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 FAQ
Oxy
  Posted: Nov 4 2007, 05:00 PM
Quote


FAQ it
*

Group: Members
Posts: 127
Member No.: 2,019
Joined: 13-October 07



If you see any missing information PLEASE ask.
Update pending on the modding interface!
Current version: 2128-skiy.
Current beta-version: 2129-qwev.
Current Kongregate-version: 2129-qwev-k



The Basic Turrets
There are 4 basic turrets, they are available as the game starts:

Cannon - Blue
- Rapid fire turret but the range isn't very high.
- Upgrade damage and rate of fire to get freak out.
- Freak out results in additional damage.
- You reach "Freak Out" when you upgraded the power and rate 4 times each.
- Blue turrets freak out can be bought in the turret menu and works cumulative.
- Keyboard shortcut "1".

Laser - Green
- Medium range, medium damage and medium rate of fire.
- Can be chained to get huge damage.
- Click Here for a laser chain construction guide.
- Keyboard shortcut "2".

Rocket - Red
- High damage, range and rate of fire.
- Upgrade range and rate to activate holding pattern where it keeps rockets in the air when there are no enemies in its range.
- You reach "Holding" when you upgraded the rate and range 3 times each.
- Keyboard shortcut "3".

Tazer - Yellow
- Medium damage, small range and medium rate of fire.
- You reach "freak Out" when you upgraded the power and rate 4 times each.
- Poisons enemies to slow enemies down. The more damage the longer the enemies are slowed down. This effect is reverted over time, and enemies will speed up again.
- Freak out results in additional poisoning and damage.
- Keyboard shortcut "4".


Modifier Turrets
- The game features 7 modifier turrets.
- Mod(ifier) turrets only affect the 4 basic and combonly turrets that are placed in their range. Advanced turrets are not affected.
- The increase/decrease in power, rate of fire (RoF) and range can be either relative (%) or fixed (=).
- Combo speed (the time interval a combo fires) can't be changed by (RoF) modifier turrets. Not even when applied on a combonly turret.

Range+
- Boosts range by 100% of the original range.
- Cost: $2000.
- Unlocked at 300 kills.
- Keyboard shortcut "5" .

Damage+
- Boosts damage by 40%.
- Cost: $5000.
- Unlocked at 450 kills.
- Keyboard shortcut "6".

Rate+/-
- Boosts rate by 60.
- Decreases damage by 40% and range by 10%.
- Cost: $1200.
- Unlocked at 600 kills.
- Keyboard shortcut "7"

Range+/-
- Boosts range by 100.
- Decreases rate by 25%.
- Cost: $1000.
- Unlocked at 750 kills.
- Keyboard shortcut "8".

Rate+
- Boosts rate by 120%.
- Costs $3000.
- Unlocked at 900 kills.
- Keyboard shortcut "SHIFT+1".

Big damage +
- Boosts damage by 100% .
- Costs $8500.
- Unlocked at 1000 kills.
- Keyboard shortcut "SHIFT+2".

Big damage +/-
- Boosts damage by 100%.
- Decreases range and rate by 30%.
- Costs $3500.
- Unlocked at 1100 kills.
- Keyboard shortcut "SHIFT+3".


Advanced Turrets
- Advanced turrets become unlocked after you make a certain amount of kills.
- Advanced turrets are not affected by mod turrets.
- Advanced turrets do not combo in any way, although they do have a combo range.

Targeter
- Medium range.
- Costs $1,400
- Only upgradeable stat is it's range.
- It's linkable. As in it's linkable to a turret, and whatever is in the range of the targeter essentially becomes the turret that it's linked to's range. For more info, and a better explanation, read the blog entry.
- Unlocked at 1200 kills
- Keyboard shortcut "SHIFT+4"

Sniper
- BIG damage.
- HUGE range.
- Poor rate of fire.
- Costs $12,000.
- Unlocked at 1300 kills.
- Keyboard shortcut "SHIFT+5"

Fusion
- BIG damage.
- BIG range.
- Poor rate.
- Costs $12,000.
- Absorbs the damage of (idle) lasers and tazers and stores it as damage and poison. Then fire it at once to 1 nearest enemy.
- Can also be triggered to fire by clicking the "Fire Now" button in the turret menu.
- When a laser power the fusion turret it will only add that particular lasers damage. It doesn't matter if it is part of a laser chain, so it will not add laser chain damage to the fusion turrets stored damage.
- Unlocked at 1400 kills.
- Keyboard shortcut "SHIFT+6"

Railgun
- BIG damage.
- BIG range.
- Medium rate .
- Costs $12,000.
- Unlike the sniper and fusion turret it can hit more enemies in 1 shot.
- Unlocked at 1500 kills.
- Keyboard shortcut "SHIFT+7"

Combonly
- huge range.
- Power and rate of fire depends on absorbed combo.
- Costs $5,000.
- It absorbs the other turrets into it to form a combonly.
- To make a combonly place the turrets needed for the combo you want in it's combo range and fully update their power. The combonly turret will start flashing one or more colors.
- Click on the combonly when the color of the firing turret of the combo you wish to create appears.
- It is affected by all modifier turrets, but remember the RoF does not have any effect on the combo fire interval.
- Unlocked at 1600 kills and currently the last turret of the game.
- Click here to view a dedicated topic on combonly usage.
- Click here for a dedicated video on combonly usage.
- Keyboard shortcut "SHIFT+8".


Combos
Click here for a perfect description of how combos work.

- You need to max out the power of all turrets needed for the combo in order to trigger it.
- You need to place all turrets needed for the combo in each other range. You can check this by pressing “C” in the game and look at the yellow circles appearing around the turrets. When all the turrets needed for your combo have a yellow circle around it, they are in each others combo range.
- A complete overview of the available combo’s can be found here.
- A video introduction on combo's, made by Gewalt, can be found here.

Notes
- A combo range is something different than a turrets firing range.
- Combos fire in addition to each turrets normal firing. Each combo have a certain combo interval (like shooting each 3 seconds) and are not affected by any rate of fire mods. However they are affected by range and damage mods.

user posted image
^Table^ Cost per combo and its estimated relative effectiveness.


Screenshots of The Combos
Made by Haidrgna

user posted image
Tazer Missile Combo [R-Y]

user posted image
Tazer BFG Combo [Y-R-B]

user posted image
Sparky Clusterbomb Combo [B-Y-R]

user posted image
Sparky Landmine Combo [B-B-Y]

user posted image
Shockwave Combo [Y-Y-B-G]

user posted image
Rocket BFG Combo [G-R-R-B]

user posted image
Poison Missile Combo [R-G-B]

user posted image
Napalm Missile Combo [R-R-B-Y]

user posted image
Landmine Combo [B-B]

user posted image
Laser Rockets Combo [R-G]

user posted image
Laser Clusterbomb Combo [B-R-G]

user posted image
Clusterbomb Combo [B-R]

user posted image
Big Landmine Combo [B-B-R]

user posted image
Big Laser Clusterbomb Landmine Combo [B-B-G-R-R]

user posted image
Big Laser Clusterbomb Combo [B-G-R-R]

user posted image
Nuke Combo [R-B-B]

user posted image
Blackhole Combo [Y-Y-Y-G]

user posted image
BFG Combo [G-B-R]

user posted image
Big Clusterbomb Landmine Combo [B-B-R-R]

user posted image
Big Clusterbomb Combo [B-R-R]


How many turrets are there and how do I get them?
- At the moment there are 16 different turrets available.
- You will unlock a new turret when the required amount of kills to unlock it is reached.


Game Modes
- You can play this game in 8 different modes.
- After you have unlocked a mode the lock will disappear and you can play it.
- After you have completed a mode a green checkmark will appear.

Easy Mode
- The enemies HP will increase slowly, making it easier getting to high wave numbers.
- For newbies and for people who want to set a (all-time) highscore.
- Passed after 4000 kills.
Normal Mode
- The enemies HP will increase faster than in easy mode, so must place turret more tactful from the beginning to stay alive.
- For the casual player.
- Passed after 4000 kills.
Hard Mode
- This is not a bug, It's intended to be such a challenge.
- Passed after 4000 kills
Extreme Mode
- Enemy HP increase is the fastest in this mode and will be the hardest challenge.
- for die-hards.
- Passed after 4000 kills.
- Unlocked after 200 waves in a normal game.

Tutorial
- Learn to play the game.
- More effective than reading.
Map Tools
- You can create/load/play custom maps here.
Challenge Mode
- You can play challenges by selecting one of the programmed challenge and a map.
- You can also make your own challenges by modifying the conditions and then select a map and play.
- When you passed a challenge, the game stores the date and time and shows a green checkmark.
Sandbox Mode
- Unlocked after 4000 kills in the normal mode.
- You will start with $50.000 and all basic and modifier turrets unlocked.
- For trying (new) strategies.


Map Tools
- The Map Tools is a place where you can load, build and play your own maps.
- Think your map is good? Post a screenshot here: Noober's map thread
- WARNING: SCORES ON A CUSTOM MAP CAN NOT BE SUBMITTED

Loading maps:
- To load one of your own maps go to the 'load' menu
- To load someone else's map go to the 'shared' menu

Making a map:
- The key thing to remember when making a map is that the creeps will always go:

START POINT > WAYPOINTS > AREA 51
You can only have one start and one finish and paths can not split.

Controls and objects
user posted imageSTART POINT- (1) The creeps will come out of this point. Only 1 allowed.
user posted imageWAYPOINT- (2) This is a bend in the road. Once placed down they can be moved.
user posted imageAREA 51- (3) The building is the creeps goal and the end of the path. Only 1 allowed.
user posted imageINSERT WAYPOINT- This tool will appear on the path. Use it to add waypoints in between each other.
GRID ON/OFF- If this button is pressed then all objects will snap onto a grid. It is recommended for beginners as it is much faster.

Hotkeys:
- Start point "1"
- Waypoint "2"
- Area 51/base "3"

What can I do with my finished map?
- Save it- Go to the 'save' menu and give it a name.
- If you want other people to be able to load it then enter in the 'share user' section
- Play it- After saving press 'play'


Keyboard shortcuts
- Anytime during game play pressing one of the following keys will have the described effect:

- Space bar - Send the next wave of attackers now.
- S - Sell the currently selected turret, for 70% of its value.
- M - Move the currently selected turret to a new location, at a cost of $500 per move.
- Q - Upgrade the selected weapon's damage.
- W - Upgrade the selected weapon's range.
- E - Upgrade the selected weapon's rate of fire.
- Shift-Q - Upgrade the selected weapon's damage to the maximum or the most you can afford.
- Shift-W - Upgrade the selected weapon's range to the maximum or the most you can afford.
- Shift-E - Upgrade the selected weapon's rate of fire to the maximum or the most you can afford.
- R - Toggle showing the range of the selected turret.
- C - Toggle showing which turrets are in combo range of the current turret.
- T - Cycle through the targeting modes: nearest, furthest, weakest, strongest, slowest, fastest, oldest, youngest.
- L - Switch target lock on or off (if a turret acquires a new target after every shot or not).
- F - Select an attacker to focus all available firepower on.
- P - Pause and un-pause the game.
- I - Show or hide the information panel.
- G - Show the game settings panel.
- B - Try and build the item currently shown in the weapon rack.
- J - Join the targeter turret to another one by cliking on them.
- D - Switch between directional targeting modes.
- Shift+D - Set the angle for the directional targeting without switching modes.
- Escape - Cancel the building process.

- Numeric keys will build a turret as described in the turret sections.
- You must have the game window active for the keyboard shortcuts to work.


Damage Curves and Hit Points
Buying damage upgrades will result the turrets dealing the following damage: [not upgraded – […] – fully upgraded]

Cannon 15 - 30 - 60 - 150 - 400 - 1,200 - 3,100 - 8,500 - 18,400 - 46,000
Laser 25 - 50 - 120 - 400 - 1,500 - 3,900 - 9,300 - 19,500 - 35,000
Rocket 50 - 120 - 350 - 800 - 1,950 - 6,050 - 11,500 - 27,000 - 48,900 - 65,000
Tazer 50 - 75 - 125 - 200 - 800 - 3,500 - 11,000 - 30,000

Sniper 3,000,000 - 7,000,000 - 15,000,000 - 55,000,000
Fusion 1,000,000 - 3,000,000 - 10,000,000 - 35,000,000
Railgun 4,000,000 - 9,000,000 - 15,000,000 - 25,000,000

Laserchain damage
- Each laser in a (correctly chained) chain will add up its base damage to the chain and multiply it by 25%.
- Placing Damage modifier further in the chain will have a significantly greater effect than placing it early in the chain.
user posted image
^graph^ Purple line shows the damage inflicted when you have fully upgraded all turrets in your chain, blue line shows the damage chained "stock" turrets do. No damage modifiers were introduced in this calculation.

- Note the damage scale is logarithmic. (1E2= 100 1E8= 10,000,000 1E16= 10,000,000,000,000,000 etc.)
- When you apply a 100% damage multiplier on the first turret of a 200 turret chain the damage will increase by 35,000 , if you apply it on the last turret the damage will increase by 5.4E23. (that is 540,000,000,000,000,000,000,000 damage ninja.gif)
- Click here for a tool (made by xiaodao) indicating cursor position. It helps when making a laser chain. (.NET framework required)
QUOTE (xiaodao @ Nov 30 2007, 07:35 PM)
It's just an application that displays cursor position.
Nothing fancy.


Combo damage:
See "old FAQ" for combo damages from previous versions. That information is most likely outdated but give a good indication.

Gaby is not going to give the combo damage / intervals for the current versions. So they will remain a mystery.

Enemy HP

*note* These formulas might have changed since version 2110.

Easy:
Wave 1: x1.3
Wave 10: x1.2
Wave 30: x1.15
Wave 40: x1.1
Wave 60: x1.09
Wave 80: x1.05
Wave 100: x1.04
Wave 120: x1.03
Wave 200: x1.02

Medium:
Wave 1: x1.3
Wave 10: x1.2
Wave 20: x1.25
Wave 30: x1.15
Wave 40: x1.1
Wave 60: x1.09
Wave 80: x1.05
Wave 100: x1.04
Wave 120: x1.03
Wave 200: x1.02

Hard:
Wave 1: x1.4
Wave 10: x1.3
Wave 30: x1.2
Wave 40: x1.1
Wave 60: x1.05
Wave 100: x1.04
Wave 120: x1.03
Wave 200: x1.02

Extreme:
Wave 1: x1.125

user posted image user posted image
^graph^ Plot of the damage curves. Don't be fooled, damage is displayed in a logarithmic scale, so the differences are bigger than they initially look like.

You can download a HP Calculator here (.xls file, made by Gewalt)


Blackhole Combo
- The blackhole combo is not a bug.
- The blackhole combo does suck up all enemies, rockets and mines.
- You do not get money or kills for enemies sucked up in a black hole.

So yes: you can go on for an "infinite" time, but you will get no kills and money so it's just useless.


(High)Scores
- Your score is determined by the number of kills multiplied by the number of money spent.
Example: if you killed 1287 enemies and spent $567,980 your score will be 1287*567980= 730,990,260

- Playing the game in easy, medium, hard or extreme mode doesn't affect your score at all. Also there are no different score tables for them at the moment.
- You can choose to send your highscore to the game server. Click here to see a browsable history of the all-time highscores and scores per map.
- The scores on the server are not updated immediately. It will take around 5-10 minutes, so just be patent and don't spam the forums.
- You can best increase your highscore by spending money. If you have difficulties with spending money, buying many blue turret freak outs proved to be an effective solution.
- At the moment there is no difference in the scores between the different game modes.
- There have been some issues with people abusing bugs or hacking into the server to get and extremely high score. These scores are deleted when reported. At the moment no exploits to reach extreme high scores are known.


Beta-testing
It is possible for everybody to test/play the upcoming version of onslaught.

- Currently version 2128-skiy is out for beta-testing.
- You need to have an onslaught-account (create one by clicking here)
- Once logged in you have 3 goes per week on the new beta. Report bugs you find in the dedicated threads in the forums
- You can play as long as you want, only refreshing or re-opening the beta page will cost you a go.

The source code is not freely available.
The .swf file is available on: http://games.mochiads.com/c/g/onslaught-2_...aught2.1_ma.swf
You can also use that as a full screen version of the game


Performance
Many users experience (extreme) lag while playing onslaught.
This is related to the end-user computers performance and is usually first experienced around wave 300-400 (but can be earlier, later or not at all).

Some general tips to improve your systems performance:
- Make sure you use and regularly run up-to-date anti-virus software.
- Make sure you use and regularly run up-to-date malicious software/spyware software.
- Make sure you use and regularly run up-to-date registry cleaner software (most effective step to increase performance)
- Make sure you use the latest version of Adobe Flash.
- Additional (third-party) plug-ins may reduce your web browsers performance.
- To generally improve the games performance especially in higher waves, you can set the game quality to medium or low in the game menu. Also you can lower the time factor to improve stability. Doing the latter will increase the playtime significantly.
- Make sure you run no or least possible other processes on your system to increase performance. Most commonly music/audio players are known to take up relatively much resources resulting in decreased performance.


How do I post a screenshot?

1. Press Alt+Prt Scr (located above Insert and next to F12.)
2. Open Paint, or your favorite picture editing program. [Note: save it as a jpg image, NOT as a bmp image]
3. Press Ctrl+V to paste
4. Save (Ctrl+S)
5. Using Imageshack or some other image host, host your picture
6. Link to it and allow the world to be amazed at your artwork


Gaby
- Gaby, or Gaby Vanhegan is the creator of this game.
- Gaby is a male, so don’t make stupid mistakes.
- If you want to know something specific DO NOT PM him, but ask here! Gaby has enough work!


FAQ Made by Oxy People who also contributed to this FAQ: kirdaiht, Eli, Haidrgna, Valexenium, Kioyoh, Pir8ozzy, Noober, xiaodao. Thanks to Gaby for making such an awesome game!


This post has been edited by Kioyoh on Aug 29 2008, 07:13 PM
Top
Eli
Posted: Nov 4 2007, 05:38 PM
Quote


I have to go back to the lab!
*

Group: Moderators
Posts: 2,509
Member No.: 1,637
Joined: 21-August 07



Good so far. Just post pics of the combos, combos firing, how to target, lock, etc.
Top
Pir8ozzy
Posted: Nov 4 2007, 05:46 PM
Quote


Jello bomb
*

Group: Members
Posts: 1,323
Member No.: 1,553
Joined: 13-August 07



And combo damage numbers, if you can work them out.
Top
Eli
Posted: Nov 4 2007, 05:47 PM
Quote


I have to go back to the lab!
*

Group: Moderators
Posts: 2,509
Member No.: 1,637
Joined: 21-August 07



Make sure you know what you're doing and actually want to do it before you start.
Top
kirdaiht
Posted: Nov 4 2007, 06:06 PM
Quote


DA FLYING DUTCHMAN
*

Group: Members
Posts: 334
Member No.: 1,788
Joined: 1-September 07



all turret and what they do
(you forgot the most important for new players)

machine gun - blue
rapid fire turret but the range isn't very high
upgrade damage and rate of fire to get freak out
shortcut 1

lazer - green
medium range medium damage and medium rate of fire
can be chained to get HUGE damage
shortcut 2

rocket - red
high damag range and rate of fire
upgrade range and rate to activate holding patern where it keeps rockets in the air if ther are no enemies on the screen
shortcut 3

tazer - yelow
medium damage small range and medium rate of fire
posions enemys to slow them down the more damage the longer the creep slows down.
shortcut 4

mod turrets
they add damage/rate/range to other turrets
the damage and range affect combos the rate does not

mod exchaince turrets
they do the same as normal mods, but this one decreases the things it dont add up

super turrets

sniper
BIG damage
HUGE range
poor rate of fire
the first super turret its damage is the highest, but because of it's unlocked at 1300 kils it doesn't enough damage to do serious stuf

fusion
BIG damage
BIG range
poor rate
the second super turret. its damage is lower then the sniper, but it can absorb the damage and poison of all tazers and lazers in range to add damage
unlocked at 1400 kils


railgun
BIG damage
BIG range
low rate
the last super turret. damage is not as high as the sniper, but this one fires trough creeps so it can hit more then one creep in a single shot
unlocked at 1500 kils


combonly
the last turret
place a combo in range of the combonly, and click it when the color is correct to absorb all the turrets and melt it in to one.
there is a special topic about this so i am not going to explain this a lot
unlocked at 1600 kils
Top
Oxy
Posted: Nov 4 2007, 06:11 PM
Quote


FAQ it
*

Group: Members
Posts: 127
Member No.: 2,019
Joined: 13-October 07



QUOTE (Pir8ozzy @ Nov 4 2007, 05:46 PM)
And combo damage numbers, if you can work them out.

I did some attempts to get them, but they really need to come from Gaby or someone that has access to the source code and understand it.

QUOTE (eli)

Make sure you know what you're doing and actually want to do it before you start.

Working on it, it will be better in time and like with any FAQ many users should help to improve it.

First updates in progress
Top
Eli
Posted: Nov 4 2007, 08:00 PM
Quote


I have to go back to the lab!
*

Group: Moderators
Posts: 2,509
Member No.: 1,637
Joined: 21-August 07



Do the modifier turrets like you did the normal ones..If you want.

I'll do it, one second.

Range+

- Boosts range by 100% of the ORIGINAL range.
- Cost: $2000

Damage+

- Boosts damage by 40%.
- Cost: $5000

Rate+

- Boosts range by 120.
- Cost: $3000

Big Damage+

- Boosts damage by 100%.
- Cost: $8500.

Big damage exchanger

- Boosts damage by 100%, but decreases range and rate by 30%.
- Cost: $3500

Range Exchanger

- Boosts range by 100%, decreases rate by 25%.
- Cost: $1000

Rate Exchanger

- Boosts rate by 60. Decreases damage by 40%, range by 10%.
- Cost: $1200
Top
Oxy
Posted: Nov 4 2007, 08:04 PM
Quote


FAQ it
*

Group: Members
Posts: 127
Member No.: 2,019
Joined: 13-October 07



QUOTE (Eli @ Nov 4 2007, 08:00 PM)
Do the modifier turrets like you did the normal ones..If you want.

I'll do it, one second.

Great, and don't forget to sticky it wink.gif

Starting to look more like a FAQ now. Still some things to do....
Top
Eli
Posted: Nov 4 2007, 08:11 PM
Quote


I have to go back to the lab!
*

Group: Moderators
Posts: 2,509
Member No.: 1,637
Joined: 21-August 07



I'll put the waves their unlocked by later, just didn't feel like playing right now.

Pinned.
Top
Valexenium
Posted: Nov 4 2007, 08:51 PM
Quote


OH GOD HOW DID I GET HERE


Group: Members
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Joined: 29-September 07



Maybe post how many times the blue turret has to be upgraded before it starts getting freakouts, as well as what it takes for the red turrets to gain a holding pattern. You're missing a few periods and some grammar, once you're done I can go through and touch up on it if you'd like.
Top
Oxy
Posted: Nov 4 2007, 09:02 PM
Quote


FAQ it
*

Group: Members
Posts: 127
Member No.: 2,019
Joined: 13-October 07



QUOTE (Valexenium @ Nov 4 2007, 08:51 PM)
Maybe post how many times the blue turret has to be upgraded before it starts getting freakouts, as well as what it takes for the red turrets to gain a holding pattern. You're missing a few periods and some grammar, once you're done I can go through and touch up on it if you'd like.

Done and I would appreciate the grammar check. But I think there are still are some things that need to be added.
Top
Eli
Posted: Nov 4 2007, 09:33 PM
Quote


I have to go back to the lab!
*

Group: Moderators
Posts: 2,509
Member No.: 1,637
Joined: 21-August 07



Don't forget to post the available combos, and post some info and pictures about them.
Top
Kioyoh
Posted: Nov 4 2007, 09:33 PM
Quote


? Turret
*

Group: Admins
Posts: 3,169
Member No.: 133
Joined: 24-April 07



If you give me your e-mail I will PM you Noober's old FAQ so you can use it.

Anyways, it's a good thing you started it smile.gif
Top
Pir8ozzy
Posted: Nov 4 2007, 09:44 PM
Quote


Jello bomb
*

Group: Members
Posts: 1,323
Member No.: 1,553
Joined: 13-August 07



QUOTE
Noober's old FAQ


Oh yes, that has lots of good stuff in like combo damage.

This one will be better in the end.
Top
Kioyoh
Posted: Nov 4 2007, 09:59 PM
Quote


? Turret
*

Group: Admins
Posts: 3,169
Member No.: 133
Joined: 24-April 07



The combo damage isn't really trustable, they could have been changed in the new versions.
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