeat the Bear!
  • Keep the tubes under control
Recommended Trench loadout:
  • Repair Crane

XBLA Fans gold medal advice

Recommended players: 2+

XBLA Fans recommended loadout

  • Anything high damage
  • Karlssons
  • Quickload/Fortify

SHOOT IT IN THE MUSTACHE!!!

Seriously, just shoot this thing. Bring Karlssons, bring quickload/fortify, and just shoot it in the face. You can try to stop the tubes from going into the little towers and healing him, you can try shooting the flying compartment he jettisons, but it doesn’t matter. Just shoot him in the face. Fortify after every mini-cutscene because it’ll un-fortify you, then get back to shooting him.

Too easy. In fact, you don’t need anything after this, we guarantee it. Just shoot it in the face.

If you’re trying to farm the level for loot, just place the repair crane like the game suggest, then have your way with the level.

Back to HubOn to Swamp Survival

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Iron Brigade Martian Bear level guide – Foundry

Video guide

Loot

Weapons: Topiary Trimmer, Sod Off, Super Indirect Sniper, Spud Slinger, The Duke, Ferromagnetic Hurlant, Shock Cannon, Lilypad, Massive Broadcaster, Boo Boo Ray
Other: Knockback Shotgun Turret, Super Shredder Turret, Ironclad Flak Turret, Massive Mine Layer, Cluster Mortar Turret, Selker V, Woodruff V, Karlsson V, McGarry IV, Space Cap

Double Fine’s quick tips

Map layout:

  • Escort the Double Deuce.
  • Good luck!
Recommended Trench loadout:
  • Skill (Cowboy Hat)

XBLA Fans gold medal advice

Recommended players: 2+

XBLA Fans recommended loadout

Weapons
  • Snipers
  • Machine guns
  • Artillery
Emplacements

  • Machine guns (everywhere!)
  • Dampeners
  • Mine layers

This is one of the most entertaining levels in the DLC, so enjoy it! Foundry is divided into one set of eight waves and one set of ten. The first set occurs outside with A filtering all sorts of enemies through the brush and Martian trees, and B sending enemies single file down a slot car track.

The first stage is very straightforward. All you should place this first set of waves is a machine gun turret on either side of the base. You can upgrade them if you feel like you need more firepower (or if you have lower level loot still) but don’t go all out. At most, a dampener and two machine guns (upgraded once, MAYBE twice if you need it) should be all you place here. Beyond that, SHOOT STUFF! Seriously, these early waves are very fun because of how enemies come at the base, just optimize splash damage. If you can’t bring Artillery, then bring a grenade launcher, you’ll need something with splash here at least. Also, beware aerial enemies.

The second stage is a lot more dynamic. Once the second stage starts, two waves show up at A & B still, so don’t run on past them and die for it. Once you get to wave 3, or rather before it, and the McKinley stops moving, place a line of machine guns right in front of it from the left ramp all the way to the right ramp and upgrade them as much as possible. Yeah. Do it. This strategy is very thorough and ensures all aerials and noids are completely irrelevant, as they should be, the jerks.

After the awesome gun defense is set up, you’ll want dampeners on both sides as well as a Mine Layer for both D and F as Breakers will show up a few times there. From there, players should watch for Artys and Amps, and overall enjoy their experience on this level because it’s fun! Mostly because you get to mad drop machine guns. Who doesn’t want to do that?

Wave breakdown

Wave 1: B: Resistors, S: Snipe Tuners
Wave 2: A: Cathys (x3), B: Tommies
Wave 3: A: Resistors, S: Aerials, A: Tommys, Resistors
Wave 4: A: Blitzers (x3), B: Resistors & Jacbos, Blitzers
Wave 5: S: Noids, B: Tommys, A: Tommys, S: Snipe Tuners
Wave 6: B: Bertha & Knobs, S: Noids & Aerials,
Wave 7: A: Blitzers (x3), B: Blitzers, Resistors
Wave 8: A: Knobs (x2, Cathys, B: Willie & Jacobs, A: Resistors & Tommys

Wave 1: B: Resistors & Tommies, S: Noids
Wave 2: B: Aerials, D & F: Tommies
Wave 3: D: Breakers, C: Noids, E: Breakers
Wave 4: D & E: Blitzers, F: Tommys
Wave 5: F: Arty, E: Resistors & Jacobs
Wave 6: C: Aerials (x2) D: Cathys, Breakers,
Wave 7: D: Blitzers, F: Burst Transmitters, Snipe Tuners
Wave 8: C: Aerials, F: Noids, C: Noids, Aerials, E: Resistors & Jacobs,
Wave 9: F: Arty, E: Burst Transmitters, D: Tommys,
Wave 10: D: Breakers, E: Amplifier, C: Aerials, F: Amplifier, E: Blitzers, Resistors & Jacobs

Do

  • Do what you must to defend in the early game
  • Bring an Assault if you want

Don’t

  • Waste too much money early
  • Bring flak, just use machine guns

Back to HubOn to Cathedral

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Iron Brigade Martian Bear level guide – Settlement

Video guide

Loot

Weapons: The Perforator, Hirsch Fusor, Annihilatrix, Super Indirect Sniper, Super Shocker, Ferromagnetic Hurlant, Shock Cannon, Massive Broadcaster
Other: Knockback Shotgun, Ironclad Flak Turret, Ironclad Repair Crane, ALL Chassis, Space Cap, Brain Bucket

Double Fine’s quick tips

Map layout:

  • Defend the three Cannon Pieces
  • Watch your back!
  • Distract Tubes with Decoys
Recommended Trench loadout:
  • Machine Guns
  • Long Range Weapons

XBLA Fans gold medal advice

Recommended players: 3

XBLA Fans recommended loadout

Weapons
  • SNIPERS!
  • Machine guns
Emplacements
  • SNIPERS AGAIN!
  • Machine guns
  • Shotguns
  • Dampeners
  • Repair crane
Trench
  • Sprinting Legs

Settlement. The single most difficult map in all of Iron Brigade history. Yeesh.

Settlement is huge, the largest ever, and it shows. Everyone will be wearing a hat for the most part, with one person sticking to Green and Blue, one person at Orange, and one person roaming. We heavily advise players not to use an Assault class or Fortify/Quickload as mobility is an incredibly important part of this map for many reasons. Let’s talk about what’s new and what to expect.

This map features Cathys, a new enemy which behaves much like Knobs but they go for players instead of towers. Ultimately they’re the most annoying thing in the universe, and, along with the massive abundance of knobs on this map, warrant a profuse employment of machine guns. Double machine guns at least at both blue and green, triple at orange (upgrade these things) just to make sure that Knobs, Cathys and let’s not forget Aerials and Noids are dealt with constantly. This is just pure base defense, we’re talking about survivability round-to-round. Supplement these machine guns with dampeners. You may not want to upgrade them, the ramps/pathways at Green and Blue are small and knobs will likely take them anyways, but orange will need upgrades for sure.

We can’t stress enough how serious it is to keep these machine guns running throughout because as a player you will likely spend lots of time hunting down Jacobs, Artys, Volt Droppers and trying to reach other players who have gone down. If you typically find yourself dying and don’t play carefully, or you don’t have a Mark V/IV (DLC version, basically) chassis you should consider a repair crane.

Beyond that, Volt Droppers are super powerful and painful here. Their damage hasn’t been altered, but since each base represents 1/3rd of your health, the VD ends up doing three times as much damage to your overall base health. That means sniper turrets, sniper rifles, sniper… snipe everything! Seriously! It’s wise to bring an engineering chassis (Selker) for almost exclusively sniper turret placement and damage control on turrets after Knobs and other jerks.

A HUGE piece of this map is the Decoys. There’s a million ways to work these, but we can’t give you solutions for everything so we’ll give you our strategy and suggestions worth exploring as well. Both of the decoys must be used, the one near Orange should be used on wave 12 or the Artys will destroy your bases. Activate it at the start of the wave then rush the Artys. If the decoy survives, great, if not, no worries. The other Decoy at green should be activated on the last wave. This one can be done with some finesse, if you have scrap place some machine gun turrets there to help deal with the mass of knobs and aerials that are going to rush that decoy. Beyond that strategy, you can have both of them HEAVILY defended and activate them long before those crucial boss waves, giving you more room for damage during boss waves. We don’t recommend activating them to counter VDs as they will hit your base anyways.

Good luck. This level is hard. Expect to lose on your first try even with our strategy. You need good loot, there’s two ways about that.

Wave breakdown

Wave 1: B: Tommies (x2)
Wave 2: A & B: Cathys, B: Cathys
Wave 3: D: Aerials & Noids
Wave 4: A: Resistors & Jacobs, B & C: Resistors
Wave 5: B & C: Cathys & Blitzers D: Aerials,
Wave 6: D: Noids, C: Tommies,
Wave 7: A: Resistors & Jacobs, Aerials
Wave 8: B: Bertha, Knobs, Cathys, C: Knobs
Wave 9: C: Tommies, D: Aerials,
Wave 10: Volt Dropper, D: Aerials, A & C: Cathys,
Wave 11: B: Resistors & Jacobs, A: Cathys, B: Cathys,
Wave 12: B: Arty & Jacobs (x2), D: Noids
Wave 13: C: Tommies, B: Tommies, A: Tommys,
Wave 14: B: Cathys & Knobs (x2)
Wave 15: A: Tommies & Arty, B: Bertha & Jacobs, Cathys, D: Noids & Aerials, Volt Dropper

Do

  • SNIPERSSS!!!
  • Heavily protect orange
  • Build a repair crane if needed

Don’t

  • Die in the middle of no where
  • Activate decoys without a reason
  • Bring artillery, it’s useless here

Back to HubOn to Foundry

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