Developer: Rare
Publishers: Rare (US/AU), THQ (EU) Platform: Nintendo 64 Released in US: March 5, 2001 Released in EU: April 6, 2001 Released in AU: May 25, 2001
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After Conker's Pocket Tales, Rare decided to take their 'adorable little squirrel' N64 game Twelve Tales: Conker 64 (which was in development at the same time), scrap it, and recycle some concepts in an M-rated adventure game called Conker's Bad Fur Day.
Unused ModelsWalkie-Talkie
Would have been used by the SHC squirrels in the It's War chapter, and was seen in early footage such as this. It can be restored in-game by using the below GameShark codes:
PAL:
NTSC:
Laptop
Would also have been for the SHC squirrels.
Pikachu's Tail
According to the game's designer, it was from a cutscene removed at Nintendo's request..which can be seen here.
Corn Bag
A typically boggle-eyed bag of corn which would fit perfectly in the Barn Boys chapter. A possible scrapped character, and judging by its unpolished look and lack of mouth, a minor one.
Bug Catching Net
A bug-catching net that seems to fit best in the Windy or Hungover chapters.
Table Candle Stick
Judging by its look, this would have been used in Count Batula's mansion.
Twelve Tales Crate
This crate was seen as a background object during development of Twelve Tales.
(Source: Conkerguru's DeviantArt)
Unused AnimationsExperimenting Cutscene Leftovers
An animation of an Army squirrel laying down and cut open is in the game's data, along with an animation of a Tedi surgeon. Both were originally intended for a cutscene in the It's War chapter that was cut late in the game's development cycle at Nintendo's request; however, the scene was intact in the ECTS Demo.
Other Cutscene Leftovers
Unused variations of existing cutscenes exist in the ECTS Demo:
Unused Conker Animations
This video shows some animations of Conker doing some things. An unused jumping animation, a Conker farting idle animation, and a tail punch attack (possibly a leftover from Twelve Tales). Some of these animations are of him petting Pikachu from the unused Pikachu cutscene.
Debug MaterialCrash Debug Menu
A debug mode can be enabled by entering the cheat code 'XFYHIJERPWAL_IELWZS' (where '_' is a space). When the game crashes, it will display a crash debug menu. Press A to enter the menu. While in this menu, a version number and build date can be seen. Selecting HOSTDEBUG will exit the menu.
Press D-Up to enable it.
Developer Text
All of this is used by the debugger, usually loaded at RAM location 802D0000 whenever the game crashes unless it's a severe sound error.
Build Info
A build date and version number is displayed in the crash debug menu.
USA
Level Names
Present at 0x8009E834 in memory are internal level names.
Other Development Messages
Compressed in the ROM are various development messages.
Unused Text
Present at 0x801551EC in memory is some unused main menu text which indicates that additional languages were planned at one point as well as a widescreen setting. Several strings of dialogue imply a Japanese release was considered at one point, but ultimately scrapped.
(Source: Ferrox)
Present at 0x80155568 is unused text for the multiplayer menu. This menu uses images instead of text.
Present at 0x3C420 in the ROM is a hidden credit.
Present at 0x3F88880 in the ROM is unused dialogue text that appears to be a placeholder for additional languages. Unlike the rest of the dialogue text, this text is stored in the ROM uncompressed.
(Source: Conkerguru)
Unused Cheats
Some debug related cheats that were used in the prototypes. Only the second cheat can be entered which enables the crash debugger. The rest of them appear to be disabled in the final game as trying to enter one results in a 'wrong cheat' message.
Some placeholder cheats also left over from the prototypes. These are unenterable due to the lack of an asterisk in the game's cheat entry keyboard.
Unused Graphics
Twelve Tales
A handful of textures from this game went unnoticed during the transition to Bad Fur Day. Most of them have been left opaque to preserve the details.
A bunch of dancing/singing flowers and plants. The majority of these were seen in this 30-minute gameplay video of Twelve Tales. The above guesses on how they would be animated may not be 100% accurate.
A logo saying 'Conker 64' along with Conker's head to the left.
A green-yellow colored fence, seen in Twelve Tales footage.
Textures for the outside of some of the houses.
32x32 sized controller buttons. The A and B button graphics were used in the ECTS Demo.
Bird wing textures, in both green and blue colors.
Skyrim abandoned shack mod. Dec 22, 2017 Credits and distribution permission. Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources; Upload permission You can upload this file to other sites but you must credit me as the creator of the file; Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as. Double click on the Mod called 'Abandoned Dark Brotherhood Shack Overhaul'. Go back to the Plugins tab and click the check box to activate 5. Enjoy your new mod! Manual Installation: 1. Unzip Abandoned Dark Brotherhood Shack Overhaul.zip 2. Place the.esp file in the Data directory of Skyrim (usually in the Steam folder and under AppData. Nov 03, 2016 The Abandoned Shack is a shack located North of Morthal and SE of Solitude. If found by exploration before The Dark Brotherhood quests are started, it is locked and a key is required to open it. Release the Abandoned Shack survivors - posted in Skyrim Mod Requests: Normally when I join up with the dark brotherhood, I kill the khajiit because hes a disgusting creature but I let the other two live, yet I cant release them, I can only let them rot in that shack for the rest of the game. May 18, 2012 Free the People in the Abandoned Shack mod? (Dark Brotherhood spoilers - posted in Skyrim Mod Talk: Is there a mod out there that makes it so when you kill one (or two) of the people, you can let the remaining ones free? I'm sure I'm not the only one who plays a 'good' guy assassin and doesn't want to kill the mother nor just let her sit there on her knees rotting away forever.
A brick texture.
Crow wings and face textures. Crows can actually be spotted in the ECTS Demo of Bad Fur Day, though whether they use the same textures is unknown.
An animation for a dirthill or something falling apart.
An animal nose. It looks similar to a texture used for a boss in Twelve Tales, K.O. the Cat, except this one is more blue. It's not known where this would have been used.
Unlit/lit wall textures.
Textures for a Roman building. A Roman-themed world (or at least close to it) is in Bad Fur Day, but none of these textures are used there.
Small 16×16 controller button icons.
The only Twelve Tales-related texture of Conker left in the ROM. It is actually used on Conker's fifth model when he is far away from the camera, but the texture remains unseen because of this.
Conker's Bad Fur Day/Other
Textures for an unused '!' barrel. The bottom texture cannot be seen because the bottom of the barrel doesn't seem to be modelled out.
Two faces of Berri showing expressions not normally seen on her. They actually belong to Poppet, the little girl from the experiment, who seems to share a few of Berri's textures. None of Berri's models display them normally, though they can be seen via hacking.
A rather possessed-looking version of Conker's normal eyeball image. Conker has two (likewise unused) expressions where the texture gets used, which are impossible to see without hacking.
Seems to be some texture for showing when Conker is pissed off? Regardless, it remains unused.
Textures of arm plaster cast with funny faces on them. Possibly a inside joke by the developers.
Inaccessible PlacesHidden Stone Wall
Hidden outside of the Windy area is what appears to be a stone wall that never appears during normal gameplay.
Unreachable Chocolate Piece
In Poo Cabin, there is an area blocked off by a set of bars close to the very top of the cabin. Despite being in plain view, the player can never get behind these bars at any point during the game, even when the cabin has been flooded in 'Sewage Sucks'.
Using the GameShark moonjump code, however, the player can levitate to the very top of the cabin, go out of bounds, and land behind the bars. The player can then obtain the chocolate bar piece behind it, but that's all that's there. Despite what it looks like, there isn't a loading area behind the chocolate bar piece. A director's commentary (NSFW) confirms that there were plans to create another section for the alcove, but director Chris Seavor states that he left the anti-gravity chocolate in the game because '[he] knew it would fuckin' annoy people.'
This unreachable chocolate piece is also present in Conker: Live & Reloaded.
Water Tile
In the Beach level, about northeast outside of the area is a tile of water just..floating there, inanimate. As the level is very dark, this tile can barely be seen unless cheats are used to brighten it up. The level layout might have been different at one point, and the designers probably forgot to delete this tile.
Fun thing: you can swim in it, only to end up drifting away, falling off of it, and into the bottomless space. The water is static, and doesn't wave up and down like the normal water at the start of the level.
Cave
Near the start of the dinosaur themed world is an inaccessible cave closed off by a grate. Using cheats to enter it reveals that there's nothing inside of it.
Partially Unused Music
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This is used in the very beginning of the game, when the milk falls from the table in Panther King's castle, but the first 32 seconds are cut and only the last four seconds remain. The full music is an alternate version of the song that plays when Conker first meets the Tediz inside their base in It's War chapter. This version is much shorter, does not loop, and has a high-pitched violin-like instrument near the end that slowly picks up in volume.
It was used in an ECTS prototype in the first cutscene of the Casuality Dept. subchapter.
Unused Music
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Another unused song with a similar sounding instrument used in the song mentioned above. It was probably meant to play right after it, but isn't used. Rather freaky sounding, and loud.
Unused Sounds
And lots of small unused character speeches in particular as well.
Twelve Tales
Bees
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Birds
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Camera Sfx 1
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Camera Sfx 2
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Frog
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Rooster
Elder scrolls heart of lorkhan. Molag Bal is by far the most malevolent of the sixteen Daedric Princes, and the closest the series has to a Satan or devil figure. Via elderscrolls.wikia.comMehrunes Dagon is the primary antagonist of The Elder Scrolls IV: Oblivion, and the Daedric Prince of revolution, destruction, and change.
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Regional DifferencesUS
Rare Replay Differences
Play Conker Bad Fur Day
Retrieved from 'https://tcrf.net/index.php?title=Conker%27s_Bad_Fur_Day&oldid=650602'
Conker: Live & Reloaded is a platformer released for the Xbox in June 2005. It is a remake of Conker's Bad Fur Day, and was developed by Rare and published by Microsoft Game Studios. The game's most notable addition is its new multiplayer mode, Xbox Live & Co., and its two new wars between the Squirrel High Command and the Tediz: the Old War and the Future War.
On December 14, 2006, the Xbox 360 had a backwards compatibility update, allowing Live & Reloaded to be played on that platform. However, it does suffer from several minor glitches. On April 17, 2018, the Xbox One received an update allowing Live & Reloaded to have backward compatibility with the console. It was available as a digital download or the normal disc could be inserted.
GameplaySingle playerConker's Bad Fur Day Download For Pc
The single player portion of Conker: Live & Reloaded is a complete remake of Conker's Bad Fur Day, albeit with several small changes, such as improved graphics and enhanced sound effects.
Multiplayer
The Multiplayer mode has the same third-person perspective as the single-player game. It is accessible from the Xbox Live & Co. option of the main menu, and it consists of various game modes such as Capture the Flag or the standard Deathmatch modes. The player may also as a member of the SHC or Tediz . As well as a choice of soldier, the game has a choice of 'classes', which significantly affects play style. On April 15, 2010, online support for Live & Reloaded and other original Xbox titles were discontinued.
Classes
Each class has its own special equipment, special abilities, and physical capabilities. Each class is designed for a distinct purpose, and more often than not, the class a player chooses will determine that player's fighting strategy. Each class is designed to have advantages against certain classes while being vulnerable to others. For example, the Thermophile's Sinurator inflicts extreme damage on neekers and Long Rangers, who have less health, but is somewhat useless against the Demolisher. Each class comes equipped with a primary weapon with unlimited ammunition, (although reloading of the weapon is still required), a limited stock of Grenades, and at least one special Ability. The classes also can choose from several Specialist Ordinance items, as well as access Mobile Unit terminals to ride vehicles unique to each class, which can be obtained at stations in team bases (however, an option is available to the host of a server to disable one or both features). Abilities common to all classes are the Open Hand, which is the ability to shoulder all weapons for extra running speed, and a Spray Can that can be used to apply the player's Avatar image to walls to mock human opponents. Scattered throughout the arenas are yellow Upgrade Orbs, which grant a player more equipment and abilities when obtained. A player loses his Upgrade Orb upon death, allowing for another player to obtain it.
Grunt:The most versatile class available, novice players often underestimate them because of their short stature and lack of any specialization. Grunts use a 'Sturm' 21 SMG which can be set to fire in bursts, fully automatic, or single dum-dum rounds. They carry frag and stun grenades, a medigun for healing allies, and have the coveted self heal ability. When upgraded, they receive a magnova (EMP) grenade and a powerful 'Hogster' grenade launcher, which can be set to a timed fire frag, impact, or triggered grenades.
Sneeker:The most tactical class, Sneekers are the fastest moving class available, but are also the weakest. They carry a sabre, limiting their attacks to mêlée range, but they can achieve combos which can behead an opponent. When using the sabre, Sneekers can offensive or defensive stance, defensive mode rendering them invulnerable to normal bullets, and allowing them to power up a powerful spin attack. Sneekers can cloak or feign death for 'Sneek' attacks. They carry magnova (EMP) and flash-bang (stun) grenades, a device for hacking locked doors and terminals, and a remote controlled robotic camera known as the 'Snoopa' for spying on the enemy. The Snoopa also has the ability to self destruct, injuring or killing nearby players. The Snoopa normally takes five seconds to self destruct, but once a player has achieved 500 backstab kills on Xbox Live, the Snoopa is upgraded to detonate instantly (there is also a well known exploit, or glitch, which allows the Snoopa to be used indefinitely without needing to 'recharge'; needless to say, this tactic draws the ire of many players online). Just use it once then disguise (upgraded ability) leave disguise then use it again (this will work any amount of times). When upgraded, Sneekers receive a set of daggers which can be thrown or stabbed with, a gas grenade, and the ability to disguise themselves as an enemy. Sneekers can climb walls by jumping against a wall twice allowing them to reach otherwise inaccessible areas.
Demolisher:Physically, the demolishers are the slowest of the six classes, however they also have the most health to counterbalance this disadvantage. Demolishers carry a bazooka, giving them devastating firepower at the cost of a slow reload time. They can fire either straight rockets, or anti-aircraft missiles. They can enter a berserk state, which shoulders their weapons in exchange for more health, faster movement, and a deadly pound attack. Demolishers carry nepalm (fire) and smoke (kills and blocks sight) grenades and an arc weld for repairing vehicles and terminals. When upgraded, they can fire guided missiles, which are controlled from a first-person view, receive a frag grenade, and a powerful, but awkward, 'Strayfur' chaingun.
Long Ranger:The anti-thesis of the Sneekers, Long Rangers carry a 'Widowmaker' sniper rifle that has two zoom modes, and can fire either 7.62mm (anti-infantry) or high velocity DU tiped (depleted uranium) (anti-armor) rounds. The bullets inflict limited damage with body hits, so only head shots are a guaranteed kill. The widow maker also has a combination laser sight/overcharge which increases damage and accuracy, but the very visible laser beam reveals the player's position. Long Rangers carry magnova and flash-bang grenades, a medigun, and have the “infravison” ability. When upgraded, they receive the self heal ability, an extra zoom for their widow maker, a frag grenade, and a pair of 'Krotch' 45 pistols (revolvers) for close quarters combat. It is generally regarded as the most difficult Sniper in any shooting game to master.
Sky Jockey:Sky Jockeys are a very specific class, being virtually useless on foot. Their only armament is a pair of weak DP500 pistols, which can be set to fire in bursts or single concentrated shots. Their only grenade is a magnova. They are, however, the only class that can use flying vehicles, giving them an unprecedented advantage on maps with air vehicles. They carry an arc weld to repair their vehicles, and a parachute so that they can bail out if need be, or jump safely from a great height. They also receive the infravision ability with an upgrade, which is nearly identical to that of the long ranger.
Thermophile:Represented as pyromaniacal, Thermophiles are the best suited for close quarters combat. They carry a 'Sinurator' flame thrower, which can fire either flaming napalm for setting enemies aflame, or acid for destroying armor. A single Thermophile can engage multiple enemies, but they are limited to short range, are one of the slower moving classes, and are very prone to causing friendly fire. They carry napalm and gas grenades, a medigun and also have the self heal ability. When upgraded, they receive a frag grenade and a 'Fauster' lasergun, which is very powerful against vehicles but awkward to wield and requires pin-point accuracy, for 3 seconds, to kill infantry.
During a game, players can earn Career Points (CP) by killing enemies, completing objectives, and various other tasks that contribute to the team. On Xbox Live, CP accumulates and if a player earns enough CP, the player will reach a higher rank. A player's rank does not affect gameplay, but it does show how experienced a player is. Players can also gain medals with more specific requirements (500 kills, 500 Victory Condition CP, etc.) Medals provide bonuses to the player, such as faster reloading or a larger magazine.
Terminals
Terminals are found in every mission, usually near a base. Terminals are computers that dispense useful items or vehicles, and can be accessed by a player during the game. When accessed, the player is given a menu of the available items. When an item is chosen it can be picked up at an adjacent dispenser area. The objects received from the terminals disappear upon the death of the player that obtained them. Terminals may be neutral and available to both sides, or under the control of one side. Terminals can be attacked and disabled, but not destroyed. If damaged or disabled, they can be repaired with an arc weld, issued to the Demolisher and Sky Jockey classes. Neutral or enemy-controlled terminals can be hacked with a Sneeker's hacking device. There are two types of terminals: Specialist Ordinance terminals, and Mobile Units terminals.
Specialist Ordnance Terminals provide useful items to the player. They also restock any used grenades when accessed. A player may use only a limited number of items. The items available from a SO Terminal are:
Mines:Available to Demolishers, Thermophiles, and upgraded Long Rangers. Mines are dispensed in stacks of three for Demolishers and Long Rangers, and stacks of 2 for the Thermophile. They are invisible to the enemy and are not triggered by allies, but will detonate prematurely if caught by a magnova grenade.
Earth Guard:Available to Grunts, Long Rangers, and Thermophiles, and Demolishers and sky jockeys with an upgrade, Earth Guards are automated turrets that attack any ground unit in range. Very powerful, but can be temporarily disabled by magnova grenades.
Sky Guard:Available to Sky Jockeys, Grunts, and Long Rangers; these are similar to the Earth Guard, but attack aircraft, with missiles, instead of ground units.
Gate-Maker:Available only to the Sneeker, Gatemakers are a set of two gates that form a one-way teleportation field. The 'Out' gate is placed before the 'In' gate.
Mobile Units Terminals are only found in a select group of missions and have huge dispenser areas. Vehicles are obtained from MU Terminals and Each class may use only one or two types of vehicles. Upon obtaining a vehicle, the driver must move it out of the dispenser area with-in 8 seconds or it will self-destruct, and the other players will need to wait for a few seconds before they will receive their chosen vehicles. PLayers can't access the mobile units 2 with-in 30 seconds. Vehicles are damaged by anti-armor ammo, and explode when destroyed, so heavily damaged vehicles should be avoided. The vehicles available from a Mobile Units Terminal are:
'Toad Mk.' II:Available only to the Grunt, the Toad is a Jeep similar to Halo's Warthog: It has a gunner position in the back that can be controlled by another player or by the driver. The Toad has a good mix of speed, armor, and firepower, and is free of any serious flaws, aside from the flaw all vehicles in the game retain of being huge compared to the size of the soldiers, much like the class that uses it.
'Toad' Mk. IV:Available only to Thermophiles, the Mk. IV is similar to the Mk. II, but the rear turret is replaced with a flamethrower.
R-Hog:Available to Long Rangers, Sneekers, and upgraded Grunts, the R-Hog is an ATV that is very fast, but difficult to control and is completely unarmed (except for its bumpers, and is meant for quickly getting around. The R-Hog also has a speed boost ability. If the R-Hog crash and tips upside down there is a high probability the driver can get killed or he will fall off at the right moment and the vehicle will be upside down but then jump high into the air and crush you if it lands on you so drive carefully.
Tankus:Available only to Demolishers, the Tankus is a slow-moving, but very powerful, tank. It can turn on the spot, making it easy to control. It is the toughest of all vehicles, but presents a large target that is usually prioritized by the enemy. Unfortunately, the Tankus has no targeting reticule (aim mid-top of screan) for its dual mortar cannons and is best used for long range bombardment. Like the Toads, the turret can be controlled by another player.
Steed:The bread and butter of the Sky Jockey, the Steed is a fighter that fires missiles, chainguns, and anti-aircraft missiles. The Steed is very fast, extremely maneuverable, and is capable of hovering, and boosting.
Mule 52:Another form of aircraft, the Mule is only available in New War missions. The Mule is a combination Dropship/Bomber. The pilot can only drop bombs, but another player can operate a gunner turret. Six other players may ride in the Mule, allowing for fast deployment, but putting them at serious risk, as the Mule is sure to attract a great deal of enemy fire. The pilot can bail out if necessary but can end up killing any passengers as they can't bail. Rarely used to transport troops due to the attention it attracts and the lack of parachutes for non sky-jockeys.
Other objects
Apart from terminals, players may encounter these other objects during a mission.
Turrets:Large, powerful chaingun turrets that can be controlled by a player. Turrets can both deal and endure a lot of damage, but the operator is exposed and vulnerable to well aimed attacks. Turrets are damaged by anti-armor ammo, and because they so powerful, they are often a prioroty target and usually will be destroyed in the first few minutes of a game.
Fuel Barrels:Obviously, they explode when hit by anti-armor ammo. They can be very effective traps, but players should note that the enemy can also exploit them (Just destroy the barrels on you side before the other team does).
Force Field Doors:Only encountered in Future War missions, these doors guard key points around the map. Like terminals, they are either affiliated with one faction, or neutral and thus bar access to both sides. Doors can be hacked via a nearby locking terminal. Doors only work one-way; a player can pass through an enemy door from behind. In some missions (Beach Dead, made of wood, thick layered gas barrels, wires, or steal vaults), similar doors will guard primary spawn-points. These cannot be hacked.
Auto-Guns:In some missions, these automated turrets guard primary spawn-points to discourage opportunistic players from killing enemies as they respawn. Autoguns are invincible and can slaughter entire scores of enemies in mere seconds (3 shot kills, 8 shots per second), so it is prudent to avoid them.
Dumbot Names
In the director commentary for Conker's Bad Fur Day, the developers had mentioned that the dumbot names in Live & Reloaded are anagrams. This is a list of the Dumbot names.
The only name that can be nearly confirmed is Babe Chorbi which re-arranged is Robbie Bach. Robbie Bach was the president of the entertainment and devices division at Microsoft. He led the division that is responsible for the Xbox, Xbox 360, Zune, Windows Games, Windows Mobile and the Microsoft TV platform until he retired in 2010.
Censorship
During development, the game was originally titled Conker: Live and Uncut and featured an uncensored single player experience. Some time during development this was removed and the game was released in a heavily censored form that bleeped many minor obscenities (such as 'shit', 'twat', 'ass-hole' and even non-obscenities such as 'fellatio') that were present in Bad Fur Day. This drew heavy criticism from fans of the original, especially as it detracted from comedic highlights such as The Great Mighty Poo Song.
The multiplayer portion of the game is uncensored if the player finishes the single player mode. Players have the option to turn off bleeps, the option named 'Potty Mouth' and features heavy use of obscenities, such as fuck, shit, bitch, asshole, motherfucker and cocksucker. A code to uncensor the words in the single player game was created but was removed because of concerns that some retailers would refuse to sell the game.[1] The only audio file uncensored in single player is when Count Batula said 'shit' upon being killed.
The audio files on the game disc were 'pre-censored' and contained the bleeps, meaning they were not censored by the game engine. This indicated that the uncensored gameplay was removed early in development.
Even in its censored form, Wal-Mart refused to sell the game (although some Wal-Mart stores sold the comparatively uncensored Nintendo 64 game).[citation needed]
Changes from Conker's Bad Fur DayGraphical differences
Presentation
Aside from censorship, the game conveys itself differently to the player in other ways.
Cameos
Gallery
Conker's Bad Fur Day.z64 DownloadReferences
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