(Correlated character age with GUID magnitude.) |
(→Quests) |
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+ | {{Cataclysm/Update}} |
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− | {{wowapi}} __NOTOC__ |
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+ | {{Infobox zone|faction=Alliance |
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+ | |name=Loch Modan |
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+ | |ss=LochModan_071310_184336_-_Kirkburn_12319.jpg |
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+ | |races={{Race|Ironforge Dwarf }} (4,500)<br /> |
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+ | {{Race|Human }} (250)<br /> |
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+ | {{Race|Wildhammer Dwarf }} (250)<br /> |
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+ | {{Race|Gnome }}<br /> |
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+ | {{Race|High Elf }}<br /> |
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+ | {{Race|Ogre }}<br /> |
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+ | {{Race|Dark Iron Dwarf }}<br /> |
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+ | {{RaceIconExt|Trogg|Small}} [[Trogg]]<br /> |
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+ | {{Race|Kobold }}<br /> |
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+ | |level=10-20 |
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+ | |major= [[Thelsamar]] (850) |
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+ | |affiliation= [[Alliance]] |
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+ | |ruler=[[King Magni Bronzebeard]] |
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+ | |loc=Eastern [[Khaz Modan]] |
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+ | |pop=5,000}} |
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+ | '''Loch Modan''' (probably 'Mountain Lake', translated from [[dwarven]]) is a large area east of [[Dun Morogh]], situated in eastern [[Khaz Modan]]. It is known for its temperate climate, abandoned archaeological dig site and, until the cataclysm, the huge lake from which the region takes its name. The gray and rugged [[Khaz Mountains]] rise up on all sides around the loch, and the hills are lightly wooded with pine and birch. The loch was held in place by the now broken [[Stonewrought Dam]], an architectural wonder of no equal on [[Azeroth (world)|Azeroth]]. The dam was destroyed when Deathwing burst into and flew over Azeroth, and its destruction caused the loch to drain and cause massive changes to the area. |
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+ | Loch Modan is heavily populated by hostile [[trogg]]s, unearthed from caves below ground by the dwarven digs. They have since settled in the surrounding mountainous area and built crude camps and caves from which to strike at passing travelers. Other dangers include dangerous wildlife, aggressive [[kobold]]s, and the powerful [[ogre]]s of the [[Mo'grosh Stronghold]]. |
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− | Returns the GUID of the [[unitId|unit]] specified. Works on both players and NPC. |
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⚫ | |||
− | UnitGUID("[[unitId|unit]]") |
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+ | Despite its serene appearance, Loch Modan has seen its share of conflict and bloodshed. In the [[Second War]], the [[orc]]s of the [[Horde]] overran Loch Modan and made a stand against the defenders of the [[Alliance]]. The dwarves of [[Ironforge]] were ultimately successful in their defense, and reclaimed the area in the war's aftermath. Broken catapults and ballistae can still be seen scattered about on the bottom and islands of the loch, mute evidence to the region's bloody history. |
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− | == |
+ | == Geography == |
+ | There are no instanced dungeons or battlegrounds in Loch Modan. However, the [[elite area|micro dungeon]] [[Mo'grosh Stronghold]] can be found in this area. |
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+ | Since the [[Alliance]] has no travel hub in the [[Badlands]], they have to fly to [[Thelsamar]] in Loch Modan and ride from there to get to [[Uldaman]]. Newer players are often unacquainted to the higher-level activity in a teens level zone in comparison to the starting zones they have come from. |
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− | The GUID is a unique hexadecimal string for each unit in the game. Just how unique are they? Slouken[http://forums.worldofwarcraft.com/thread.html?topicId=2968233433&postId=44201363100&sid=1#231] has this to say on it: |
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+ | === Maps and subregions === |
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− | A monster has a single GUID from spawn until death (or despawn). When it respawns it gets a new GUID. |
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+ | [[File:WorldMap-LochModan-cata.jpg|thumb|left|300px|Map of Loch Modan.]] |
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− | Pets get a new GUID each time they are summoned. |
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− | Monster and pet GUIDs can be recycled after server (or instance) restart. |
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− | Players keep their GUID forever, and are unique even in cross-server battlegrounds. |
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+ | {| class="darktable" |
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− | The strings always begin with '0x', which is the normal prefix for hexadecimal numbers. The '0x' prefix isn't actually part of the string, it's just to say "this is a hex string." |
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+ | |- |
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+ | ||[[Algaz Station]] • [[Dun Algaz]] • [[The Farstrider Lodge]] • [[Grizzlepaw Ridge]] |
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+ | |- |
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+ | ||[[Ironband's Excavation Site]] • [[The Loch]] • [[Mo'grosh Stronghold]] • [[North Gate Pass]] |
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+ | |- |
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+ | ||[[Silver Stream Mine]] • [[South Gate Pass]] • [[Stonesplinter Valley]] • [[Stonewrought Dam]] |
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+ | |- |
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+ | ||[[Stoutlager Inn]] • [[Thelsamar]] • [[Valley of Kings]] |
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+ | |} |
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+ | {{clrl}} |
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+ | *[http://wow.gamepressure.com/map.asp?ID=15 A topographic map of Loch Modan.] |
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+ | === Travel hubs === |
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+ | [[File:Thelsamar.jpg|thumb|Thelsamar]] |
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+ | ;{{Alliance Icon Small}} [[Flight path]]s from [[Thelsamar]] |
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− | === Determine if it's a player, pet or NPC === |
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+ | * [[Ironforge]] |
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− | * It's a player if the upper bits masked with 0x00f = 0x000 |
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+ | * [[Menethil Harbor]], [[Wetlands]] |
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− | * It's a creature if the upper bits masked with 0x00f = 0x003 |
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+ | * [[Refuge Pointe]], [[Arathi Highlands]] |
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− | * It's a pet if the upper bits masked with 0x00f = 0x004 |
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+ | === Adjacent regions === |
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+ | {| class="darktable" |
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+ | |- |
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+ | ! Zone Name || Faction || Level Range || Direction || Access subzone || Access method |
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+ | |- |
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+ | | [[Dun Morogh]] || {{Alliance Icon Small}} |
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+ | | 1-12 || West || [[North Gate Pass]]/[[South Gate Pass]] |
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+ | | By foot or by flightpath from Thelsamar to [[Ironforge]] |
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+ | |- |
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+ | | [[Wetlands]] |
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+ | | {{Alliance Icon Small}} {{Horde Icon Small}} |
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+ | | 20-30 || North || [[Dun Algaz]] |
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+ | | By foot or by flightpath from [[Thelsamar]] to [[Menethil Harbor]] |
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+ | |- |
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+ | | [[Badlands]] |
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+ | | {{Alliance Icon Small}} {{Horde Icon Small}} |
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+ | | 35-45 || South || N/A || By foot only |
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+ | |- |
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+ | | [[Searing Gorge]] |
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+ | | {{Alliance Icon Small}} {{Horde Icon Small}} |
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+ | | 40-50 || Southwest || [[Valley of Kings]] |
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+ | | By foot through the Stonewraught Pass |
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+ | |- |
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+ | | [[Twilight Highlands]]{{cata-inline}} |
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+ | | {{Alliance Icon Small}} {{Horde Icon Small}} |
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+ | | 84-85 || Northeast || N/A |
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+ | | By flying mount (presumed) |
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+ | |} |
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− | + | == Notable characters == |
|
+ | [[File:The Farstrider Lodge.jpg|thumb|The Farstrider Lodge]] |
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− | * The GUID is a simple number in the order characters are created. An older character has a lower number than a new. |
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+ | {{main|Loch Modan NPCs}} |
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− | The top three digits are reserved. It's unknown if any of the lower digits are also reserved. |
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+ | Loch Modan is home to several [[dwarves]] of various levels of importance. In the Valley of Kings, [[Captain Rugelfuss]] sends promising young dwarves to eradicate the troggs who infest the region. At the Stonewrought Dam, [[Chief Engineer Hinderweir VII]] seeks to rid Loch Modan of the vile and terrible Dark Iron dwarves. And at his excavation site, the unlucky [[Prospector Ironband]] recruits "slightly" more experienced adventures to investigate the ruins of Uldaman. |
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⚫ | |||
− | Renaming and transfering to another server, or to another account gives your character a new GUID. Slouken confirms[http://forums.worldofwarcraft.com/thread.html?topicId=2968233433&postId=44201363100&sid=1#231] that player GUIDs are unique even in crossserver battlegrounds, which strongly indicates that the GUIDs are stored globally, either per region or per datacenter. |
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+ | {{main|Loch Modan quests}} |
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+ | {{seealso|Loch Modan questing guide}} |
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+ | Loch Modan is the implied level 10-20 destination zone for [[Dwarf|dwarves]] and [[gnome]]s from the adjacent starting zone of [[Dun Morogh]]. However it is easy enough for all other [[Alliance]] races to quest here, via the [[Deeprun Tram]] from [[Stormwind]] (this is true since the opening of [[Stormwind Harbor]], allowing young [[Draenei]] and [[Night Elves]] easy access to [[Stormwind]]). |
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− | Slouken, in the link earlier, also states that "Players keep their GUID forever, ..." My empirical studies has shown that this is not true, certain actions like transfering and renaming your character will give you a new GUID. Restoring a character from backup is untested wether it restores the old GUID or not. |
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+ | * The [[In Defense of the King's Lands quest chain]] follows the dwarves' recurring battles with [[trogg]]s. |
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+ | * While quests associated with [[Ironband's Excavation Site]] in the east also have problems with troggs, the [[Ironband's Blastpowder quest chain]] introduces the [[Dark Iron dwarves]] as a new threat. |
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+ | * This new threat is even more underscored by the [[A Dark Threat Looms quest chain]] at the [[Stonewrought Dam]]. |
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+ | ==Resources== |
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− | === Format for non-pet NPCs === |
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+ | [[File:Stonewrought Dam.jpg|thumb|Stonewrought Dam]] |
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− | * The first three characters masked with 0x00f will result in 0x003. |
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+ | * [[Cloth]] |
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− | * The next three digits are unknown. It's usually '000'. |
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+ | ** [[Linen Cloth]] |
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− | * The next four digits are the NPC id. |
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+ | ** [[Wool Cloth]] |
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− | * The last six digits are the spawn counter. |
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+ | * [[Fishing]] |
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+ | ** [[Raw Brilliant Smallfish]] |
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+ | ** [[Raw Bristle Whisker Catfish]] |
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+ | ** [[Raw Loch Frenzy]] |
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+ | ** [[Raw Longjaw Mud Snapper]] |
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+ | * [[Herb]]s |
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+ | ** [[Peacebloom]] |
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+ | ** [[Silverleaf]] |
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+ | ** [[Earthroot]] |
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+ | ** [[Mageroyal]] |
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+ | ** [[Swiftthistle]] |
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+ | ** [[Briarthorn (Herb)|Briarthorn]] |
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+ | ** [[Bruiseweed]] |
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+ | * [[Leather]] |
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+ | ** [[Ruined Leather Scraps]] |
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+ | ** [[Light Leather]] |
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+ | ** [[Medium Leather]] |
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+ | * [[Ore]] |
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+ | ** [[Copper Vein]] |
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+ | ** [[Tin Vein]] |
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+ | ** [[Silver Vein]] |
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+ | ==Dig sites== |
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− | If you take the 'NPC id' and convert it to decimal you can check wowhead and see what NPC it is. See examples below. |
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+ | {{Digsite Map|zone=Loch Modan|digsites= |
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+ | {{Digsite Note|69|64|1|Ironband's Excavation Site}} |
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+ | }} |
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+ | Loch Modan only has one [[dig site]]: |
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+ | #[[Ironband's Excavation Site]]; contains [[Dwarf Archaeology Fragment]]s. |
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− | + | == Wild creatures == |
|
+ | [[File:Mo'grosh Stronghold.jpg|thumb|Mo'grosh Stronghold]] |
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− | * The first three characters masked with 0x00f will result in 0x004. |
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− | * The next seven digits are unknown. |
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− | * The last six digits are the spawn counter. |
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+ | *[[Bear]]s |
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− | It's possible that the seven digits that at this point are unknown are split into smaller pieces. I couldn't find any structure among them, but looking at non-pet NPCs, I can imagine that the NPC id is there somewhere but I couldn't find it. You must log out before the pet gets this GUID, if querried during the same session that you tamed it, your pet will have its pre-taming GUID. |
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+ | *[[Boar]]s |
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+ | *[[Carrion Bird]]s |
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+ | *[[Crocolisk]]s |
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+ | *[[Dark Iron Dwarves]] |
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+ | *[[Frenzy (Fish)|Frenzies]] |
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+ | *[[Kobold]]s |
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+ | *[[Mountain Buzzard]]s |
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+ | *[[Ogre]]s |
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+ | *[[Spider]]s |
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+ | *[[Threshadon]]s |
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+ | *[[Trogg]]s |
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− | == |
+ | ==Cataclysm== |
+ | {{Cata-section}} |
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+ | [[File:WorldMap-LochModan-cata.jpg|thumb|Loch Modan in Cataclysm]] |
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+ | Many things will happen in Loch Modan in the cataclysm. Twilight hammer cultists attacking, dark iron dwarves up to their old tricks, the loch drained dry and murlocs, gnolls and kobolds creating an alliance. |
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+ | Areas affected <ref>[http://forums.worldofwarcraft.com/thread.html?topicId=19377467311&sid=1 Frejya’s (MVP) Cataclysm Compilation]</ref>: |
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− | Spawn counter is a unique number given all non-player mobs. It's a simple incremental number, instances and outside world are probably handled differently. The number in itself is not relevant, but combined with the rest of the string it always give this exact mob a unique identifier. |
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+ | * The [[Farstrider Lodge]] – flight master added |
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+ | * [[Grizzlepaw Ridge]] – now inhabited by a named [[Dark Iron Spy]], [[Gorick Guzzledraught]] |
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+ | * [[Ironband's Excavation Site]] – new cave added near here called [[Ironwing Cavern]], filled with hostile [[Proto-Strider]]s and [[Haywire Battle-Chicken]]s |
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+ | * [[The Loch]] – 90% drained dry from destruction of the [[Stonewrought Dam]]; where the troggs used to be is now a Twilight camp |
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+ | * [[Mo'grosh Stronghold]] – yes, you can see an enormous tower from the [[Twilight Highlands]] above the Stronghold; no, you cannot fly to it |
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+ | * [[Stonesplinter Valley]] – new deep cave system to the left as you enter; cave system taken out up the second hill |
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+ | * [[Stonewrought Dam]] – hole punched into it; taken over by [[Dark Iron Clan]] |
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+ | * Other – deep chasm separates normal entry between [[Loch Modan]] and the [[Badlands]], only leaving a precariously steep footpath; [[Mosshide Gnolls]] now inhabit the areas west of [[Thelsamar]] |
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+ | * New [[Hunter]] Pets – Loch Buzzard, Golden Eagle, Bobcat (BE starter), Hill Fox |
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+ | <gallery captionalign="left"> |
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+ | File:LochModan 071310 142140 - Kirkburn 12319.jpg|New trogg cave in Stonesplinter Valley |
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+ | File:LochModan 071310 142156 - Kirkburn 12319.jpg|Stonesplinter Valley |
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+ | File:LochModan 071310 163335 - Kirkburn 12319.jpg|Ironband's Excavation Site |
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+ | File:LochModan 071310 184307 - Kirkburn 12319.jpg|One way of taking a tour |
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+ | File:LochModan 071310 184313 - Kirkburn 12319.jpg|Woosh! |
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+ | File:LochModan 071310 184336 - Kirkburn 12319.jpg|Broken Stonewrought Dam |
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+ | File:LochModan 071310 174846 - Kirkburn 12319.jpg|The drained Loch |
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+ | File:Drained Loch.jpg|Drained Loch at night |
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+ | </gallery> |
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+ | ==Videos== |
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− | == An example of a GUID == |
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+ | <youtube>euBS4SwV1vI</youtube> |
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+ | <youtube>dXh5l9XbaIQ</youtube> |
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+ | == References == |
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− | We have a GUID: "0xF530004D2B008852". |
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+ | {{reflist}} |
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+ | == External links == |
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− | First of all, let's find out what kind of unit it is. Take the first three digits in the GUID, ie "F53" (or 0xF53 to show it's an hex value) and apply an AND mask of 0x00F. |
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+ | {{elinks-zone|38}} |
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− | 0xF53 & 0x00F = 0x003 |
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+ | {{Loch Modan}} |
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− | This GUID is for a normal NPC, not a pet and not a player.ts. |
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+ | {{Eastern Kingdoms}} |
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+ | [[fr:Loch Modan]] |
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− | We can also extract the Unit ID by taking the sixth to tenth digit and converting it to decimal form: "4D2B", or converted to decimal form "19755". A quick visit to wowhead shows that the NPC with that id is "Mo'arg Weaponsmith", [http://www.wowhead.com/?npc=19755]. All "Mo'arg Weaponsmiths" will have that id to identify them. |
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+ | [[Category:Loch Modan| ]] |
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− | |||
+ | [[Category:Eastern Kingdoms]] |
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− | The last six digits, "008852" is the spawn counter. There will never be two "Mo'arg Weaponsmith", possible even never two mobs in the outside world, with the same spawn number. This spawn counter, combined with the rest makes it possible to always refer to exactly this "Mo'arg Weaponsmith", and not the one next to it. |
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+ | [[Category:Dwarf territories]] |
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− | |||
+ | [[Category:Gnome territories]] |
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− | == Speculations == |
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+ | [[Category:Lakes]] |
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− | |||
− | The values returned from players indicate how recently those players were created. Someone with the number 1000 would be the 1000th created character across all servers, similar to how NPC GUIDs increment as they spawn. This is evident when comparing old characters with newly created ones, and allows for globally unique player GUIDs in battlegrounds. In addition, creating two new characters in quick succession will yield GUIDs very near to each other in the predicted order. Each NPC that respawns adds a number higher, so 4294967295 means that there have been 4294967294 NPCs before that one spawned. Renaming does not change the player UnitGUID value so you can track players trough renames using this; unfortunately if you transfer your character, it obtains a new GUID as if it were a new character. In instances, spawned NPC/mobs return the same value, unlike outside of instances. Player pets keep their values when despawned and then respawned, so pets appear to have their own GUID counter like characters do. |
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− | |||
⚫ | |||
− | <!-- List each return value, together with its type --> |
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− | |||
− | :;GUID : Returns the unit GUID in hexdecimal. |
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− | |||
− | |||
⚫ | |||
− | local name = UnitName("target"); local guid = UnitGUID("target"); ChatFrame1:AddMessage(name.." has the GUID: "..guid); |
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− | |||
− | <big>'''Result'''</big> |
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− | Cyan has the GUID: 0x00000000012729FD |
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− | |||
− | <big>'''Conversion to decimal?'''</big> |
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− | |||
− | GUIDs are 64-bit numbers, and are far too long to convert to decimal numbers using lua's libraries as a whole. E.g. running tonumber(guid, 16) will produce erronous results. |
Revision as of 19:10, 2 March 2011
Template:Cataclysm/Update
Loch Modan | |
---|---|
Level: 10-20 | |
Population | 5,000 |
Races |
Ironforge dwarf (4,500) |
Ruler(s) | King Magni Bronzebeard |
Major settlements | Thelsamar (850) |
Affiliation | Alliance |
Location | Eastern Khaz Modan |
Loch Modan (probably 'Mountain Lake', translated from dwarven) is a large area east of Dun Morogh, situated in eastern Khaz Modan. It is known for its temperate climate, abandoned archaeological dig site and, until the cataclysm, the huge lake from which the region takes its name. The gray and rugged Khaz Mountains rise up on all sides around the loch, and the hills are lightly wooded with pine and birch. The loch was held in place by the now broken Stonewrought Dam, an architectural wonder of no equal on Azeroth. The dam was destroyed when Deathwing burst into and flew over Azeroth, and its destruction caused the loch to drain and cause massive changes to the area.
Loch Modan is heavily populated by hostile troggs, unearthed from caves below ground by the dwarven digs. They have since settled in the surrounding mountainous area and built crude camps and caves from which to strike at passing travelers. Other dangers include dangerous wildlife, aggressive kobolds, and the powerful ogres of the Mo'grosh Stronghold.
History
Despite its serene appearance, Loch Modan has seen its share of conflict and bloodshed. In the Second War, the orcs of the Horde overran Loch Modan and made a stand against the defenders of the Alliance. The dwarves of Ironforge were ultimately successful in their defense, and reclaimed the area in the war's aftermath. Broken catapults and ballistae can still be seen scattered about on the bottom and islands of the loch, mute evidence to the region's bloody history.
Geography
There are no instanced dungeons or battlegrounds in Loch Modan. However, the micro dungeon Mo'grosh Stronghold can be found in this area.
Since the Alliance has no travel hub in the Badlands, they have to fly to Thelsamar in Loch Modan and ride from there to get to Uldaman. Newer players are often unacquainted to the higher-level activity in a teens level zone in comparison to the starting zones they have come from.
Maps and subregions
Travel hubs
- Flight paths from Thelsamar
Adjacent regions
Zone Name | Faction | Level Range | Direction | Access subzone | Access method |
---|---|---|---|---|---|
Dun Morogh | 1-12 | West | North Gate Pass/South Gate Pass | By foot or by flightpath from Thelsamar to Ironforge | |
Wetlands | 20-30 | North | Dun Algaz | By foot or by flightpath from Thelsamar to Menethil Harbor | |
Badlands | 35-45 | South | N/A | By foot only | |
Searing Gorge | 40-50 | Southwest | Valley of Kings | By foot through the Stonewraught Pass | |
Twilight Highlands | 84-85 | Northeast | N/A | By flying mount (presumed) |
Notable characters
- Main article: Loch Modan NPCs
Loch Modan is home to several dwarves of various levels of importance. In the Valley of Kings, Captain Rugelfuss sends promising young dwarves to eradicate the troggs who infest the region. At the Stonewrought Dam, Chief Engineer Hinderweir VII seeks to rid Loch Modan of the vile and terrible Dark Iron dwarves. And at his excavation site, the unlucky Prospector Ironband recruits "slightly" more experienced adventures to investigate the ruins of Uldaman.
Quests
- Main article: Loch Modan quests
- See also: Loch Modan questing guide
Loch Modan is the implied level 10-20 destination zone for dwarves and gnomes from the adjacent starting zone of Dun Morogh. However it is easy enough for all other Alliance races to quest here, via the Deeprun Tram from Stormwind (this is true since the opening of Stormwind Harbor, allowing young Draenei and Night Elves easy access to Stormwind).
- The In Defense of the King's Lands quest chain follows the dwarves' recurring battles with troggs.
- While quests associated with Ironband's Excavation Site in the east also have problems with troggs, the Ironband's Blastpowder quest chain introduces the Dark Iron dwarves as a new threat.
- This new threat is even more underscored by the A Dark Threat Looms quest chain at the Stonewrought Dam.
Resources
Dig sites
Loch Modan only has one dig site:
Wild creatures
- Bears
- Boars
- Carrion Birds
- Crocolisks
- Dark Iron Dwarves
- Frenzies
- Kobolds
- Mountain Buzzards
- Ogres
- Spiders
- Threshadons
- Troggs
Cataclysm
Many things will happen in Loch Modan in the cataclysm. Twilight hammer cultists attacking, dark iron dwarves up to their old tricks, the loch drained dry and murlocs, gnolls and kobolds creating an alliance.
Areas affected [1]:
- The Farstrider Lodge – flight master added
- Grizzlepaw Ridge – now inhabited by a named Dark Iron Spy, Gorick Guzzledraught
- Ironband's Excavation Site – new cave added near here called Ironwing Cavern, filled with hostile Proto-Striders and Haywire Battle-Chickens
- The Loch – 90% drained dry from destruction of the Stonewrought Dam; where the troggs used to be is now a Twilight camp
- Mo'grosh Stronghold – yes, you can see an enormous tower from the Twilight Highlands above the Stronghold; no, you cannot fly to it
- Stonesplinter Valley – new deep cave system to the left as you enter; cave system taken out up the second hill
- Stonewrought Dam – hole punched into it; taken over by Dark Iron Clan
- Other – deep chasm separates normal entry between Loch Modan and the Badlands, only leaving a precariously steep footpath; Mosshide Gnolls now inhabit the areas west of Thelsamar
- New Hunter Pets – Loch Buzzard, Golden Eagle, Bobcat (BE starter), Hill Fox
Videos
References
External links
|
|