Table Of Contents:
I. Introduction
II. Recommended Professions and Skills
III. Preparation
IV. The Various Nightsisters
V. Combat, Finding Nightsisters and Killing them
VI. Possible Loot
I. Introduction:
One of the most popular, and possibly rewarding ventures in all of Star Wars Galaxies, is hunting Nightsisters. To many casual onlookers, Nightsisters are all lumped into one category, plain and simple, Nightsisters. The purpose of this guide is to differenciate between the various nightsisters, including strategy when it comes to killing them, what you must do to survive and a few tips.
Nightsisters are native to Dathomir. They have full use of the force, however they do not weild Lightsabers. The catch is that they are able to execute Lightsaber specials with their weapons, which vary from Stun Batons, to Power Hammers, to Wood Sticks.
This guide is pretty long and there is a lot of useful information contained. Make sure to read the "tips" which I have thrown in periodically throughout the document.
II. Recommended Professions and Skills
Nightsisters have the capabilities to deal a lot of damage. Having a Master Doctor in the group (assuming you are grouped) is always nice. The ability to use E Stim packs, to heal states, to resurrect just incase someone dies and of course, first aid is invaluable. The survival of you as an individual and your group as a whole will hinge on how effective your doctor is at healing damage and bleeds.
Tip: Get First Aid. I cannot over emphasize this. Nightsisters stack wicked bleeds. Personally, once I see a bleed hit either me or my Swordsman, I make it my number one priority to remove that bleed. If not attended to, bleeds can tick for 1000 damage PER stat pool, and they can tick all 3 pools at once. Elders tend to hit with the higher tick bleeds, however all Nightsisters can bleed and if enough are stacked, it can get very nasty quickly
When taking into consideration primary damage dealers, I would highly recommend Master Swordsman as the number one most effective overall profession. One note though, Swordsman defense are low, so adding some TKA or fencer for the melee defense is nice.
Master Rifleman is also effective versus certain Nightsisters, and versus some, more effective (elders in particular), but a rifleman will need a tank to be most efficient.
Master Pikeman is viable as a primary damage dealer, as Long Vibro Axes deal Kinetic Damage at medium armor piercing. However a Pikeman would probably need to supplement his or her template with some TKA or fencer to gain defenses just as Swordsman wound.
Master Brawler is also a very nice complementry profession to say, Master Swordsman. Having Intimidate 2 and Warcry 2 are very helpful, as well as the +5 to 2h speed that the Master Brawler box gives. The rough timer on Intimidate 2, is close to 1:15. Warcry 2 can delay 20 seconds and if used right, hits in a cone area.
Combat Medic is nice because of the area heals, and emergency mind heals. Also, being able to stand back at range is nice and keeps you out of the immediate vicinity of the Nightsisters, thus reducing the chance to be hit by a cone/area attack. Also, a combat medic can also chip in with some nice area disease/poisons.
Many other professions are viable, however they are not always the most efficient. One must consider the various resists, and then the armor rating of the nightsisters. Then take into consideration the specific professions aresenal of weapons. While a pistoleer is able to dish out energy damage (de-10, republic blaster, scout blaster etc), the Armor Piercing of the weapons is either none or light. When attacking a mob that has Heavy armor rating, the damage is serverly reduced if you are beating on heavy armor with a weapon that has zero armor piercing.
Skills or Modifiers that are helpful:
- First Aid
- Power Boost
- Center of Being
- Defense vs. Dizzy
- Defense vs. Knockdown
- Defense vs. Blind
- Defense vs. Stun
- Melee Defense
- Taunt
- Warcry
- Intimidate
Zina's Tip: Taunt can be your best friend. You can use it to /taunt aggro off group members. And anyone who hunts knows, that when certain mobs get below 10% ham, they tend to try to walk off, and sometimes warp away. By taunting the mob, it will remain in combat with you, and if done correctly, it will keep the mob from warping.
Professions such as Fencer or TKA have fairly high defenses. However, the weapons that the professions are certified for are either zero or light armor piercing and the damage types are limited.
Squad leader is a great support profession, with the ability to remove states, give burst run and of course, terrain negotiation. Dathomir is very hilly. If you get into some trouble, and have to run up a hill towards your doctor, its possible that having terrain negotiation could mean the difference between life and death. Terrain negotiation is surely a worth investment, and if you do not have a Squad leader, you may want to consider picking up at least 1/0/0/0 scout.
III. Preparation:
Full buffs (doctor AND entertainer) will enhance your chances of survival, and also minimize the food/drinks you consume. Remember, take the time to prepare. If you do not, you will find yourself in the cloner pretty quickly.
Zina's Tip: Getting your Focus (mind), Quickness (action) and Constitution (health) equal to 1500 or above (after factoring in buffs, encumberance and food), will result in that specific corresponding stat pool having a zero special cost. Remember to factor in buffs and encumberance. Managing your special costs is extremely important when it comes to hunting higher end mobs, as you will take damage, and there is no need to add to that damage by damaging yourself.
Full doctor buffs are a necessity. Full musician buffs are highly recommended. Full composite armor is the only way to go if you plan on being successful (Jedi not taken into consideration). The reason that full composite armor is necessary, is that once you engage a Nightsister, she will pull out a random weapon. The weapons deal the following damages:
- Electricity
- Energy
- Stun
- Kinetic
- Blast
While Ubese is very effective versus kinetic attacks, I would probably be safe in saying that a Nightsister Elder with a power hammer could one hit incap a fully buffed player wearing Ubese if she happened to use a special.
Also, ALWAYS check your armor condition before hunting Nightsisters. Its possible to hunt lower end mobs and forget to repair your boots, or maybe gloves. But if you go out and try to kill Nightsisters with a 0/36k condition helmet, they will find that hole and probably kill you.
Here is a my suggested preparation checklist:
- Food, Drinks and Spice Weapons
- Powerups
- Armor
- Buffs
- Medical Supplies
- Bikes
- Clone and Insure
Weapons and Armor are pretty self explanatory. Weapons will suffer a loss in damage/speed once the condition drops below 25%. Armor will start to loose condition after it drops below 50%. Nightsisters hit you pretty hard when it comes to decay on armor. You always want to have your armor above 50% condition. Make sure you have enough leeway that you can incur decay and STILL stay above that 50% mark. Do not try to cheat yourself and use poor condition items. You will end up in the cloner if you do so.
When it comes to weapons, keep inmind that Nightsisters have 100% protection to a lot of type of damages. The most effective weapons in this game vs. Nightsisters are weapons that deal Lightsaber damage, Blast damage, Energy Damage and Kinetic Damage. Personally, I believe that the most effective weapons are Power Hammers and T21 Rifles. As you will see below (Section III), some of the Nightsisters are 100% resistant to energy (T21), however ALL Nightsisters are vulnerable to Blast Damage.
Armor tip: I personally carry at least one backup suit of composite in my backpack. I also carry a Helmet, Chest Piece, Leggings and Boots with 85-90% effectiveness slice versus Blast, Kinetic and Electricity. If my battlefatigue is close to 1000 and I see a Nightsister Elder (described below) with a Medium Armor Piercing weapon, I will /warcry 2, switch to my armor with the high protection and then proceed to kill the Elder.
Medical Supplies are necessary. Stimpacks are essential, and I recommend getting the highest that you can use. Nightsisters also hit the following states:
So having the above listed packs can be very helpful, especially if you do not have high state defenses. While not necessary, Blind and Stun will reduce your damage output per second, and dizzy....well Nightsisters do love to try to knock you down. Being knockdown/dizzy by a Nightsister is not very fun.
ADK PSG Tip: Using an anti decay kit and a personal shield generator can significantly reduce the damage that a Baton weilding Nightsister does. If you are going to be a hardcore Nightsister hunter, I would highly recommend using an ADK PSG.
Powerups are self explanatory. For melee weapons, if you are speed capped, I would recommend using 16% damage/33% mind cost powerups. For ranged, if you are speed capped, I would recommend using 33% max damage/16% minimum damage powerups.
Food and Drinks are also very important. Managing your stomach once you get out there, is important. The first goal of food and drink is to reduce your special move costs to zero. Food I would recommend:
- Ahrisa (+ to focus for 45 or so minutes)
- Vaganarian Canape (+ to focus/willpower for roughly 10 mintues)
- Vasarian Brandy (+ to mind/focus/willpower for roughly 45 mintues)
- Travel Biscuits (+ to terrain negotiaion)
- Vercupti (+ to health/action/mind)
If you are not a human, Ahrisa is very practical in that it gives a rough bonus of 400 for 45 mintues to focus. When consuming food and drinks, the first priority with respect to PvE is to reduce your specials to zero. I cannot overstate this. The second is making sure you have enough willpower to effectively regenerate enough mind to keep you alive during combat.
Spice is for emergency. I cannot tell you when to use it, as your character and your judgement on using spice is only determined by you. The only piece of advice I can give, is if you think you are about to die, it can't hurt to use it. I use it as a last line of survival. I would recommend only 2 spices:
Bikes. Its never a bad idea to carry spare bikes just incase a Nightsister decides to go after your bike. They do tend to enjoy blowing up bikes. Even if they are not specifically attacking a bike, they all are capable of cone and area attacks, which have the chance of damaging, if not disabling any bikes in the immediate area.
Bike Tip: Have 2 vehicles deeded in your datapad, and carry a 3rd deed around in your inventory. You can deed that bike instantly and while in combat if you run into an emergency. But remember, you must be standing still to deed it.
This is a brief overview of what I believe is needed for preparation. If you follow these guidelines, then you should be adaquetly prepared when you venture out on Dathomir to kill the Nightsisters.
IV. The Various Nightsisters
Not all Nightsisters are Created Equal. The following is a list of the various Nightsisters:
- Nightsister Initiate (under 15k ham - light armor rating)
- Nightsister Sentry (under 15k ham - light armor rating - found at the Nightsister POI's)
- NIghtsister Rancor Tamer (under 15k ham - light armor rating)
- Nightsister Ranger (15k ham - light armor rating)
- Nightsister Outcast (15k ham - light armor rating)
- Nightsister Stalker (25k ham - light armor rating)
- Nightsister Sentinel (25k ham - light armor rating)
- Nightsister Spellweaver (25k ham - medium armor rating)
- Nightsister Protector (55-60k ham - medium armor rating)
- Nightsister Elder (320-390k ham - heavy armor rating)
- Axkva Min (From the Nightsister Stronghold POI, the Elder Queen - heavy armor rating)
The Initiate, Sentry, Rancor Tamer, Ranger and Outcast are the easiest of the Nightsisters. They have under 15,000 ham. The vulnerablitys range from Blast to Kinetic to Energy.
Note: Every Single Nightsister except Sentrys (which are at 60%) listed above has 100% resists vs. the following damages:
- Stun
- Electricity
- Heat
- Cold
Nightsisters are ONLY Vulnerable to the following damages (protections vary depending on the Nightsister):
- Energy
- Lightsaber
- Kinetic
- Blast
I could detail each of the above Nightsisters, however for the sake of this post, I will tell you that its best to "Examine" the Nightsisters before you decide to run in guns a blazin'. Be cautious if you are going out for the first time. Take time to look at vulnerabilities. Take time to examine the ham bars, and how close each of the Nightsisters spawns to each other.
Nightsisters always spawn in sets of 5, unless someone bugged the spawn. The only exception to this, is a Nightsister Rancor Tamer. They tend to spawn with three Nightsister Rancors, for a total of 4 in the spawn including the Rancor Tamer.
Spawn Rules (wild spawns, does NOT take into consideration POI's):
- Nightsister Rangers spawn in 5's, and only will spawn with other Rangers.
- Nightsister Stalkers spawn in 5's, and only will spawn with other Stalkers.
- Nightsister Outcasts spawn in 5's, and only will spawn with other Outcasts.
- *(see notes below) Nightsister Initiates, Rancor Tamers Sentinels, Spellweavers, Protectors, Elders spawn in 5's and the spawn can be any combination of the Nightsisters Listed here
*The combinations here are random. Its rare to see Rancor Tamers to spawn with the others listed, but it does occur. Typically, if an Elder spawns, she will be accompanied by 4 other Nightsisters which will not include second Elder. However, again, it is possible to see two Elders in one spawn. Elders have the potential to drop the highest end loot out of all the Nightsisters, however they are the most dangerous and have the most ham.
Nightsisters Vulnerable to Energy:
- Rangers
- Sentrys
- Outcasts
- Rancor Tamers
- Elders
Nightsisters Vulnerable to Kinetic:
- Rangers
- Sentrys
- Outcasts
- Rancor Tamers
- Protectors
- Spellweavers
- Stalkers
Nightsisters Vulnerable to Blast, Lightsaber Damage:
V. Combat, finding Nightsisters and Killing them
While Nightsisters can spawn almost anywhere on Dathomir, they tend to spawn to the west, specifically closer to the Nightsister Stronghold (-3946, -50) and around the Nightsister/Singing Mountain Clan battlefield Poi (-2450, +1520). Both of the poi's are listed in your "POI" tab.
Its best to drive around the area, become comfortable with the area and surroundings. If you make it a habit to hunt Nightsisters, you will get a feel as to where they spawn and become comfortable in the areas that they do spawn.
Now, this brings us to Combat. All the preparation, information and training aside, there is no substitute for actual combat versus nightsisters. I will detail the various Nightsisters and the most effective ways to kill them.
Group 1 (Outcasts, Sentrys, Rangers, Initiates)
Light Armor, 15k or less ham
They are all vulnerable to energy, blast and kinetic. They do not hit for a ton of damage, however, if you have 4 or 5 chasing you down, and you do not have high melee defense, they can do some damage to you. If you have one person (at least) run in, grab all of the aggro and area attack, while a ranged attacker (preferably rifleman) sits back at maybe 40-50m and spams strafeshot2, you should beable to drop any group of 5 of these with relative ease. Assuming a player has a viable combat template, these nightsisters should pose little or no threat and should fall fairly easily.
On the Nightsister Scale of 1-10, with 10 being most dangerous, these probably rank at level 2 or 3. If you are not totally confident, you may want to inch into towards the spawn and try to draw one or two of them out to "test" how well you do versus them.
A speedcapped swordsman using 2 Hand Area Hit 3 will mow any group of the above 5 down relatively quickly. I would assume the same is true about a Pikeman, as Pikemen have access to medium armor piercing kinetic damage weapons.
Group 2 (Stalkers)
Light Armor, 25k ham
Stalkers are vulnerable to only 2 types of damage, blast and kinetic. Riflemen cannot damage them, nor can carbineers. Pistoleers can use either Striker Pistols (kinetic) or Launcher Pistols (blast), however, again, at zero armor piercing, it is not the most practical or efficient way to kill.
Swordsmen and Pikemen are most efficient here. Depending on defenses that the player has, a pikeman or swordsman may or may not beable to take all 5 on at once. As a tactic, I try to draw one or two of the stalkers out, intimidate2 as many as I can, and then run in and get all 5. I proceed to use 2 hand area attack 3 to mow them down.
Zina's Tip: When intimidating Nightsisters, pay close attention to what weapons the Nightsisters are weilding. A stalker (or almost any other Nightsister for that matter) with a wood stick probably won't do much damage to you, unless it is an Elder. However a stalker, or two, with stun batons, can slowly add up damage and must be designated as priorities to land an intimiate on and then kill.
On the Nightsister dangerous scale, Stalkers are probably close to 4.
Group 3 (Sentinels)
Light armor, 25k ham
Sentinels are the lower end of the more challenging Nightsisters. They vulnerable to energy, blast and kinetic. They rarely spawn in groups of only 5 sentinels. A large percentage of the spawns that contain Sentinels consist of a mix of Sentinels, Spellweavers and Protectors, with the occasional Elder thrown in the mix. If possible, intimidate them. However it is not necessary, especially if its just one or two Sentinels.
Sentinels will drop fairly fast, area attacks work very well on them. If you get one tank (swordsman or pikeman) to grab aggro of a few spellweavers and sentinels, have a rifleman stand at roughly 40-50m and spam strafe 2. That should drop any sentinels in the area rather quickly.
On the Nightsister dangerous scale, Sentinels are probably close to 4.
Group 4 (Spellweavers, Protectors)
Medium armor, 25k ham for Spellweavers, 50k ham for Protectors
Spellweavers and Protectors represent a step up from the Sentinels and Stalkers. They both have medium armor rating, and do a bit more damage than the aforementioned Sentinels and Stalkers. They also drop better loot. They only vulnerabilities that they have are to Blast and Kinetic, just like the Stalker. When it comes to both, the most effective and efficient means to kill one, are to target the mind and use mind hits to kill them. However, that is not always an option, as not all classes have mind specific hits.
I would highly recommend trying to land an intimidate on either of these before attacking. And if you do not have stun protection on your armor, be very very careful with a Protector with a stun baton, especially if you do not have high melee defense.
On the Nightsister dangerous scale, Spellweavers are probably a 5, Protectors are close to a 7.
Group 5 (Elders, Axkva Min)
Heavy Armor, 320-390k ham
The Biggest of the Big game when it comes to Nightsisters. Elders are very dangerous. On a scale of 1-10, Elders surely rate a 10 on the danger scale. Be very aware one the Elder aggros you on what weapon it has equipped. Personally, if I see a stun baton, I use /warcry2 and then burst run. Stun Baton Elders have 2 hit killed me. And my Elder hunter has 4000 ham after power boost.
Zina's Tip: Wearing stun armor and an Personal Shield Generator fitted with an Anti-Decay Kit can reduce a Stun Baton Elder's damage to almost nothing. I would highly recommend this.
First off, isolate the Elder. Get her alone. Its much easier to focus on just her, than to focus on her and the rest of the spawn. This can be done by either wandering close to the spawn until just the Elder aggros you (takes a lot of patience and technique), or the easiest way, is to have a rifleman go prone at 60m or so, use /mindshot2 ONCE and then peace out. This will not cause the Elder to immediately aggro you. However, ONCE the bleed ticks once, the Elder will charge after the person who put the bleed on.
Keep a good distance and give yourself enough time to run if a baton is pulled. Otherwise, be prepared to fight. Have the melee characters in your group tank the elder, and keep the riflemen back doing damage. Depending on the ham bars, use applicable attacks. If the Elder spawns and has 390k mind, but only 320k health, using health hits maybe the fastest way to kill it. However, if those numbers are flipflopped, then target the mind.
A doctor (or medic for that matter) must keep the players in the group alive. That is the first priority of course. Dealing damage is secondary. Heal bleeds first, and then heal damage. Elders stack nasty bleeds. They can, and will tick for maybe 750 per stat if left unattended.
Zina's Tip: Always make sure powerups, meds, spices etc are uncrated. If you are stuck in combat, and use that last charge on your stimpack, you cannot unpack another one unless are are out of combat. Because combating Elders can last a while, be prepared for a long fight at times. Always be prepared.
Once an Elder takes a certain amount of damage over a certain period of time, her resists will drop. Elders start at 25% versus blast and energy, and when they finish dropping, they will be at 12.5%. Axkva starts at 35% versus blast and energy, and when they finish dropping, they will be at 17.5%.
Once an Elder is almost dead (10% ham), she will attempt to walk off. Inorder to prevent her from warping, use /taunt.
Nightsister Special Attacks:
Nightsisters have the ability to use the force. They commonly use the following attacks:
- Force Weaken (reduces your maxium stats by a variable)
- Mind Blast 2 (chance to stun, blind, dizzy)
- Force Choke (DOT overtime that is not preventable)
- Force Knockdown 2 (chance to knock down anyone in line of sight)
Inaddition to the above listed attacks, they have a unique ability to do saber specials with regular weapons. These special attacks can be very devestating. They will land states, and try to knock you down. Becareful and be weary of what the attacks do, and how dangerous the attacks are to your specific template.
VI Possible Loot:
Nightsisters have been one of the best mobs to kill for high end loot. They drop lightsaber crystals among other things. Inaddition to crystals (which I will detail below), Nightsisters have their own specific lootable items.
Nightsister Specific Drops:
A. Nightsister Armor Layers:
Looted off of: Sentry, Ranger, Outcast, Sentinel, Stalker, Spellweaver, Protector, Elder
Nightsister Armor Layers are armor sub components which start at a base effectiveness of 3%, with a -5 action modifer. They are aptly titled "Nightsister Armor Layers". The higher the base effectiveness, the more useful the Layer is. They drop in sets anywhere from 1-11. The best that I have looted, were 17% base ones, and the best on my server that I have seen, are 30% base effectiveness ones.
The higher level the Nightsister, the better chance they have to drop higher effectiveness Layers. However, it is possible to get very nice ones off the lower to mid level Nightsisters. When it comes to the size of the drop, there is no true pattern, as again, a low level Nightsister can drop 11 identical layers, while the Elder you just killed only gave you 3 identical ones. It is truely random.
B. Nightsister Armor Shards:
Looted off of: Same as Layers (see above)
Nightsister Armor Shards are armor sub components which can reduce the encumberance on pieces of armor that they are used in. They are titled "Nightsister Armor Shards" and the base stats start at -10 health encumberance, -10 action encumberance, and -10 mind encumberance. The larger the number, the more encumberance they can remove. They best I have looted personally were ones with stats in the 40's.
Again, the higher level the Nightsister, the better chance they have to drop the better Shards. And when it comes to the size of the drop, the Nightsister that dropped it does not matter, as it is totally random
C. Nightsister Lance:
Looted off of: Same as Layers (see above)
Nightsister Lances are unique weapons that apparently, the Nightsisters carry with them. They are lances that have a basic disease dot on them, however the base stat ones are very low in damage (133 maximum damage), very slow (6.2 speed) and have zero armor piercing. The main reason why people use these, are for the additional DOT that the lance may have. As with all looted weapons, Nightsister Lances have a chance to have a second DOT on them, which can be very deadly in PvP.
The level of the Nightsister matters with regards to three modifiers on the lances: the strength of the additional dot, the charges on the dot, and the + skill modifiers that are randomly generated on the lance. The additional dot and the skill modifiers are not gaurenteed to be on a Nightsister Lance. Some of the skill modifiers can be useful (+terrain negotiation, +polearm speed etc), however most of them are useless and broken (+polearm damage, +polearm counter attack etc). For example, a Nightsister Ranger may drop a lance with +7 terrain negotiation. The + is 7, and for a ranger, that is about what to expect. A Nightsister Elder however, will commonly drop +20-25 when it comes to modifiers.
D. Nightsister Vibro Motors / Nightsister Energy Lance Schematic
Looted off of: Axkva Min
The Nightsister Vibro Motors and the Nightsister Energy Lance Schematic represent the hardest to acquire Nightsister loot, period. Axkva only spawns once at server up, in the cave located at the Nightsister Stronghold on Dathomir. She spawns at the very bottom of the cave, and is very dangerous.
She can drop anything that other Nightsisters drop, and in addition, she can drop the 2 items listed above. They are very rare loot items, and valuable on the trade market. The Nightsister vibro motors can additionally be used in any weapon a Weaponsmith crafts that has a slot for a "vibro motor". However, due to the rarity of these, the only 2 items that I have ever seen that people will use these motors in are: Nightsister Energy Lances and Vibro Knucklers.
The Energy Lance Schematic has a total of 5 uses, and requires two identical Nightsister vibro motors to make one lance.
Nightsister Crystals:
A myth, is that ALL Nightsister Crystals are awesome. Here is a general guide to where the various grades of crystals come from with respect to Nightsisters:
- Sentry, Ranger, Outcast, Initiate: The lowest level of all Nightsisters, the crystals are reflected by this low level. Expect to get Fair and Good rated crystals.
- Sentinel, Stalker: Mid to low level nightsisters, expect a mix of Good and Quality. The majority of these will be Good.
- Spellweaver, Protector: They drop one grade and one grade only, and that is Quality.
- Elders: They drop one grade and one grade only, and that is Premium.
Additional Loot:
Inaddition to Crystals and Nightsister specific loot, they can drop the following items:
- Heavy Duty Leather (up to sets of 11 identical)
- Heavy Duty Clasps (up to sets of 11 identical)
- Skill Attachments (everyones favorite)
- Modded Clothing
- Exceptional and Legendary Weapons (very very rarely)
- Long Vibro Axes
- Vibro Lances
The higher the level of the Nightsister, the higher level Skill attachment or Modded Clothing item. Some of the best loot I have ever gotten in this game, has come from Nightsister Elders. They can drop Clothing Attachments, Armor Attachments and Modded clothing with +25 mods.
Protectors seem to max out around +18, Spellweavers max out around +15, Sentinels and Stalkers around +12. These are rough estimates with respect to what I personally have experienced. All other Nightsisters seem to drop single digits.
Summary:
This guide should give you a good idea of what to expect, how to prepare, what you can loot and how to stay alive when it comes to hunting Nightsisters. The drop rates may not be super high on say the clothing attachments, but when they finally do drop, its worth it.
I hope this is informative, and as always, if you have anything to add, please post it in this thread.
Message Edited by ZinaTheMaker on 01-24-2005 11:31 AM Message Edited by ZinaTheMaker on 03-29-2005 12:20 PM
Zina Best served chilled
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