Supplies for Spies  

Quest Started By:Description:
Maximum Level:120
Monster Mission:No
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Experience
  • Faction
Factions Raised:
Factions Lowered:
    Quest Items:
    Related Zones:
    Related Creatures:
    Related Quests:
    Era:Secrets of Faydwer
    Group Size:Solo
    Min. # of Players:1
    Max. # of Players:1
    Appropriate Classes:
    • All
    Appropriate Races:
    • All
    Entered: Wed Jan 2 01:42:06 2008
    Modified: Thu Feb 3 02:23:56 2022
    This task begins with Gurtrude the Spymaster who can be found at the Ak'Anon Strike Force camp near the zone-in of Fortress Mechanotus.

    You say, 'Hail, Gurtrude the Spymaster'

    Gurtrude the Spymaster says 'Shhh. . . A good spy knows to keep her voice low and quiet. Now, have you come here to assist me with my [work], or to [try to join] my gaggle of spies?'

    You say, 'Work?'

    Gurtrude the Spymaster says 'Well, it is my task to lead a fine group of spies. I can't tell you anything about them, but it is our duty to infiltrate the enemy's structures, disrupt their war effort and steal what secrets we can. Now, I readily admit that none of us on this detail were much for spying before the crash, but when it became obvious that we would not win this battle by strength of arms, I convinced many of the crew to work together as spies. They are even now infiltrating Meldrath's infrastructure. Though, we are spread a bit thin, and there is no support from the ground for our efforts. Perhaps you might be willing to do a few simple [tasks] for me?'

    You say, 'I'm willing to do some tasks'

    Gurtrude the Spymaster says 'Good! Obviously I'm risking the lives of my people by trusting you, but I have no choice. I won't be sending you to speak with our most important spies, however, since I really don't know you very well. Will you be handling this [alone] or with trusted [friends]?'

    You say, 'Alone'

    Gurtrude the Spymaster says 'Well, even these tasks are dangerous so be very careful, for our sake as well as yours.'

    You are offered four tasks, one of which is 'Supplies for Spies'.

    You have been assigned the task 'Supplies for Spies'.

    Gurtrude has asked you speak to several of her spies and to make sure they have the supplies they need.

    Speak to Steamwork Spy MK-IV 0/1 (Gyrospire Beza)

    Deliver Grease to Steamwork Spy MK-IV 0/1 (Gyrospire Beza)

    Speak to Steamwork Spy MK-V 0/1 (Gyrospire Zeka)

    Deliver Metal Twine to Steamwork Spy MK-V 0/1 (Gyrospire Zeka)

    Speak to Steamwork Spy MK-I 0/1 (S.H.I.P Workshop)

    Deliver Battery Casing 3 to Steamwork Spy MK-I 0/1 (S.H.I.P Workshop)

    Speak to Steamwork Spy MK-VI 0/1 (Fortress Mechanotus)

    Deliver Contraption Parts to Steamwork Spy MK-VI 0/1 (Fortress Mechanotus)

    Speak to Steamwork Spy MK-VII at the Central Power Station (The Steam Factory)

    The spy is missing! Find it all costs! (0/1) (The Steam Factory)

    The spy is at loc -595, 525, 140.

    You can buy all the parts from the Tinkering Merchant in Crescent Reach.

    Faction with Ak'Anon Strike Force V
    If you have completed "Disrupt the Workshop," you will also receive an Azia Counterclockwise Capping Rotator.
    Send a Correction
    Post Comment
    Spy despawned
    # Jan 13 2022 at 6:55 PM Rating: Excellent
    119 posts
    So, for me the spy despawned while I was fighting the 2 guardians and about 6-7 adds down in the northwest room where you walk to spawn him. I thought I'd have to start the quest over but went back down to the northwest room where I spawned him and walked around a bit, eventually getting credit for the "find the spy" final step.
    Final update loc
    # Jan 27 2017 at 3:21 PM Rating: Good
    -595, 525, 140
    Veludeus Exmachina - Bristlebane

    *rate the posts, please*
    Final update loc
    # Jan 28 2017 at 4:47 AM Rating: Good
    Veludeus wrote:
    -595, 525, 140

    Loc added, thanks!
    Final update loc
    # Jun 15 2018 at 7:38 PM Rating: Good
    1,280 posts
    The correct update loc is 635, -500. This causes the spy to spawn at 635, -680. This is in the room with 4 generators, around the NW generator.
    Final update loc
    # Jun 16 2018 at 6:35 PM Rating: Excellent
    nytmare wrote:
    The correct update loc is 635, -500. This causes the spy to spawn at 635, -680. This is in the room with 4 generators, around the NW generator.

    It looks like there are multiple locations for the update from the below posts. I'm wondering if it changes from task to task.
    Allakhazam Developer and Admin

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    Final update loc
    # Jun 22 2018 at 8:40 PM Rating: Good
    1,280 posts
    No they just got their numbers mixed around.
    # Jan 21 2011 at 2:54 PM Rating: Decent
    82 posts
    Did this today and after much care in looking to see where all mobs are and getting second to last update I made camp on the ramp of the room . right side of guards as your entering the room.
    There was only one mob at one platform with two below it that I needed to kill as well as the roamer bot. Once these 4 were out of the way I mezzed the Steamsuit next to the guards which pulled the Guards to camp. Kill the two guards and the Spy runs off to escape. Invis and goto the back of room for last update :)
    Lvl 88 Necro 2600 AAs HoT T2 geared w/ EM 6 pet focus , Merc Healer T5
    Lvl 75 Cleric 460 AAs revamped Cazic Thule Gear, Merc Tank T3
    horrible final task
    # Jun 10 2010 at 3:36 PM Rating: Decent
    I took a full group of 85's up there today and we got PWNed by a named that sees invis and agro'd...spawned a bunch of adds as we were killing it and brought its friends. be careful.

    Finally did this with 2 rangers by killing from the far end of the NW room up its right side toward the guardians. pulled two guardians at once (and steamsuit) and rooted steamsuit. had wizard too and two mercs for fast kills.
    killing guard
    # May 27 2010 at 7:39 PM Rating: Decent
    Soloed with SK . First , send pet to 1 of the guards and run to the tube look hallway free of mobs . Wait there until you see the train coming. With one of the guard in target snare it with the aa snare escroaching darkness assap (cause you can clear agro without reagroing when you stand up from fd) then fd. When agro clear stand up from fd resnare fd again for like 10 seconds, wake up again from fd and use aa invi asap cause it will take you a sec to cast and you won't get agro.With this guard parked go and send pet to the second guard and do the same. When all mob path back you kill both guards np. Hope sony doesn't nerf guard making them not sneable after this post.=/
    Last update???
    # Jan 28 2010 at 1:01 AM Rating: Decent
    I tried last night with paladin, druid(and ench same account), cleric and few mercs.
    Took me many tries to pull guardian into safe hall
    Root and snare it while training room and zone in and out
    then kill one by one.

    finally I killed 2 guardians, Went into NW room run around in circle.
    (as matter of fact I ran around all 4 rooms too)
    No update. Instead i had 2 guardians poped back up.

    I tried train guardians away and try hailing Spy.. nothing.

    How could i get update on last part???
    What did I miss..

    Advice appreciated. thank you :)

    No crowd control
    # Oct 26 2009 at 10:19 AM Rating: Decent
    Finally got this to work well; boxed it with Druid/SK/Warrior Merc/Cleric Merc.

    First success:
    1. Druid spawns, snares guardian, evace.
    2. Mercs on passive; druid invisible in corner of entrance room.
    3. SK stages small pet. moves to south entrance, sends pet in and runs just south of zone-in, feigns before mobs get close enough to cast spells.
    4. Repeat step 2 until guardian is alone.
    5. Activate mercs, SK stands up and kills.
    6. Wait for instant evac to become available.
    7. Repeat steps 1 to 5 for second guardian.
    SK got update, druid did not, because of second evac.
    Second success:
    1. Druid spawns, returns to entrance room.
    2. Mercs on passive; druid invisible in corner of entrance room.
    3. SK stages small pet. moves to south entrance, sends pet in and runs just south of zone-in, snares guardian before mobs get close enough to cast spells and gets killed.
    4. Druid calls SK, activate mercs, kill guardian.
    5. Repeat steps 1 to 4 for second guardian.
    6. SK uses veteran rez.
    SK wouldn't get update, but dinnae need; druid got update.
    Second method should work with anyone with small pet, fixed invis, and 2-minute or longer snare. Puller/snarer will die and not get update.

    Bard Way
    # Aug 20 2009 at 10:55 AM Rating: Good
    43 posts
    A simple way to do this with a bard is using our 84 charm. Walk up to a guard while invis and begin casting charm. IMMEDIATELY cast fade. After charm lands, IMMEDIATELY cast fade again. Bring the charmed mob to your camp, break charm and proceed to kill it. Rinse and repeat, then run to the back and get the final update.
    Steam Factory spawn point
    # Jul 06 2009 at 10:34 PM Rating: Decent
    85 posts
    Because this is important information for some soloers on this task (IE-a wizard, like myself), the guards and last spy for the Steam Factory section spawn right in the opening between the NW and NE rooms of the clover section, not at the back of the room like some of the posts here make it sound. You have to go to the back to force the spawn, but the actual area is that spot where the room both narrow to connect.
    Godslayer Talif Yourgirllovesme, Chosen of the Gods
    105 Wizard, Drinal, Undivided Faith
    Last Spy the easy way
    # Jun 18 2009 at 12:28 AM Rating: Decent
    First - the two guards must be killed within a short time of each other, or you need to re spawn and try it again.

    With a chanter (with MMM key), I found an easy way to take care of this part of the quest.

    -group sets up in the T'd off hallway south of the MMM zoneline.
    -The chanter summons a shiny bob pet, and targets one of the guards.
    -/pet attack.
    -Back down the east tunnel until you see the train following you. Letting your train keep up, run towards the last part of the hall before the room with the MMM zone.
    -As soon as you can, Mezz the guard and zone out.
    -Invis and zone back in
    -The mob will be almost in front of the group. Move the mob into the hallway, and keep it mezzed(1 min duration).
    -Repeat with the other mob. When you come back in, just kill the two mobs that are now mezzed in the hallway.

    This strategy beats trying to clear that room hands down.
    # Jun 02 2009 at 11:41 PM Rating: Decent
    This pull would be trivial for a monk with maxed crippling strike. I however am not that monk . It took forever but I finally got it done. Just me and my merc. Once I get my last blueprint I can say I've merced my entire face aug. Even though this task took way too long it still didn't take as long as switching gears. That is a scar on my psyche I will never forget as long as I live.
    not really that bad
    # Nov 04 2010 at 1:56 AM Rating: Decent
    463 posts
    I'm not that monk, either, but at level 87 with a tier 5 healer merc I was able to pull singles and pairs from the room to clear a path to where the final spy stood flanked by the two guardians. (Note: Thank goodness, they do NOT stand at the back of the northwest generator room; that's where you look for the spy, but when you get the update saying he's missing you'll find the trio between the northwest and northeast rooms.)

    Anyway, working from the safe, eastern hallway, I pulled ten of the mobs using the standard pulling tricks (lull one mob, AE mez another, see what comes; if nothing comes, tag one), and then found I could AE mez a steamsuit standing near the trio, and that aggroed both guardians. The merc and I killed them without too much trouble, and I invised and ran back for the final update.
    Sukrasisx (105 monk) / Terrwini (67 druid) / Teviron (59 shadowknight) / Wizbeau (36 wizard)
    -- Mystic Coercion, EMarr
    Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
    # Jul 17 2009 at 11:23 PM Rating: Decent
    I am with you on that, Taunto. Switching Gears was stupid long. The amount of brain cells I lost doing that quest defies counting.
    Use a ranger
    # Apr 04 2009 at 8:30 AM Rating: Decent
    easy solo for me.

    for the last step, have a ranger harmony pull the 2 guardian mobs to the east tunnel from the generators. (1 at a time of course)

    Have him stand at the entrance to that tunnel (pre-targeting may be required) and thay can be pulled from there without getting aggro from the Steamsuit at the entrance.

    Tank in the tunnel.

    When the Spy mob start to walk away, group needs to invis up and move to north west corner of generator rooms. Hug the walls so the generators dont berak invis and BANG.........UPDATE!


    War Veteran of United Kingdoms
    # Feb 22 2009 at 8:30 AM Rating: Decent
    76 posts
    OK, a couple things. It doesn't appear that you actually needto hail the last spy. You need to kill the two guards and it sets the spy free and it disappears. It disappeared before I got hail update. But, if you run to the back of the NW room in the circle of four, it respawns the set. When I did that, it respawned the set and gave me the last two updates and done! Or, maybe I got hail update and didn't notice. But I don't think so. In any case, you can respawn the 3 mob set by running where I said and that is also spot for last update.
    Goofydoofy Goatspanker
    120 Druid, 120 Enchanter, 120 Paladin, 17 Shaman, 11 Rogue
    Celestial Naviagtors
    Drinal - Maelin Starpyre Server
    # Feb 02 2009 at 10:01 AM Rating: Decent
    26 posts
    hug the walls in those 4 rooms, those whirly things knock off invis
    Ranger tips was golden
    # Jan 21 2009 at 11:23 PM Rating: Decent
    3 boxed with ranger 80, monk 81, and shaman 81 + 2 merc healers.

    The tip on using a ranger to pull from the doorway was golden. Ranger sucked 3 deaths due to first snare being resisted. Rezzed, repeated.

    Merc healers set to passive for the pulls, rebuffed after rez (around the corner) and engaged. Used shaman AA root to keep the second guardian off.

    Second guardian ate the merc's due to heal agg, but was able to keep the monk up with shaman heals (bit touch and go - but doable). Since all characters lived through both kills, everyone got the update after running back to the original update spot.

    As a side note, shrinking down makes getting to the location a lot easier since you can then use the brownie tunnels.

    Edited, Jan 22nd 2009 2:27am by Lobbo
    Druid evac method
    # Sep 18 2008 at 12:52 PM Rating: Decent
    66 posts
    Just did this as a druid snaring and then evac. The guardians are oor from the doorway, however there is a spot in between the rooms where you can snare the guardian, insta camo as you run and then lead the train away down the tunnel fine. You then run back, snare the second mob from the same place, run the huge train again along that tunnel, evac and the two guardians should be solo along that tunnel ready to be killed.
    You are just barely past the suit in the first room, and not quite to the row of gnome sitting at the control panel in the second room

    Can find the sweet spot before casting just by dropping invis with exodus ready to go. Didnt try and solo the two guardians since had a couple other people with me but looks like it would work fine solo as well.

    Sliggoth, druid/ tradeskiller of 7th Hammer
    Getting final update
    # Aug 18 2008 at 11:52 AM Rating: Decent
    23 posts
    I'm posting this for those that are having trouble getting the Final update when useing the Druid evac method or the pull and sacrifice method. I did the task a total of 8 times with two differant groups. Here is what I found:
    with the first group we had druid pulling, rooting, snaring guards and evac himself. Both pulls went fine and everyone in group got the final update EXCEPT the druid. We then repeated same method two more times, but druid still did not get update. We then tried have the druid just die on the pull instead of evac. Still no update after 2 attempts. We then tried having druid drop task and start over. First attempt used same evac method, no update. Then on the Seventh attempt, The druid was able to get BOTH guardians snared on one pull. He evaced and we killed the guards back to back once he was back. and he got the update.
    Next day was there with another group and first time through druid pulled and died both times but was able to get gardian snared both times, and again everyone in group got update EXCEPT the druid. Group was too tired to try again, but Im pretty sure the solution to this is that once the First Guardian dies, you CAN NOT die or zone before the second guardian dies or you will not get the update. The trick to this IMO is to have druid Park pet and target guardian #1 . Then have someone else in group Target Guardian # 2. Have druid attack with pet, AE root like before, Snare his target then assist the person who has second guardian targeted and snare that one THEN evac out. When druid gets back , both guardians will be there alone. Kill them back to back , and EVERYONE should get update. I have not had a chance to test this out, but Im 99% sure it will work. Please post what you find if your attempting this task.
    Getting final update
    # Nov 03 2008 at 7:31 PM Rating: Decent
    611 posts
    Scratch my original post - when I went back to pop them again because I thought I didn't get credit, I did get credit. Please add to the final step that you need to run back to the spot that pops the guards and the spy to get the update.

    Edited, Nov 3rd 2008 10:37pm by Kynsh
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    # May 19 2008 at 4:02 PM Rating: Decent
    i solo'ed this today without the slightest problems , i then solo'ed it for a friend! lol .. anyways , all you need is druid powa ~! pull out pet , park at guard , get to safe hall , lower door. attack with pet , when door opens , cast vinelash cascade. the mobs will have gotten about 5 feet down the ramp by then. entrap the guardian , cast egress. run back. when you get there , there will be 1 mob left (guess who?) kill it , rinse, repeat. one thing i would mention , you need to HURRY back to the update spot , dont lollygag around anywhere and dont try to hail the spy , get to the update spot , u got about 15 seconds.another note to mention would be the fact that you need to kill the 2 guardians within a certain amount of time from each other. so either kill fast or pull them both before killing either.

    Edited, May 19th 2008 10:01pm by Carnagethorn
    Oculus Series
    # May 13 2008 at 3:21 PM Rating: Decent
    2,543 posts
    This is one of quite a few related tasks that ultimately allow you to attain the Model XLII Spatial Temporal Oculus.

    The tasks required are:

    I Can Fly
    Construction Junction, What's Your Function?
    Darwin's Award
    Farm Clean Up (any one of the three offered, you do not need all three)
    Forgetful Nanzie
    Mechamatic Spelunking
    The Steamwork You're Looking For
    Getting that Stabilizer
    Creepfeet Theivery
    Endless Enemies
    Disable the Recycler
    Hunt A Spy
    ***** Loose
    Switching Gears
    Disrupt the Workshop
    Supplies for Spies
    A Slave to Grind
    Destroying the Competition
    Power Station Blueprints
    Alloy Sampling
    Stopping Production
    Breaking Things Down

    Two tasks required...
    # May 13 2008 at 2:33 PM Rating: Decent
    2,543 posts
    Supplies for Spies and Disrupt the Workshop are both required to get the Azia Counterclockwise Capping Rotator.

    You can do them in either order, but you will not be offered the reward until both are accomplished.

    Reward wrong
    # May 10 2008 at 7:24 AM Rating: Good
    238 posts
    This quest did not offer me the Azia Counterclockwise Capping Rotator upon completion. All i got was faction/exp option :(

    I re-got the quest and checked the "preview reward" and it also only lists faction - no rotator as a reward
    Reward wrong
    # Oct 24 2010 at 1:25 PM Rating: Decent
    463 posts
    You need to have done both this and Disrupt the Workshop. I think you can do them in either order (second one will offer the reward) but not sure.
    Sukrasisx (105 monk) / Terrwini (67 druid) / Teviron (59 shadowknight) / Wizbeau (36 wizard)
    -- Mystic Coercion, EMarr
    Reward wrong
    # Aug 05 2008 at 3:38 PM Rating: Decent
    138 posts
    cant get final update
    # May 10 2008 at 7:17 AM Rating: Good
    238 posts
    OK i've done the guards part of this twice now, neither time was I able to get the update.

    First time, I followed the guide with 4 people in my group I got them all the 2nd to last update, then went into the safe hall and singled / killed the guards. After the guards were dead, my group ran enmasse back to the same update area and 3 of the 4 people got the final update (yay!) The 4th person did not however.

    OK I'm there so I'll just do the last part again since the spy/guards repopped.

    Back to safe hall, pull, single, kill, rinse, repeat. Run back to the update area and nothing happens except the guards and spy respawn. I dont get it but i'm sick of dying over and over to kill these guards.

    Btw, the easiest way I've found to do this is have your group hiding in the safe hall se of room around the back corner of it (invis.) Ranger gets up to the edge of the door, targets one of the spy guards and shoots it. Ranger runs back near the bend in the hall and spams the snare button. Mobs rush in along with the guard you have targetted. Ranger snares and dies (sacrificial lamb.) Rest of mobs go home, and last one to leave will be your guard. Quickly aggro him and pull back to the group for ez single killing - no room clearing required.

    Clearing the room or trying to pull the mob with a monk just sux bad because half the trash in the room has this nasty KB which sends u into every nook and cranny of the room and you will be dead 50% of the time before u can figure out which way u are facing. Ranger with bow is much better option and only requires 2 deaths.
    A few notes
    # Jan 23 2008 at 3:27 PM Rating: Decent
    86 posts
    1. The "Contraption Parts" are NOTRADE so anyone doing this task has to go to CR to pick up his/her own bits.

    2. Add "a steamwork spy mk-VII" to your "Related Creatures" area. It is located in The Steam Factory (upon spawning) in the NW section of the Central Power Station. The Central Power Station is the area of SF just North of the primary zone-in that looks like 4 large, joined circles with two entrances/exits at its SE corner.

    3. To spawn the spy and to get the 2nd-last task item updated just run around to the back of the NW section - you will get the spy along with 2 guards spawning when you do this and yes - multiple groups can spawn multiple spys / guards. So if one group is doing this have all members run around the NW area to get updates (1 spy will spawn) and then kill the guards - that group will then be able to get last updte. If 2 groups (or more) are doing this in a raid setup have only ONE GROUP AT A TIME get the 2nd last update. Then pull, kill guards and have that group get final update. Rinse, repeat for groups 2, 3, etc.

    4. To get the final update after killing the guards just run around to the back of the NW section there again - no need to hail or otherwise bother with the spy.

    The only issue / problem with killing the guards is: there are a lot of MOBs around them. We cleared to the guards by pulling MOBs into the East hallway. With one group doing this you may end up with respawn by the time you can safely pull the guards - with two groups it's pretty easy.

    Fanornador of Tunare

    Note: if you're reading this in April 2014 (why are you still playing EQ?, and) yes, a level 110 Monk can easily solo this.
    A few notes
    # May 10 2008 at 5:11 AM Rating: Good
    238 posts
    You get the update at loc 596, -493, 137
    A few notes
    # Mar 27 2008 at 6:07 AM Rating: Decent
    The Power Station your refering to is called Power Station Alpha. There are 4 power stations in The Steam Factory. Alpha, Beta, Delta and Gamma.
    A few notes
    # Feb 28 2008 at 3:27 PM Rating: Decent
    "1. The "Contraption Parts" are NOTRADE so anyone doing this task has to go to CR to pick up his/her own bits."

    made tradeable in this mornings patch.
    A few notes
    # Jan 30 2008 at 5:41 AM Rating: Decent
    2,938 posts
    Fanornador wrote:

    Note: if you're reading this in April 2014 (why are you still playing EQ?, and) yes, a level 110 Monk can easily solo this.

    HAHA! I love that. It's good to anticipate the inevitable questions down the road.

    Is that an end-zone geared 110 monk or group gear only??
    Sippin 115 DRU **** Firiona Vie ****Agnarr
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    A few notes
    # Oct 20 2008 at 6:18 PM Rating: Decent
    26 posts
    East Commons Geared Monk of Course

    *cause the Bazaar will fall in the 18th expansion*

    # Jan 02 2008 at 4:31 PM Rating: Good
    42 posts
    Objective Instructions
    Speak to Steamwork Spy MK-IV 0/1 (Gyrospire Beza)
    Deliver Grease to Steamwork Spy MK-IV 0/1 (Gyrospire Beza)
    Speak to Steamwork Spy MK-V 0/1 (Gyrospire Zeka)
    Deliver Metal Twine to Steamwork Spy MK-IV 0/1 (Gyrospire Zeka)
    Speak to Steamwork Spy MK-I 0/1 (S.H.I.P Workshop)
    Deliver Battery Casing 3 to Steamwork Spy MK-IV 0/1 (S.H.I.P Workshop)
    Speak to Steamwork Spy MK-VI 0/1 (Fortress Mechanotus)
    Deliver Contraption Parts to Steamwork Spy MK-IV 0/1 (Fortress Mechanotus)
    Speak to Steamwork Spy MK-VII at the Central Power Station (The Steam Factory)
    The spy is missing! Find it all costs! (0/1) (The Steam Factory)

    You can buy all the parts from the Tinkering Merchant in Crescent Reach.

    Edited, Jan 2nd 2008 4:32pm by StockholmSyndrome
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