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Upon beating Emperor Norton (or giving him any of the crown stated below), the cinema becomes open for viewing. It does not have any impact on your end game playthrough, but shows the final cutscene as said in the cinema. How the ending is portrayed depends on how you have done over the stay at Dirtwater and other accessible places.

Beginning[ | ]

Description
Some folk say endings don't matter.
But other folks, they like to know how things turn out. The consequences of their action, like.
With the trains running again, Frisco thrived. People came from all over to seek their fortunes. But thanks to you, they didn't have to do it while on fire because some cow attacked their wagon.

Frisco[ | ]

Description Condition for it to happen
With his wacky turnip crown, Emperor Norton served an example of profound and abiding weirdness to the citizenry of Frisco.

It became a mecca for comedians and comedy writers and comedians who played musical instruments as part of a comedy act.

Give Emperor Norton the turnip crown.
With his opulent golden crown, Emperor Norton ushered in an age of unprecedented prosperity in Frisco.

Despite the warnings of his civil engineers, Norton ordered the construction of a palatial city hall with a solid gold rotunda.

Give Emperor Norton the gold tooth crown.
With his useless crown, Emperor Norton believed he was in charge. You let him labor under the illusion, pulling the strings from a distance.

As the city grew, crime and disease grew with it. When the cemeteries were full, Emperor Norton embarked on a massive public works project to dig catacombs under the city.

You sat back and watched your army grow.

Give Emperor Norton the Necromancer's crown
With his high-tech El Vibrato crown, Emperor Norton created a technological Utopia.

Well, the last time you checked was in 1914, and it was definitely still a Utopia then.

You're pretty confident that it stayed a Utopia forever, though. I mean, it probably did, right?

Give Emperor Norton the El Vibrato crown
With the railroad completed and Norton ousted, Smee found himself out of a job but in of an opportunity.

After being elected mayor, he managed the growth and infrastructure of Frisco with compassion and pragmatism.

In 1944, Frisco was named "Most Reasonable City" by the Tuesday Evening Post.

Beat Emperor Norton

Pardner[ | ]

Note: Nothing will show up if you beat the game without a companion, even if your companion is Doc Alice and she leaves you when you become the necromancer.

Description Condition for it to happen
With all of the nearby mines operating again, his lifetime's worth of geological knowledge made Pete an extremely valuable player in the new economy.

He settled down in Frisco and opening an assaying office. And I know what you're assaying -- what's assaying?

It's evaluating the quality of ore, and Pete was the best at it. People came from miles around to get their nuggets inspected.

Have Crazy Pete as your pardner
Dissatisfied with the thought of returning to her old life in Boring Spring, Doc Alice opened a free clinic and lived out the rest of her days as a practicing doctor.

Frisco's loose moral atmosphere and the opening of a mercury mine a ways down the peninsula meant she stayed too busy to worry much, most days.

The clinic was so important to Frisco's eventual counterculture movement that a popular song was written about it.

The refrain was "You can get rid of anything you want at Alice's Clinic."

Have Doc Alice as your pardner
The idea of city life didn't appeal to Susie much. After you and she parted ways, she moved down the peninsula a ways and settled a cowsbane farm.

Still fighting the good fight, in her way.

Have Susie Cochrane as your pardner
After you got settled in, Gary climbed to the top of the tallest building in Frisco and shot spores every which way!

They say his descendents still roam the West to this day.

Have Gary the goblin as your pardner

Gun Manor[ | ]

Note: For this part of the ending to occur, you must have the DLC installed, and have visited the Gun Manor at least once in your playthrough.

Description Condition for it to happen
Thanks to you, Gun Manor reopened and delighted tourists for centuries.

The residual positive psychic energy created by the ghosts you helped leaked into the local water supply. In the decades to come, the businesses that sprang up near the Manor were characterized by their environmentally friendly policies and charitable giving.

Deal with all 13 ghosts peacefully.
Thanks to you, Gun Manor reopened and delighted tourists for centuries.

The residual negative psychic energy created by your legacy of violence leaked into the local water supply. In the decades to come, the businesses that sprang up near the Manor were characterized by their ruthless efficiency in the pursuit of capital.

Deal with all 13 ghosts violently.
Thanks to you, Gun Manor reopened and delighted tourists for centuries. Deal with all 13 ghosts, at least one of them with a different method from the rest (violent instead of peaceful, and peaceful instead of violent).
Gun Manor never reopened -- ghosts roamed its halls for centuries, deprived of a reckonin'. Do not deal with all the ghosts.

Helping People[ | ]

Description Condition for it to happen
After she finished getting the Bakery Boys up and running, Louise moved to Frisco and opened her own shop specializing in artisanal breads and pies. Tell Louise about the Bakery Boys during/after "Missing Bread" and give her the bar of soap.
After she finished getting the Bakery Boys up and running, Louise moved to Frisco and opened her own shop specializing in artisanal breads and pies.

Unfortunately, after some unknown vandal kept breaking in at night and destroying all of the pies, she had to switch to a breads-only business model.

Tell Louise about the Bakery Boys during/after "Missing Bread" and give her the bar of soap, and convince General Gob to leave Fort Cowardice and begin a lifelong journey to carry out his vendetta against pies.
Thanks to your assistance, Hobart Buppert got the photography bug. Or should we say the photography OWL.

Anyway, he opened an art gallery so the citizens of Frisco would never again have to suffer from the inability to see pictures of owl skeletons whenever they wanted.

Help Hobart Buppert.
Kurtz left the fort and set up shop in Frisco. His cul -ahem- fitness... group... skyrocketed in popularity.

The growth was entirely due to word-of-mouth, because the first rule of Kurtzfit is that you can not stop talking about Kurtzfit

Encountered Fort of Darkness in the map.
The cultist you rescued eventually joined a different cult, but the new one is quite a bit safer than the old one, since it's mostly about annoying people on the streets instead of searching ancient evil destructors. Give El Vibrato Headband to all the cultist including the leader and the guard at Madness Maw Mine without killing them or intimidating/outfoxin'/hornswoggling the guard.

(The guard CAN be intimidated/outfoxed/hornswoggled, they move into the first level of the mines, standing near the rightmost wall and can be given a El Vibrato Headband later.)

With your help, the Perfessor gained enough knowledge about El Vibrato technology to start building his own.

He opened a very successful consumer technology store in Frisco, and for decades, people spent all their time staring at little computers in their hands instead of talking to one another.

Recover the strange stone arrow, and two of El Vibrato device for the Perfessor.
The <player 1> that you sent to Dirtwater started touring as <band>. (TBF) Have 1 band member in Dirtwater.
The <player 1> and <player 2> duo that you sent to Dirtwater started touring as <band>. They were a big hit in Frisco, but some people claimed that their fans were all listening ironically. Have 2 band members in Dirtwater.
The musicians you sent to Dirtwater formed a band called <band>. They mostly did songs about skeletons. They were great. Have 3 band members in Dirtwater.
The musicians you sent to Dirtwater formed a band called <band>. They were popular with Frisco college kids, once a college opened in Frisco. Have 4 band members in Dirtwater.
The performers you sent to Dirtwater formed the greatest band in the history of music. The perfect union of percussion, strings, and technology, they immediately secured their place in the cultural history of Loathing. Their songs were innovative, their stage presence was spectacular, and the liner notes on their albums were extremely clever and interesting.

They called themselves... The Aristocrats.

Have all band members in Dirtwater.
Buffalo Buffalo Buffalo Bill retired from the killin' trade, and made a killin' opening up a restaurant in Frisco. Resurrected Buffalo Buffalo Buffalo Bill and have him recruited as your uncontrollable pardner
You solved one of Breadwood's problems.

With the increase in morale and civic resources, they were finally able to repair that broken hitching post.

Solve 1 Breadwood Mayor's problem.
You solved two of Breadwood's problems.

With the increase in morale and civic resources, they were able to clear the weeds from the road and fix their broken hitching post.

Solve 2 Breadwood mayor's problems.
You solved three of Breadwood's problems.

With the increase in morale and civic resources, they were able to clear the weeds from the road and fix the well and the broken hitching post.

Solve 3 Breadwood mayor's problems.
You solved four of Breadwood's problems.

With the increase in morale and civic resources, they were able to clear the weeds from the road and fix the well and the broken hitching post.

There was even enough left over to give the mayor's office a new coat of paint!

Solve 4 Breadwood mayor's problems.
You solved five of Breadwood's problems.

With the increase in morale and civic resources, they were able to clear the weeds from the road and fix the well and the broken hitching post.

There was even enough left over to give the mayor's office a new coat of paint and refresh the facade on the Buttery Biscuit!

Solve 5 Breadwood mayor's problems.
You solved six of Breadwood's problems.

With the increase in morale and civic resources, they were able to clear the weeds from the road and fix the well and the broken hitching post.

There was even enough left over to give the mayor's office a new coat of paint, refresh the facade on the Buttery Biscuit, and add a second story to the bunkhouse!

Solve 6 Breadwood mayor's problems.
You solved all of Breadwood's problems!

With the increase in morale and civic resources, they were able to clear the weeds from the road and fix the well and the broken hitching post.

There was even enough left over to give the mayor's office a new coat of paint, refresh the facade on the Buttery Biscuit, and add a second story to the bunkhouse!

They even managed to get that horse into rehab.

Solve all 7 Breadwood mayor's problems. *
Olive Garden and Cactus Bill lived happily ever after.

They even had a few younguns!

Introduce Cactus Bill to Olive Garden when he arrives at Day 3 in Dirtwater.
Olive Garden and Cactus Bill lived happily ever after.

A wandering band of goblins found that El Vibrato weather machine you unearthed, and formed a cult around it. Due to the increased rainfall, both Olive's garden and her marriage were extremer prolific!

Introduce Cactus Bill to Olive Garden when he arrives at Day 3 in Dirtwater, and activate the Weather Adjustment Machine in Curious Flat Plain.
With his job of guarding Curly's Meat finished, Halloway moved onto the next chapter of his tragic life.

You're guessing he'll turn up in another game someday

Find and open Curly's Strongbox
Chuck continued to run his Blood and Breakfast without incident, accident, scandal or allegation, for many years. Complete "Mail Delivery" problem in Breadwood.
You won <number> of the reenactment scenarios at Fort Memoriam.

They still talk about you.

Win at least 1 of the reenactment scenarios at Fort Memoriam.
With your help, Roy Bean's Jelly Bean Museum became the talk of the town. Well, first they had to build a town nearby, but once they did, hoo whee! Recover all stolen jelly bean jars for Roy Bean.

* = You do not need to build a lumber bridge to get this consequence.

Protagonist and Dirtwater[ | ]

Description Condition for it to happen
Dirtwater stayed more of less the way you found it. People went about their business, but there was never much excitement. Nobody new ever showed up.

Things got a little... stagnant.

Have not filled any of the shop lots in Dirtwater or took care of all of the bounties.
You left Dirtwater a little better off than it was when you found it, but it remained more or less the same sleepy town it always was. Took care of the bounties, but filled no shops.
You left Dirtwater a nicer town than you found it. The streets were a little safer, the people were a litter wealthier, and the children liked ice cream just a little more.

The ice cream thing might not have been because of you, I guess.

Have filled 1-3 shop vacant lots in Dirtwater.
You were remembered as a local hero in Dirtwater. Thanks to your efforts, it became twice the town it was before you got there.

They even put a statue of you in the main street. It washed away the first time it rained because they made it out of salt, but still, it's the thought that counts, right?

(TBC)
Dirtwater became, relative speaking, a thriving metropolis. Thanks to your effort as a commerce ambassador and all-around helpful stranger, the once sleepy town became a shining oasis in a barren land.

Every man, woman, and child in the town knew your name.

Have filled 4-6 shop vacant lots in Dirtwater, but never got a room at the Jewel.
Dirtwater became, relative speaking, a thriving metropolis. Thanks to your effort as a commerce ambassador and all-around helpful stranger, the once sleepy town became a shining oasis in a barren land.

Every man, woman, and child in the town knew your name.

They even put up a little plaque with your name on it in your old room at the Jewel.

Have filled 4-6 shop vacant lots in Dirtwater.
Dirtwater became, relative speaking, a thriving metropolis. Thanks to your effort as a commerce ambassador and all-around helpful stranger, the once sleepy town became a shining oasis in a barren land.

Every man, woman, and child in the town knew your name.

Little did they know.

Have filled 4-6 shops vacant lots in Dirtwater and became the Necromancer, but never got a room at the Jewel.
Dirtwater became, relative speaking, a thriving metropolis. Thanks to your effort as a commerce ambassador and all-around helpful stranger, the once sleepy town became a shining oasis in a barren land.

Every man, woman, and child in the town knew your name.

They even put up a little plaque with your name on it in your old room at the Jewel.

Little did they know.

Have filled 4-6 shop vacant lots in Dirtwater and became the Necromancer.
As for you? After your adventure you settled in Frisco and bought a very long, very narrow house.

You filled it with souvenirs of your exploits, and started an antique hatrack collection.

Complete the game.
When you left home, you told Rufus you wanted to seek your fortune.

Unfortunately, you ended your adventure nearly penniless.

Oh well. Maybe Rufus can find somebody else to look up to.

Told Rufus you wanted to seek fortune at prologue, but only gathered up to 5,000 meat.
When you left home, you told Rufus you wanted to seek your fortune.

You ended your adventure with <meat>. Not bad... for a bum!

Seriously, how bad did you really want to be rich?

Not bad enough, apparently.

Told Rufus you wanted to seek fortune at prologue, and gathered more than 5,000 but less than 10,000 meat.
When you left home, you told Rufus you wanted to seek your fortune.

You ended your adventure with <meat>. Respectable, but a little more middle class than you were hoping for.

Told Rufus you wanted to seek fortune at prologue, and gathered more than 10,000 but less than 15,000 meat.
When you left home, you told Rufus you wanted to seek your fortune.

You ended your adventure with <meat>. Enough to turn a few heads at the country club, but mostly so they can turn back around and make fun of you under their breath.

Told Rufus you wanted to seek fortune at prologue, and gathered more than 15,000 but less than 20,000 meat.
When you left home, you told Rufus you wanted to seek your fortune.

You ended your adventure with <meat>. Some people claim that you're not technically the wealthiest person in the West, but you can afford to bribe the newspapers to discredit those people.

Told Rufus you wanted to seek fortune at prologue, and gathered more than 20,000 but less than 25,000 meat.
When you left home, you told Rufus you wanted to seek your fortune.

You retired with <meat>. Astonishing wealth. It's nothing but solid gold dinners and diamond-studded pillows for you!

Told Rufus you wanted to seek fortune at prologue, and have gathered 25,000 or more meat.
When you left home, you told Rufus you wanted to help people.

And yet, somehow, you managed to complete the game without helping a single person. I'm pretty sure that's not even possible!

Told Rufus you wanted to help people at prologue, but failed to help anyone at all.
When you left home, you told Rufus you wanted to help people.

And yet, somehow, you managed to help only a single person. I hope that person appreciated it as much as, say, 40 people.

Told Rufus you wanted to help people at prologue, but only helped one person.
When you left home, you told Rufus you wanted to help people.

You helped <Number> of them, which is more than nothing, but not a lot more than nothing.

Told Rufus you wanted to help people at prologue, but only helped 2-9 people.
When you left home, you told Rufus you wanted to help people.

You helped <Number> people over the course of your adventure. Not too shabby! I mean, you're not going to win the Greatest Helper in the West award, but that's okay, because I just made up that award anyway.

Told Rufus you wanted to help people at prologue, and have helped 10-19 people.
When you left home, you told Rufus you wanted to help people.

You helped <Number> people over the course of your adventure. Your parents would be proud!

Actually, I meant to say they are proud. The last time you visited, you asked both of them if they were proud, and they both said yes.

Told Rufus you wanted to help people at prologue, and have helped 20-39 people.
When you left home, you told Rufus you wanted to help people.

Over the course of your adventure, you helped <Number> people! You weren't whistling Dixie when you declared your intentions!

If you had been Catholic, they definitely would have sainted you if you asked. But you wouldn't have asked, because you wouldn't want to be any trouble.

Told Rufus you wanted to help people at prologue, and have helped 40+ people.
When you left home, you told Rufus you wanted adventure and excitement.

You visited <number> places on your journey. Pretty exciting I guess! I mean, I knew a guy out of Wichita who visited 40 places, but, y'know, you do you.

Told Rufus you wanted to get out of form at prologue, but only located up to 29 locations.
When you left home, you told Rufus you wanted adventure and excitement.

You visited <number> places on your journey, and gathered plenty of stories to bore people with in your old age.

Told Rufus you wanted to get out of form at prologue, and have located 30-49 locations.
When you left home, you told Rufus you wanted adventure and excitement.

You visited <number> places on your journey. You're a real gallivanter! Is that a word? Sure it is, you globe-trotting gallavinter you!

Told Rufus you wanted to get out of farm at prologue, and have located 50-69 locations.
When you left home, you told Rufus you wanted adventure and excitement.

You visited a staggering <number> places on your journey. You're just about as well-traveled as they come, and they come from all over!

Told Rufus you wanted to get out of farm at prologue, and have located 70+ locations.

Aftermath[ | ]

Description Condition for it to happen
In 1906, all of the remaining cows in the West were simultaneously activated by some kind of signal from Hell.

They thundered east, forming a gigantic, single-minded herd.

Led by the infernal sadist Duke Bovicus, the cow army thundered east, towards Dirtwater.

Do not do anything about Duke Bovicus / set him free after trapping him.
In 1906, all of the remaining cows in the West were simultaneously activated by some kind of signal from Hell.

They thundered east, forming a gigantic, single-minded herd.

The bovine taint in your blood, not dulled any by the passage of time, compelled you to join them. Led by the infernal sadist Duke Bovicus, the cow army thundered east, towards Dirtwater.

Have Cowruppted perk on the final cutscene, and haven't trapped Duke Bovicus.
In 1906, all of the remaining cows in the West were simultaneously activated by some kind of signal from Hell.

They thundered east, forming a gigantic, single-minded herd.

The bovine taint in your blood, not dulled any by the passage of time, compelled you to join them.

Have Cowruppted perk on the final cutscene, but have trapped Duke Bovicus.
In 1906, all of the remaining cows in the West were simultaneously activated by some kind of signal from Hell.

They thundered east, forming a gigantic, single-minded herd.

Fortunately, since you somehow managed to trap Duke Bovicus on this side of the ground and cleanse yourself of your bovine blood-taint, the army of cows had nobody to lead them.

They thundered east in a chaotic mass.

Trap Duke Bovicus without Cowruppted perk on final cutscene.
Fortunately, a gang of rodeo clowns swept in at the last minute and slaughtered the herd just before it reached Dirtwater.

Unfortunately, all of the townsfolk of Dirtwater had a hard time sleeping, for pretty much rest of their lives.

Seriously, it was a grisly sight.

The clowns are still alive at the circus, and either Duke Bovicus is still free, or you have Cowruppted perk on final cutscene.
The herd swept into Dirtwater, pretty much destroying it. Hope you didn't forget anything in your old room at the Jewel!

The cow army seemed to run out of steam after that. Maybe they went back to Hell.

The clowns are slaughtered, and either Duke Bovicus is still free, or you have Cowruppted perk on final cutscene. (And less than an unknown number of shops opened in Dirtwater)
The herd did some damage to Dirtwater, but the town managed to mount a pretty good defense, in part due to your fortifying assistance.

The cow army seemed to run out of steam after that. Maybe they went back to Hell.

The clowns are slaughtered, and either Duke Bovicus is still free, or you have Cowruppted perk on final cutscene. (And more than an unknown number of shops opened in Dirtwater)
The disorganized herd never even made it to a human settlement. Trap Duke Bovicus without Cowruppted perk.
420 years later, deep beneath the ground, ancient machines silently stop doing the thing they were built to do.

It's probably fine. You and everybody you know are dead by then, and most of humanity have moved to space.

Still, though. It's a shame about the planet. There were some cool bars there.

Do not active the Roberto Containment.
Thanks to your cleverness, the world is not destroyed 420 years later. On the contrary, it remains undestroyed for millenia.

Future generations don't know that they should thank you, but they definitely should.

Activate the Roberto Containment.

Credits[ | ]

Description
Thank you for you playing!
The Credits of Loathing
Zack Johnson / Design, Art, and Writing
Victor Thompson / Engine Programming
Riff Conner / Writing and Design
Wes Cleveland / Animation
Ryan Ike / Music and Sound
Chris Moyer / Tools Programming
Kevin Simmons / Production, Business, QA, and Design
Extra Special Thanks
Danbob / Superhuman QA
Emily Morganti / Public Relations
Duncan Robson / Trailers
YerrikTRB / Botany Consultation
Josh Lee / Technical Consultation
Brad Johnson / Unity Proof of Concept
Chelsea Greenwood / Whistlin'
Elise Kates / Additional Sound & VO
Mr. Lt. Time Bonkers / Still Great
Special Thanks
Jim Crawford
Felix Kramer
Jake Rodkin
Sean Vanaman
Erin Ashe
Gabe McGill
Steve Gaynor
Paolo Surricchio
Tom Francis
Alexis Kennedy
John Brodsky
Alan Hazelden
Colin Liotta
Noah Kantrowitz
Andy Baio
Ricky Haggett
Jim Crawford
Felix Kramer
Jake Rodkin
Sean Vanaman
Erin Ashe
Gabe McGill
Steve Gaynor
Paolo Surricchio
Tom Francis
Alexis Kennedy
John Brodsky
Alan Hazelden
Colin Liotta
Noah Kantrowitz
Andy Baio
Ricky Haggett
Special Thanks (Switch exclusive)
To everyone who helped make the Nintendo Switch port happen
Sophie Mackey
Jason Imms
Kirk Scott
Sara Popescu
Damon Baker
Dina Egts
Katie Casper
Anna Courtmanch
Julia Redmond
Amber Kenyon
Vincent Chon
Juan Keller Blanch
Sophie Mackey
Jason Imms
Kirk Scott
Sara Popescu
Damon Baker
Dina Egts
Katie Casper
Anna Courtmanch
Julia Redmond
Amber Kenyon
Vincent Chon
Juan Keller Blanch
And everyone else at Nintendo too!
Thanks
All the folks at the Indie Megabooth, but in particular
Kelly Wallick
Christapher Floyd
Jess Floyd
Eric Chon
Kelly Wallick
Christapher Floyd
Jess Floyd
Eric Chon
All our families and friends that we've missed so very much these past few years
Everyone who played the demo at PAX, IndieCade, etc., and gave us your great feedback
Beta Testers
Daniel Laman
Erica Newman
Jim Crawford
Damian Hess
Jacob Ossar
David Jose
Chris Fisher
Larry Fine
Marie Pendle
Tom Francis
Jenni Polodna
Noah Kantrowitz
Ryan Lee
Chris Floyd
Chris Remo
Jake Rodkin
Marisa Brandt
Margaret Robertson
Justin Bortnick
Casey Weederman
Ben McGraw
Robert Goosman
Josh Lee
Melissa Hagan
Alex Martin
Abigail Corfman
Justin Ignacio
Ashley Soriano
David Bass
Mike Lazer-Walker
Karen Neville
Sarah Northway
Felix Kramer
Jerry Belich
April Schulz
Ali Rayl
Daniel Laman
Erica Newman
Jim Crawford
Damian Hess
Jacob Ossar
David Jose
Chris Fisher
Larry Fine
Marie Pendle
Tom Francis
Jenni Polodna
Noah Kantrowitz
Ryan Lee
Chris Floyd
Chris Remo
Jake Rodkin
Marisa Brandt
Margaret Robertson
Justin Bortnick
Casey Weederman
Ben McGraw
Robert Goosman
Josh Lee
Melissa Hagan
Alex Martin
Abigail Corfman
Justin Ignacio
Ashley Soriano
David Bass
Mike Lazer-Walker
Karen Neville
Sarah Northway
Felix Kramer
Jerry Belich
April Schulz
Ali Rayl
The End

DLC[ | ]

While there are epilogues for the DLC when viewing the ending, depending on how you dealt with the ghosts in Gun Manor, the text may be different after Chet Bullet is dealt with.

Description
Well, that's it! You reckon you've brought some reckonin' to Gun Manor.
Description Condition for it to happen
Well, that's it! You reckon that your careful recon of the situation has brought some true reckonin' to Gun Manor. Congratulations on getting the best ending! Deal with all the ghost peacefully, and used the belfly to summon them before dealing with Chet.
Not the best possible reckonin', mind you. Maybe there's a better way to deal with Chet? I mean, there's definitely is a better way to deal with Chet. I don't know why I said "maybe". Dealt with at least a ghost peacefully, and either dealt with Chet personally, or let him escape.
Not the best possible reckonin', mind you, but you've probably already guessed that killing all the ghosts wasn't gonna get you the Good Ending. Dealt with all the ghost violently.
Description
Anyways, feel free to poke around the grounds looking for loose ends to wrap up, but you're pretty much done here!

Gallery[ | ]

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