by Robin C. Burns

General Hints:  Talk as much to each character as
possible without insulting them.  For instance, do not
ask to meet Jackalope's girlfriend, and take care to feed
Bloodstone's ego.  Some characters require only specific
answers in order to get through a conversation.   Listen
to what each character tells you.  Most information is
important, although some clues and objects in the game
are decoys.  Gather as many items as possible, and try
the items in various ways in different areas of the town.
Any item mentioned here as "explore (item) " is not
significant in completing the game, but is something
interesting in the environment.  Characters tend to
wander around a given area outside, but will be found
near the buildings mentioned if you are going to meet

If you should run out of pocket money, Mr. Help will give
you a little-even if you have put all your money in the
bank.  But, you must have more that what you started with
to continue the game on the first night.  The best way to
do that is play Blackjack.  Save before you begin
playing, and bet everything.  Save again if you win,
return to saved game if you lose.

There are lots of characters who will take cigars,
flowers, or a sip from the jug.  The ring could end up
several different places, if you don't follow this
walkthrough.  Go back to the person you gave it to, and
if they don't have it they will tell you where to look.
If it disappears from your inventory, try Help.  Some
items you don't need will disappear after a time from
your inventory, as well.  If you give away the flowers
and want more, go  back to where you picked them up.
There will not always be more flowers, and the cigars are

This walkthrough was designed to allow as much experience
in one game as possible, and to allow a sub-plot between
your character and Ruby to develop fully.  Not all listed
steps are necessary for game completion.  The main goal
for each time period is listed first, so if you stray
from the walkthrough you will know what is expected.  You
may gather more than one of some items, but your
inventory will only hold one of each thing.  If a more
detailed description might be helpful in solving some
area, the clue is marked with an asterisk (*), and the
details are found on the last few pages.  This will allow
you to do some thinking for yourself, while still getting
as much out of the game as you can. Happy hunting!

Day 1-Evening:  Get A Place To Sleep
     Talk to Leroy.  Try to pick up the jug.  Read town
signs. Pick up the jug after Leroy leaves .  Confront the
town dog.  Talk to Mr. Help.  Pick up the bone.  Give it
to the dog.  Talk to Mr. Help again.  He gives you  a
ring.  Talk to Jackalope.  You can offer him the jug.
Tell him his girlfriend sounds perfect.  Get as much out
of the conversation as you can.  He gives you a card.  Go
to the end of the street to the hotel.  Talk to the
clerk.  Go to the lobby.  Save game.  Talk to Laurel *.
Reload game and repeat conversation, if necessary, until
she gives you a knife.  Go to the red couch.  Get extra
money.  Go upstairs and knock on Room 1.  Get as much
information as you can.  Exit Hotel.
     Go to the Hard Drive Saloon.  Talk to Gus, the
bartender.  Buy a daquiri.  Go to to Nate at the end of
the bar.  Buy him a drink.  He will tell you a lot.  Read
house rules on the back door of the saloon.  Save game.
Play blackjack until you have accumulated around $200.
It is possible to get much more, but that is all you will
need for the game.   Say hello to Isao, the piano player.
Talk to Oona.  Give her the knife you got from Laurel.
Ask Oona about herself, and about the piano player.  Talk
to her a second time, and pay her to go upstairs.  You
can click on her again before you go upstairs, to get
another comment.
     Go upstairs in the saloon.  Talk to Sophie in room
2.  Knock on room 3.  Save game.  You may need to go
through Ruby's conversation again, if you don't get
results the first time.  Knock on room 4 three times.
Talk to Ruby*.  Get saloon key.  Go downstairs.  Play the
slot machine.  Save game.  Play poker.  You can use the
ace to cheat, if you think you will not get caught.  If
you do get caught, reload game and try again.  When you
are finished, quit poker and accept a whiskey from Mez.
Talk to Mez.  Talk to Nate again 3 times.  Explore
picture behind the bar.  Have Gus fill the jug.  Exit to
street.  Go toward the hotel.
     Meet Mr. Bloodstone.  Accept the cigar.  Follow him
to the hotel.  Continue talking to him.  Feed his ego,
and ask a question, feed his ego again, ask another
question, etc, until the questions are exhausted-then
choose another subject, until you have as much
information as you can get from him.  Quit conversation
and talk to the hotel clerk.  Pay him $9 for a room for 3
nights (don't give him the ring).    While waiting for a
room, go upstairs.  Give Riviera money if he asks for it,
and he will  keep giving you information.   Go to the end
of the hall, outside your room, and knock on the door two
times.  Exit hotel.  Save game.
     Meet Mrs. MacIntosh.  Say "I'm sorry."  Get invited
home.   In the parlor, read letters on the mantle.
Explore pictures on the wall, and the sofa.  Explore book
cases in the parlor, and pick up the postcards.  Meet
Marie, and ask as many questions as you can.  Listen to
the story about the Yuni mission.  When invited to stay,
decline.  Exit dining room and front door.  Go to the
hotel.  Get hotel key from  clerk, and read message from
Jackalope.  Save game.  Exit hotel, and follow Jackalope.
Fight Dale Belcher.  If you do not knock him out, return
to saved game and try again.  After Belcher is knocked
out, click on him a couple of times.  Turn around and
read the newspaper on the front porch of the newspaper
office.  Continue forward, and turn left at the house.
Go towards Leroy at the target range.  Meet prairie
woman, and give her $5.  Talk to Leroy.  Do not offer him
a drink.  Walk toward the hotel by the MacIntosh house.
See Nate by the back fence.  Talk to him.  Go back to the
hotel.  Say goodnight to Bloodstone and Riviera.  Look
out the windows in the hall and in your room.   Go to

Day2-Morning: Do 2 of 3 "Chores"-find boots,  gun, ammo
     Leave room, talk to Jackalope.  Follow him.  Give
money to Riviera & get information.  Go downstairs.  Talk
to Jackalope and Laurel.  Apologize to Laurel if
necessary, and ask what she is going to do.  Eat
breakfast.  Take biscuits and sugar cubes.  Read paper.
Explore dishes and silverware.  Exit table.  Explore
dishes in the cupboard.  Talk to Jonas Fearwitt (the
hotel clerk) and Jackalope.  Exit hotel.
     Go across the street to Doc Rodham's and talk to
her.  Explore pot-bellied stove and teapot in the waiting
room.  There are lots of things to explore in both rooms
here.  Go next door to the bank and deposit some money.
(note:  if you do not visit the bank during the game,
eventually you will be robbed.   That's not a bad thing,
if you want to see the robber. . .)  Exit bank.  Turn
right & then left at the intersection.  Pick up the pie.
Go to the governor's mansion.  Talk to Mrs. MacIntosh.
Flatter her several times, then ask questions.  Get as
much as you can from the conversation, then insult her 5
times.  She will leave.  Go in the house, and up the
stairs*.  Observe the pair of boots by the door, but do
not get them.  Go into Marie's room.  Explore the armoire
and read diary.  Exit house.  Go to the target range.
Win harmonica.*  Examine (play) harmonica.  Click on
guitarist to listen to his tunes.
     Go behind the saloon and open the door*.  Go
upstairs.  Talk to Sophie and give her the harmonica.
Save game.  Talk to Ruby*.  Offer her the ring and get
information about the Kid.   (repeat conversation from
saved game if necessary)  Exit saloon by the front door.
     Go to Main Street.  Talk to Marie.  Enter Bolivar's
General Store.  Play checkers, if you wish. (when you
win, he will give you hints.  Game level is also level of
the hint.)  Explore pots & pans along back wall, scale,
coffee grinder, cigars, etc.  Exit store.  Go next door
to the Apothecary.  Talk to Mr. Watson.  Explore bottles,
crates, urn, posters.  Exit.  Enter stagecoach office.
Talk  to Deadnettle.  Do not offer him anything.  Exit.
     Talk to Nate Trotter, beside the saloon.  Give him a
cigar.  See Bloodstone near the cemetery.  Get another
cigar.  Get more information.  Go to the cemetery.  Pick
up flowers, read the headstones.  Go into the mission.
Meet the prairie woman and get boots.  Go to the
undertaker's and give him the pie.  He will give you
another pair of boots.   Go to the newspaper office.
Note today's paper is also posted on the porch, if you
did not read it at breakfast.  Go inside and talk to Chet
Flippo.  Ask questions until he stops talking.  Offer him
the jug, and ask more questions.  Exit.  Explore
outhouse.  Be sure to click on the seat.
     Go to the livery stable.  Continue your conversation
until the end.  Ned will leave.  Explore horseshoes on
the wall.  Exit and go to Farmer Quist's.  Wait near the
well until the livery stable owner is talking to Quist.
Get gun from the well.  Examine the gun.  You can go to
Help and buy balm, but if you offer it to anyone it will
just cut off the conversation.

Day 2-Afternoon: Finish Chores, Become Sheriff
     Go to Help.  Buy the history book.  Read it.  Note
George Windfall's birth date, inside front cover.  (you
will have to do a little arithmetic)  Go to the
governor's house.  Ask Marie to let you in.  Answer her
question.  (answer may be from the history book, or from
things you have been told by other characters)   Go into
the dining room.  Take the apple from the table.  Feed
the parrot.  Explore china cabinet.  Get mask off the
wall.  Exit house.  Note crate of bottles behind the
pharmacy.  Go to Main Street and talk to Jackalope and
the Mayor.
     Go to the stagecoach office.  Talk to Deadnettle,
then offer him the postcards.  Get ammo from behind the
picture of Abe Lincoln.  Exit & go to the pharmacy.  Talk
to Watson.  Pick up the handkerchief.  Go to the bank.
Make a deposit or withdrawal.  Talk to George Windfall,
the clerk.  Go to the hotel.  Give Fearwitt the
handkerchief.  Get a chit for a free night's stay.  Go
upstairs to Riviera's room.  Give him the chit.  Get
wine.   Go to Room 4, talk to Bloodstone.  Sell him the
history book.  Give him the wine.  Get a box of cigars.
Go to Room 2.  Give Laurel the cigars.  Get more ammo.
Exit hotel.  Go to Doc Rodham's and speak to her.  Go
into the bank for a deposit or withdrawal, and visit the
livery for a conversation with Ned.
     Go to the saloon.  Have Gus fill your jug.  Ask
questions.  Keep buying Daquiri's to get information.
Speak to Oona.  Go upstairs.  Knock on Sophie's door.
Give her the harmonica.  Talk to her.  Knock on Ruby's
door.  Nate will talk to you.  Go downstairs.  Talk to
Cobb Belcher.  Play a hand of poker.  Talk to Mez.  Exit
and go behind the saloon.  Talk to Mrs. MacIntosh.  Visit
Mr. Sidewinder.  Return to the saloon.  Give Nate Trotter
the sugar cubes.  Go upstairs.  Talk to Ruby*.  Give her
the flowers.  When she leaves, go inside and look at
another gun in the nightstand drawer.  Do not take it.
Exit room.  Go outside.  Talk to Jackalope.  Talk to Mrs.
MacIntosh and Farmer Quist.  Go to the newspaper office.
Talk to Chet Flippo and Jackalope.  Exit and go to Mr.
Help's.  Talk to the Belchers.  Shoot Cobb, not Dale*.
Speak to the mayor.

Day 2-evening: Get Hairpin & Information
     Talk to Dale Belcheer in the jail.  Note information
he gives you about the Kid.  Explore map, calendar,
posters.  Read the paper on the desk.  Exit jail.  Talk
to Help.  In front of saloon, talk to Marie.  Go outside
the  Hotel and speak to Riviera.  Go to the target range,
and face the fence  of the governor's house.  Overhear
Marie and Bloodstone.  Go to the intersection behind the
saloon.  Give biscuits to the hog.  He will follow you
within one step of the intersection, and allow you to pet
him.  Go to the saloon.  Talk to Jackalope.  Talk to
Oona.  Go upstairs.  Speak to Sophie.  Get a hair pin.
Overhear Nate and Ruby.   Play poker & talk to Mez.  Exit
saloon.  Go to the mission.  Try to speak to Sonoma.
Offer her  the mask.  Try to speak to her again.  Go to
the hotel.  Speak to Fearwitt & Laurel.  Go upstairs and
go to bed.

Day 3-Morning:  Get Ring for Jackalope, Scorpion Matches,
and Diary Pages
     Speak to Riviera.  Follow him downstairs.  Talk to
him again, and have breakfast.  Check for messages, and
talk to Riviera once more before exiting hotel.  Speak to
Doc Rodham.  Go to the cemetery.  Speak to the prairie
woman.  Talk to Laurel.  Go to Sidewinder's and overhear
the conversation.  Talk to Farmer Quist.  Go to the town
gate.  Talk to Jackalope.  Stop by the jail.  Talk to
Belcher, the mayor, and Belcher again.  Note what he says
about the Kid.  Go to the target range.  Practise
shooting, get the matchbox.  (One or two bottles shot
will be enough this time).  Speak to Marie in front of
the governor's house.  Ask her to let you in again, and
go into the dining room.  Pick up the apple from the
table, and exit house.  Go to the livery stable.  Offer
the apple to Ned.  Exit livery.  Turn right, click on the
cow.  Go into mission.  Talk to Sonoma.  Go into the
school room.  Open desk drawer, place matchbox on left
side.  Close drawer.  Exit mission.  Give apple to a
horse.  Go to Bolivar's.  Speak to Oona.  She will give
you a key to the saloon if you didn't get one from Ruby.
Exit store.  Speak to Mrs. MacIntosh.  Go to livery
stable and apothecary for conversation with the
shopkeepers.  Go to the back door of the saloon.  Facing
wall of saloon, door must be on the left of your screen.
Open door and enter.  Speak to Isao.  Play piano*.  Go
upstairs.  Speak to Sophie.  See Ruby.  Get ring.  Exit
saloon.  Go to the mission.  Pick up matchbox and the
diary pages from the schoolroom desk.  Go to the town
entrance and give Jackalope the ring.  Speak to Mr. Help.

Day 3-Afternoon: Get the Flute and Black Book
     Speak to Mr. Watson outside the stagecoach office.
Go to the saloon.  Have Gus fill the jug, if necessary.
Speak to Riviera and Oona. Get book from Oona. (note-you
can also get the book on Day 2 in the evening by going
into Oona's room.  Be sure to pay off Riviera if you do
that.)  Go upstairs.  Talk to Sophie and Ruby.  Exit
saloon.  Go to Doc Rodham's.  Get the prescription.  Talk
to the Prairie Woman in the cemetary, and Jackalope, who
may be by the mission.  Talk to Chet Flippo, go to the
jail and talk to Belcher.  Note what he tells you about
the Kid.  Go to Bolivar's and talk to Marie.  Go to the
saloon and have the jug filled.  Talk to Flippo, offering
him the jug when he runs out of conversation.   Give the
prescription to Mr. Watson, in front of the stagecoach
office.  He will leave.  Talk to Deadnettle in the
stagecoach office, then go into the apothecary.  Read the
drug book, and compare with the prescription to find the
right combination.*  Fill the prescription, and take it
to Doc Rodham.   Go to the Hard Drive, and have the jug
filled.  Go to Sidewinder's.  Offer him the jug.  Get
birdseed.  Find the mayor, and talk to him.  Give him the
birdseed when he walks away.  Visit Help's shop.  Look at
the items on his shelves.  Talk to Mrs. MacIntosh in
front of her house.  Go back to Doc Rodham's.  Talk to
Nate.  Get the flute.  Go to the saloon and talk to
Ruby*.  Go downstairs, play poker and talk to Mez.

Day 3-Evening: Get Silver Thunderbird, Sun Talisman, and
defeat Bounty Hunters
     Find the pig, give him the biscuits.  Enter the
governor's house.  Talk to Mrs. MacIntosh.  Go to the
street outside the mission.  Ring the bells, go to the
cemetery.  Speak to Marie.  No not cooperate with her!
Exit and find Laurel.  Speak to her, then find Jackalope
and speak to him.  Go back and forth between Laurel and
Jackalope unitl their dispute is settled (?).  Go to the
bank.  Open the safe*.   Get the Sun talisman.  Go to the
saloon.  Speak with Gus and Flippo (offer him a drink).
Go upstairs and overhear Ruby and Nate.  Go downstairs
and talk to Mez.  Save game.  Explore guns on the skull
screen.  Win shootout*.  Return to saloon.  See Mez.
(note-you may get the silver thunderbird in a poker game
before the shootout, or you may get it from Mez
afterward).  Go to the hotel.  Speak with Fearwitt.  Talk
to Riviera.  Go outside your room and overhear the mayor
and Bloodstone.  Exit hotel and go to Leroy's cabin.
Knock several times and listen to him until he stops.  Go
back to the hotel and go to bed.

Day 4-Noon: Defeat Kid's gunfighters and the Kid
     Go downstairs.  Talk to Fearwitt.  Explore the town.
Read grafitti on the fence outside the livery stable.
(note-if you did not deposit money in the bank, you may
find the robber at this time period, since the town is
abandoned).  Go to the saloon.  Talk to Nate and
Jackalope until they both say "Let's Get 'Em!"  Save your
     Win battle with the Kid's men*.  (note-make use of
the powder kegs)  It may be necessary to save several
times during the fight-once after every few gunfighters
are beaten.  There are about 20 of them.
     Beat the Kid*!

Day 4-Evening-Get the Treasure
     Read the black book.  Talk to Sonoma at the Mission.
Enter the mission schoolhouse.  Go into the far door,
which will now open for you.  Put the sun talisman into
the box.  Go up the stairs to the bell tower and ring the
bell.  Go down the stairs, and into the mission
courtyard.  Click on the fountain.  Go under the mission.
Do no be concerned if you are in complete darkness.  Keep
moving forward until you reach the central area.
     Note there are 4 doorways, one for each of the 4
artifacts you have.  The black book contains a  legend
for each artifact.  Each legend has important information
for solving that puzzle.  Read carefully for seasons,
phases of the moon, and times of day.  You should note
the arrangement of the sundial before you begin, then
align the sun dial in the center according to each legend
in order to enter the room.  The artifact will be used to
solve the puzzle.  Details follow:
     Flute:  Winter, 3/4 moon, morning
                 Click on the device on the right
                 Put the flute in the hole
                 Play the notes you heard Nate playing.
They will repeat when played in correct sequence.*

     Obsidian Knife:  Summer, no moon, noon
                  Enter the room and turn around.  Click
on the knob.
                  Rearrange the hexagons to their
original pattern.  As you click on them, you will notice
that some of the tiles affect others when moved.  Exact
solution is below*.

     Mask:  Fall, 1/4 moon, midnight
                 Enter the passageway, and note that your
mask tips each time you pass an intersection in the
labyrinth, and its eyes will turn green.  Eventually, you
will reach a skeleton.  If you heard comments during game
play about the use of the Yuni mask, you will understand
why the mask goes on the skeleton.*

     Silver Thunderbird:  Spring, Full moon, Morning
                  Click on the panel in this room, and
put the  thunderbird in place.
                  The symbols  in the black book each
have a particular meaning.  Arrange a sentence telling
what happened in the legend.*

A Kachina will appear.  If you speak to him, he will
instruct you to set the sundial to its original setting
to return.*  The treasure appears, and so does
Bloodstone.  Use a little ingenuity to defeat him.*

Day 5-Endings
     Save your game, and then you can experience any and
all of the endings you wish!

ADDENDUM:  Solutions to the Puzzles

To get the knife from Laurel-"Okay, I'll leave"
                                                "Do I
look dangerous?"
                                                 "What do
you do?"
                                                 "I ran
into your cowboy friend"
going. . ."


To talk to Ruby, Day 1-Night   "But I kiss better"
my base appetite"
would I know if they're ripe?"
like some people"
thought so at the time"
a bath change your mind?"

"Goodbye, miss"

To win the harmonica-  You must shoot all the bottles and
cans above the target range, and have at least 68% on the
moving targets until you hit 12 of them.  Then, a robot
comes out of the floor.  You can empty almost 2 barrels
of ammo into it point blank and raise your percentage.
If the percentage is high enough (over 76%) Leroy will
give you the harmonica.  It is almost impossible to hit
the moving targets by moving your gun around.  Try
sighting in on one spot and waiting for a target to
appear.  Try hitting the lower part of a target.  Just as
with real moving targets, this gives you more time to hit
it as it swings up and then down again.

The correct pattern to step on the stairs at the
governor's house:  Numbering stairs from left to right,
step on  1 1 2 3 2 1 2 3 2.

To talk to Ruby-Day 2, morning:  "Better late than never"

"Got a shovel?"

"I like a woman who can put her back into it"

"Well I wouldn't want to get you soaked"

"Manifest Destiny"

"What would that be?"

"You're driving me wild"

Note what she says about the Kid

Offer her the ring.


To talk to Ruby-Day 2, afternoon:  "I want to know why
you're so tough on men"

"So you hate us"

"But you're good"

"Seems more like the Unforgiven"

"What happened?"

Correct sequence for the piano: numbering sections from
left to right, 5 1 1 3 2 4

Cobb Belcher wears the white shirt.

Correct Solution for the Prescription:  Numbering bottles
from left to right
                1 2 5 7 8

Speak to Ruby, day 3 afternoon:  "You seem pretty loose
to me. . ."

Bank Safe Combination-George Windfall's birth date

Shooting the 5 bounty hunters, Day 3, night:  Each
requires 4 bullets.  There will be 2 approaching you on
the street after you exit the saloon.  Exit saloon, check
gun, turn right, move 1 step forward.  Wait for the
gunmen to approach.  There is one behind the well, and
one behind the coffins by Sidewinder's.  You can kill him
without being shot at by standing next to Leroy's cabin.
(aha!).  There is one more on the balcony above the
saloon.  Don't come in via Main Street-go around by the
livery, between the stagecoach office and the hotel.

Shooting the Kid's men:  there are 20.   Three will
approach you from the street after you leave the saloon.
There may be two more behind you just after that.  There
is one by the tree in the graveyard, one by the water
tower behind the fence, one on the crates by the
stagecoach office, one on top of the roof over the
apothecary, one in the mission bell tower.  Three will
appear at the end of Main street by Help's or between the
bank and the saloon.  If they are near a keg, blow it up.
The final three will appear by the mission when you have
killed the rest, and you will hear a crash.  Two of them
will be near a keg by the hotel, and can be killed with
one bullet by blowing up the keg.  The other one will
require the usual 4 bullets.  Notice that sometimes your
gun seems to fill up all at once when you open the
barrel, then there is no ammo in it when you begin to
shoot.  Check the barrel each time just before you start
shooting at a new group-there may only be 2 bullets in
it, and you have to reload quickly no matter how full the
barrel was just a second ago.  It takes quick action and
a lot of saves to get through the whole battle.  Don't
save when the situation is hopeless, go back to an
earlier saved game.  Sometimes you will have to approach
from a different direction to get them.  SAVE YOUR GAME!!

To kill the Kid:  To buy a little more time, and psyche
him out, say the following things:       "Guess nothing
impresses the son of a librarian"
                   "Yeah, right.  I think the name for
you was Buckethead"
                    "Better than wearing  silk long johns
like you"
                    "They know he's hung like a prairie
                    "Looks like your cigar has gone out.
Here, have a light."
As the screen for the showdown appears, quickly (and I
mean quick!) click your hand, gun, the Kid's chest.
This may take several tries before he is the one dead,
not you.  You will get the knife back that you pinned him
with in the poker game which started the story.  As it
turns out, this is one of the artifacts needed to get the

Mission Puzzle Solutions:
Flute-holes numbered top to bottom, click on 3 5 2 4 1

Dagger puzzle-Numbered clockwise from the top, the tiles
surrounding the center face are 1 through 6, 4 being on
the bottom.  Notice that if you adjust one of the tiles,
the tile two positions counterclockwise will also move,
as will the center face.  If you then adjust the face to
upright, the tile you moved will move back again.  For
instance, if you move #6, #4 will adjust and stay that
way  when the center is repositioned, but #6 will move
again with the center.  So, you can use #1 to correct #5,
#2 to correct #6, and so on.  Keeping this in mind,
continue adjusting until all tiles are correct.

Mask-If you follow the TOP of the mask at each
intersection, you will eventually reach the skeleton.
Because the Yuni gave each corpse a mask in order that it
might properly rest, put the mask on the skeleton.  This
is one puzzle that could have been done very sensitively
to add a lot to the story.  Imagine, instead of a dancing
skeleton, you happened upon Nate's wife's skeleton laid
out on a bier in the labyrinth.  You put the mask on her,
and her spirit goes to its proper rest.  This, you could
report to Nate when you finished retrieving the treasure.
Just a thought. . .

Thunderbird Puzzle-The correct arrangement of symbols
will read "Mesa Bird Open Evil Sky"

The correct arrangement of the sundial at the end is
"Spring, Full Moon, Midnight"

Finally, to get rid of Bloodstone, arrange the symbols to
say "Mesa Bird Kill Evil Man."  Turn around quickly to
watch him get zapped.

Enjoy the endings-they are just as good as the story
itself!  I sure hope they do Dust 2. . .

Any comments or suggestions, or other items about the
game I have missed, please e-mail me at:
[email protected]

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