Difference between revisions of "LotI Walkthrough-Part2-Chapter07"

From The Battle for Wesnoth Wiki
(Subterranean War)
(Last Survivors)
 
(14 intermediate revisions by 2 users not shown)
Line 3: Line 3:
 
'''Generally'''
 
'''Generally'''
  
'''[WHU]''' Don't forget to use the redeem attack, as often as possible, on any low level enemies you find.  I first take advancements in health and regeneration to open up absorption.  I also like healing, and maybe a penetration (lessens enemy resistances) if I don't have lightning attacks (which don't have an official type, and therefore enemies don't have a resistance to them).  Just don't neglect movement AMLAs in favor of the new shiny stuff, particularly for Efraim (both he and Lethalia have a need for speed, but he needs to get some of his from AMLAs, to unlock a special ability).
+
'''[WHU]''' Don't forget to use the redeem attack, as often as possible, on any low level enemies you find.  I first take advancements in health and regeneration to open up absorption.  I also like healing, and maybe a penetration (lessens enemy resistances) if I don't have lightning attacks (which don't have an official type, and therefore enemies don't have a resistance to them).  Just don't neglect movement AMLAs in favor of the new shiny stuff, particularly for Efraim (both he and Lethalia have a need for speed, but he needs to get some of his from AMLAs, to unlock a special ability).  Some say you need to use redeem now because you won't have low level units to redeem later, I think this is just wrong, but at some point you're going to run into some level 5 demons which are nearly indestructible, you do want to advance to a level where you have a really good chance of redeeming them in one shot.  Either way the result is the same, do it.
 +
 
 +
'''[WHU]''' Advance Efraim's movement at least unit he can fly.  There's a lot of other shiny options, I like health which leads to absorbs, but don't neglect upgrading his sword attacks (after you take several of them you'll see why).
  
 
'''[WHU]''' You'll be fighting a lot of chaotic units in this chapter, so advance lawful units with illumination where you can.  Also, your enemies will be hard hitting, so get some good defensive units (I craft a lot of [[LotI_Items#Mastodon_.E2.80.93_craftable_as_any_armour|Mastadon]] items) and at least a couple powerful healers.  Prophets (the highest advancement of the horseman line) and Celestial Messengers (white mages) are quite helpful.
 
'''[WHU]''' You'll be fighting a lot of chaotic units in this chapter, so advance lawful units with illumination where you can.  Also, your enemies will be hard hitting, so get some good defensive units (I craft a lot of [[LotI_Items#Mastodon_.E2.80.93_craftable_as_any_armour|Mastadon]] items) and at least a couple powerful healers.  Prophets (the highest advancement of the horseman line) and Celestial Messengers (white mages) are quite helpful.
Line 25: Line 27:
  
 
==Last Survivors==
 
==Last Survivors==
'''[WHU]''' Recall some of your new elves, and use the forest to protect them.  Recall some of your human troops, and use the river to protect them.  Kill the first enemy leader, then follow the north.  Dispatch a leader and a few fast, powerful units and head north to kill the northern enemy.  The rest of your army will probably take out the western leader, mostly you want to keep your units safe while picking up some XP for the elves.  Watch out for a flow of enemies from the east.
+
'''[WHU]''' Recall some of your new elves, and use the forest to protect them.  Recall some of your human troops, and use the river to protect them.  Kill the first enemy leader, then follow the road north.  Dispatch a leader and a few fast, powerful units and head north to kill the northern enemy.  The rest of your army will probably take out the western leader, mostly you want to keep your units safe while picking up some XP for the elves.  Watch out for a flow of enemies from the east.
  
'''[Thrash]''' I recalled three keeps of strong units and new elves for this one. There is also a enemy NE you can go kill, so plenty for a larger army to do.
+
'''[Thrash]''' I recalled three keeps of strong units and new elves for this one. There is also a enemy NE you can go kill, so plenty for a larger army to do. Probably good to start working on both an Elvish Assassin and Griffin rider (or even a couple).
  
 
==Tundra==
 
==Tundra==
Line 54: Line 56:
 
==Eruption==
 
==Eruption==
 
'''[WHU]''' If you recruit/recall anything, make sure it's quick and moves well through caves.  There's a lot of loot scattered around, but there's also going to be an ever-growing pool of lava.  It's probably worth recruiting a few dwarfs to run around collecting items and putting them into storage.  With the troops you want to survive, head  north, then northeast, then generally southeast to the exit.
 
'''[WHU]''' If you recruit/recall anything, make sure it's quick and moves well through caves.  There's a lot of loot scattered around, but there's also going to be an ever-growing pool of lava.  It's probably worth recruiting a few dwarfs to run around collecting items and putting them into storage.  With the troops you want to survive, head  north, then northeast, then generally southeast to the exit.
 +
 +
'''[Thrash]''' Probably obvious from WHU's comment, but you can recruit dwarves now. Enemies will catch you from behind around turn 6.
  
 
==Den of Evil==
 
==Den of Evil==
Line 62: Line 66:
 
'''[WHU]''' This approach normally works for me.  On my last attempt, I had a horrible time finishing on time.  I believe this was because my normally fast (MP~=10) team was rather slow (MP=7) and the enemy had extra turns to build up.  
 
'''[WHU]''' This approach normally works for me.  On my last attempt, I had a horrible time finishing on time.  I believe this was because my normally fast (MP~=10) team was rather slow (MP=7) and the enemy had extra turns to build up.  
  
'''[WHU]''' Just because I always over-recall here is no excuse for you to do so.  But do make sure you have some decent troops to cover your rear, as any enemy leader you kill will cause enemies to spawn near your starting location.
+
'''[WHU]''' Just because I always over-recall here is no excuse for you to do so.  But do make sure you have some decent troops to cover your rear, as any enemy leader you kill will cause enemies to spawn near your starting location. ([Thrash] They start spawning on turn 17.)
 +
 
 +
'''[Thrash]''' Note that enemies units will focus on Efriam and Lethalia, so if you run them around the outside ring, this will tend to spread the enemy out and allow your other units to penetrate in.
  
 
==The Dragon and the Princess==
 
==The Dragon and the Princess==
 
'''[WHU]''' There's a leader in your keep.  Fix that.  Recall some hard hitters, preferably with illumination and arcane (not cold) attacks.  Not more than a single castle will be needed.  Slow the boss, then hit it hard.  Meet the new boss, kill it too.  Finally, meet your true enemy.  If any attack misses her, she will flee, so you want to  surround her, and focus on attacks with a high chance to hit and/or a high amount of damage in a single blow.
 
'''[WHU]''' There's a leader in your keep.  Fix that.  Recall some hard hitters, preferably with illumination and arcane (not cold) attacks.  Not more than a single castle will be needed.  Slow the boss, then hit it hard.  Meet the new boss, kill it too.  Finally, meet your true enemy.  If any attack misses her, she will flee, so you want to  surround her, and focus on attacks with a high chance to hit and/or a high amount of damage in a single blow.
 +
 +
'''[Thrash]''' I found recalling the Duke to bolster damage to be sufficient in terms of recalling.
  
 
==Old F(r)iend==
 
==Old F(r)iend==
Line 71: Line 79:
  
 
'''[WHU]''' I find Dulaithsilsos to be your best chance to kill him.  The [[LotI_Items#Executioner.27s_Axe_.E2.80.93_axe|Executioners Axe]] works well, especially if you can get backstab (perhaps from the [[LotI_Items#Nocturnal_Cloak_.E2.80.93_cloak|Nocturnal Cloak]]).  Crafting [[LotI_Items#Widowmaker.2C_Widowermaker_.E2.80.93_craftable_as_any_weapon|Widowmaker]] (charge) would also work.  Check the enemy resistances carefully, and use your troops to provide leadership and penetration.
 
'''[WHU]''' I find Dulaithsilsos to be your best chance to kill him.  The [[LotI_Items#Executioner.27s_Axe_.E2.80.93_axe|Executioners Axe]] works well, especially if you can get backstab (perhaps from the [[LotI_Items#Nocturnal_Cloak_.E2.80.93_cloak|Nocturnal Cloak]]).  Crafting [[LotI_Items#Widowmaker.2C_Widowermaker_.E2.80.93_craftable_as_any_weapon|Widowmaker]] (charge) would also work.  Check the enemy resistances carefully, and use your troops to provide leadership and penetration.
 +
 +
[Thrash] Efriam with Eidolon’s Sword or any weapon with unholybane works well.
  
 
==The Last Enemy==
 
==The Last Enemy==
 
'''[WHU]''' She's back, and this time she brought company.  Once again, if you miss her she will flee, so you want high precision, powerful attacks, and illumination and healing.  It may take some work, but figure out which is the real enemy and stomp her.  Be sure to check out her resistances, and recall some units with the right attacks and penetrations so you can put her down quickly once you find her.
 
'''[WHU]''' She's back, and this time she brought company.  Once again, if you miss her she will flee, so you want high precision, powerful attacks, and illumination and healing.  It may take some work, but figure out which is the real enemy and stomp her.  Be sure to check out her resistances, and recall some units with the right attacks and penetrations so you can put her down quickly once you find her.
 +
 +
'''[Thrash]''' Don’t rush out unless you are sure you can sure you can handle counterattack from first two enemy. You want to kill any illusions who can reach your units each turn as their attacks are vicious. Recall archers/assassins who can attack at a distance, along with the Duke. Recruiting a bunch (like a keep or two) of Elven Sorceresses are useful to clear our illusions.
  
 
==Avengers==
 
==Avengers==
'''[WHU]'''  Don't know, don't careFor me, this one is about as hard as all the other scenarios put together:n
+
'''[WHU]'''  Head south, take out the leader and claim the castleStart spamming snow hunters as fodder to protect your army.  Watch the turn limit.  Good luckHaving your heroes at redeem(6) or higher could be quite helpful.
  
 
''' (WDF)'''  I tend to find that the Best Strategy is to Assassinate the demon Leaders as they are by far the biggest threat, If you can't do that then You're in for a rough Time
 
''' (WDF)'''  I tend to find that the Best Strategy is to Assassinate the demon Leaders as they are by far the biggest threat, If you can't do that then You're in for a rough Time
 +
 +
'''[Thrash]''' The enemy is capable of doing lots of damage, so need to keep your formations tight and your weak units protected. Possible Beelzebub monument here just south of your starting keep.
  
 
==Arctic Wastelands==
 
==Arctic Wastelands==
'''[WHU]'''  I don't play this one, either.
+
'''[WHU]'''  A real pain.  Some of the packs of baddies will kill almost any of your units.  Proceed very cautiously.  Watch out for the pure black units, their lethargy can cripple your heroes even if they have wrath.  You have the 'teleport all units to Efraim' option here, consider keeping him from being surrounded and able to retreat and pull your units, including Lethalia, out of harms way (of course, he'll just get ambushed at night if he tries this).  A lot of turns are spent in the dark, so a fast, flying hero with nightstalk and perhaps skimisher (throw in a few greater healing potions) can just fly through to the end if you just want to skip this one.
  
 
''' (WDF)'''  A Really Hard Level Here. You Need Lots of Medics and any Units that you care about with a cold weakness shouldn't be recalled as they will be Shredded when the Blizzard Arrives. The Nightmares aren't too bad with the exceptions of Horsemen+Advancements who need to be Killed Quickly. The only other way to play this level is to send a fast scout, Preferably a flying unit like Lethalia to go Finish the Level in the top right before a blizzard Arrives
 
''' (WDF)'''  A Really Hard Level Here. You Need Lots of Medics and any Units that you care about with a cold weakness shouldn't be recalled as they will be Shredded when the Blizzard Arrives. The Nightmares aren't too bad with the exceptions of Horsemen+Advancements who need to be Killed Quickly. The only other way to play this level is to send a fast scout, Preferably a flying unit like Lethalia to go Finish the Level in the top right before a blizzard Arrives
 +
 +
'''[Thrash]''' Wrong scenario to recruit weaker units, just don't bother. Night Gaunts (L2-4) appear randomly at night, so you have to keep units in tight formation. Watch out for the enemy leader clones who pack a punch. If you just want to finish, you can go directly north, then follow non-snow land to west, then Efraim and Lethalia can sprint to finish. Look for a possible Beelzebub monolith at 38,41.
 +
 +
'''[Thrash]''' First snowstorm is turns 41-52 and then each 60 turns after that I believe. A snowstorm does 16 damage and slows any unit not in an igloo or a cave. That effect happens at the start of turn before healing, so watch out for units ending a turn low on HP and getting attacked and then killed by the snowstorm.
  
 
==Annihilation==
 
==Annihilation==

Latest revision as of 02:02, 5 April 2024

Part II, Into the Light, Chapter 7, Hand of Blood

Generally

[WHU] Don't forget to use the redeem attack, as often as possible, on any low level enemies you find. I first take advancements in health and regeneration to open up absorption. I also like healing, and maybe a penetration (lessens enemy resistances) if I don't have lightning attacks (which don't have an official type, and therefore enemies don't have a resistance to them). Just don't neglect movement AMLAs in favor of the new shiny stuff, particularly for Efraim (both he and Lethalia have a need for speed, but he needs to get some of his from AMLAs, to unlock a special ability). Some say you need to use redeem now because you won't have low level units to redeem later, I think this is just wrong, but at some point you're going to run into some level 5 demons which are nearly indestructible, you do want to advance to a level where you have a really good chance of redeeming them in one shot. Either way the result is the same, do it.

[WHU] Advance Efraim's movement at least unit he can fly. There's a lot of other shiny options, I like health which leads to absorbs, but don't neglect upgrading his sword attacks (after you take several of them you'll see why).

[WHU] You'll be fighting a lot of chaotic units in this chapter, so advance lawful units with illumination where you can. Also, your enemies will be hard hitting, so get some good defensive units (I craft a lot of Mastadon items) and at least a couple powerful healers. Prophets (the highest advancement of the horseman line) and Celestial Messengers (white mages) are quite helpful.

(WDF) A Quick tip, Put Mastodon armour onto Efraim and Lethalia if you are struggling to keep them Alive as it raises their hp by 68 per piece. This does mean that you can't put Utility/Damage on their armour but the survivability Is Huge

Another Orcish Assault

[WHU] The enemies will pretty much just bounce of Efraim and Lethalia, but recruit/recall some units to pick up some XP. Destroy three catapults, but do NOT attack the orc leader.

Search for Elves

[WHU] Recall at least a castle of units, lawful, illuminating, and healing. Follow the road north, using the river as defense to fight off the first waves of enemies, then kill the first leader. Move north, then northeast. Stop at each bridge and make your enemies fight you from the water, then advance to the next bridge. You don't need to kill all the leaders (unless you want to).

[WHU] There are a number of chests and other items scattered around the map, but the enemies are dangerous. When you find the friendly elves you may want to have a very fast unit race past them. There are a number of items at the end of the river, but you have to get past the elves without triggering the end of the scenario.

[Thrash] If Beelzebub is here, the monolith will be east of your starting location and you probably want to go fight him after after dealing with the first enemy leader to the north. Note there is another enemy leader across the river to the east of the monolith which you'll probably trigger, so you may want to do that before triggering Beelzebub as well (or perhaps during if you want to see if you can get the flies and enemy to fight each other). If you go this route, you can keep going east and then north to reach the elves.

Corruption

[WHU] The enemies here a quite tough, and the new spell eater unit makes adjacent units nearly immune to arcane attacks. Recruit/recall heavily, including probably some fodder. Send one leader and a strong army northwest, while the other leads an army south. Keep some forces back to protect the elf leader. While you can use the allies as fodder, those that survive will join your recall list, so it may make sense to spend some extra gold recruiting human fodder to protect the elves. The southern enemy will probably go down first. Either way, once one enemy is defeated, start heading toward the northeast.

[Thrash] The trickle of L1 enemies make good targets for Efriam and Lethalia to redeem (you have been remembering to do this, right? You'll regret it later if you don't.)

Last Survivors

[WHU] Recall some of your new elves, and use the forest to protect them. Recall some of your human troops, and use the river to protect them. Kill the first enemy leader, then follow the road north. Dispatch a leader and a few fast, powerful units and head north to kill the northern enemy. The rest of your army will probably take out the western leader, mostly you want to keep your units safe while picking up some XP for the elves. Watch out for a flow of enemies from the east.

[Thrash] I recalled three keeps of strong units and new elves for this one. There is also a enemy NE you can go kill, so plenty for a larger army to do. Probably good to start working on both an Elvish Assassin and Griffin rider (or even a couple).

Tundra

[WHU] Recall/recruit heavily (maybe 20 units total), focusing on illumination, healing, arcane, and defense, but also mix in several snow hunters. I like to craft Konrad's Might bolas for them so they have marksman. While they seem rather weak at first, they advance very quickly. Keep them on icy regions as much as possible. As they don't advance beyond level 2, they benefit greatly from high level leaders.

[WHU] Keep the icy river on your right and head north, slowly. All too often your movement will trigger a new pack of quite powerful enemies, it's best to only take on one group at a time. There are various items scattered around the map, but each comes with at least one pack of baddies. After a few turns you'll find a passage through the mountains to the west which leads to a cave with a lich and some minions. Four or five heavy hitters may want to explore, while the rest of your army moves slowly north. Did I mention slowly?

[WHU] The river will eventually lead to a gap in the mountains, which is not where you want to cross. Cross about a dozen tiles to the west. It's slower, but safer. Follow the arctic wasteland tiles until you come to the river going east. Follow it, the exit will be at the second break in the mountains at the north edge of the map.

[WHU] The 'teleport units to your leader' option is a available here. You can also build an encampment to recruit/recall. Both are available by right click (on Efraim for teleport).

[Thrash] There is a cave on west side of starting valley, which will take 3-4 strong units to take out. In it you'll find some gold and an artifact. There are two more artifacts and some gold in the SW corner (along with a spawn of enemies). The scenario exit is at 51,1.

Where the Flames Freeze

[WHU] Explore every passage, probably with a snow hunter. Head north to the keep and recall maybe two castles worth of units. You will be fighting in narrow passages, but you will also need units to rotate out. Head west, then southwest, finally turning north. You will be followed by a steady stream of undead from the north, so watch your six. The turn limit is very tight here, coordinate your attacks so that you are always making forward progress.

[Thrash] Only recall units that can move quickly on ice. Note the final enemy leader is invisible.

Subterranean War

[WHU] A short, but vicious battle. You'll probably need to leave a handful of powerful units behind to protect the allied leader. Cut off the passages and things should go well. Take overwhelming force to the northeast to escape. In the northeast, you're fighting demons with various traits and resistances, so make sure to take an army that has a good mix of powerful attacks, and hopefully plenty of slow mixed in.

[WHU] There are two paths once you get near the northeast exit. You may be able to lure the demons away from one path, then send a fast unit up and around them. Remember, your mission is to escape, not kill the enemy leader. The early finish bonus is pretty healthy.

[Thrash] It's fairly possible to beat all three leaders. The toughest fight is to the NE. Note the second keep to the south of where you start. You can send Efriam or Lethalia there to recall and fight the west and south enemy while the other goes NE.

Eruption

[WHU] If you recruit/recall anything, make sure it's quick and moves well through caves. There's a lot of loot scattered around, but there's also going to be an ever-growing pool of lava. It's probably worth recruiting a few dwarfs to run around collecting items and putting them into storage. With the troops you want to survive, head north, then northeast, then generally southeast to the exit.

[Thrash] Probably obvious from WHU's comment, but you can recruit dwarves now. Enemies will catch you from behind around turn 6.

Den of Evil

[WHU] Team one, fast and capable. Probably Lethalia and a couple each prophets and celestial messengers. Send them northwest, then west and then north, eventually aiming for the center of the map. The map is a giant spiral, you have to come south from the center, either by going over the top or using one of a couple side passages.

[WHU] Team two, defensive with movement, perhaps penetrates and/or hit and run if you have them. A few healers. Enough units to rotate out for healing, but you're going to be spending your time mostly in a one tile wide corridor. This team's job is primarily to distract the enemy while team one runs around to capture the flag.

[WHU] This approach normally works for me. On my last attempt, I had a horrible time finishing on time. I believe this was because my normally fast (MP~=10) team was rather slow (MP=7) and the enemy had extra turns to build up.

[WHU] Just because I always over-recall here is no excuse for you to do so. But do make sure you have some decent troops to cover your rear, as any enemy leader you kill will cause enemies to spawn near your starting location. ([Thrash] They start spawning on turn 17.)

[Thrash] Note that enemies units will focus on Efriam and Lethalia, so if you run them around the outside ring, this will tend to spread the enemy out and allow your other units to penetrate in.

The Dragon and the Princess

[WHU] There's a leader in your keep. Fix that. Recall some hard hitters, preferably with illumination and arcane (not cold) attacks. Not more than a single castle will be needed. Slow the boss, then hit it hard. Meet the new boss, kill it too. Finally, meet your true enemy. If any attack misses her, she will flee, so you want to surround her, and focus on attacks with a high chance to hit and/or a high amount of damage in a single blow.

[Thrash] I found recalling the Duke to bolster damage to be sufficient in terms of recalling.

Old F(r)iend

[WHU] Every time you hit the enemy, even once, he will open a door to a few bad guys and run away (and regenerate). If you want to kill him, you need to hit really hard in a single blow. If you do kill him, you'll learn a secret. If not, you won't, so if you don't care about the story there's no reason to put much effort into it. But if you do...

[WHU] I find Dulaithsilsos to be your best chance to kill him. The Executioners Axe works well, especially if you can get backstab (perhaps from the Nocturnal Cloak). Crafting Widowmaker (charge) would also work. Check the enemy resistances carefully, and use your troops to provide leadership and penetration.

[Thrash] Efriam with Eidolon’s Sword or any weapon with unholybane works well.

The Last Enemy

[WHU] She's back, and this time she brought company. Once again, if you miss her she will flee, so you want high precision, powerful attacks, and illumination and healing. It may take some work, but figure out which is the real enemy and stomp her. Be sure to check out her resistances, and recall some units with the right attacks and penetrations so you can put her down quickly once you find her.

[Thrash] Don’t rush out unless you are sure you can sure you can handle counterattack from first two enemy. You want to kill any illusions who can reach your units each turn as their attacks are vicious. Recall archers/assassins who can attack at a distance, along with the Duke. Recruiting a bunch (like a keep or two) of Elven Sorceresses are useful to clear our illusions.

Avengers

[WHU] Head south, take out the leader and claim the castle. Start spamming snow hunters as fodder to protect your army. Watch the turn limit. Good luck. Having your heroes at redeem(6) or higher could be quite helpful.

(WDF) I tend to find that the Best Strategy is to Assassinate the demon Leaders as they are by far the biggest threat, If you can't do that then You're in for a rough Time

[Thrash] The enemy is capable of doing lots of damage, so need to keep your formations tight and your weak units protected. Possible Beelzebub monument here just south of your starting keep.

Arctic Wastelands

[WHU] A real pain. Some of the packs of baddies will kill almost any of your units. Proceed very cautiously. Watch out for the pure black units, their lethargy can cripple your heroes even if they have wrath. You have the 'teleport all units to Efraim' option here, consider keeping him from being surrounded and able to retreat and pull your units, including Lethalia, out of harms way (of course, he'll just get ambushed at night if he tries this). A lot of turns are spent in the dark, so a fast, flying hero with nightstalk and perhaps skimisher (throw in a few greater healing potions) can just fly through to the end if you just want to skip this one.

(WDF) A Really Hard Level Here. You Need Lots of Medics and any Units that you care about with a cold weakness shouldn't be recalled as they will be Shredded when the Blizzard Arrives. The Nightmares aren't too bad with the exceptions of Horsemen+Advancements who need to be Killed Quickly. The only other way to play this level is to send a fast scout, Preferably a flying unit like Lethalia to go Finish the Level in the top right before a blizzard Arrives

[Thrash] Wrong scenario to recruit weaker units, just don't bother. Night Gaunts (L2-4) appear randomly at night, so you have to keep units in tight formation. Watch out for the enemy leader clones who pack a punch. If you just want to finish, you can go directly north, then follow non-snow land to west, then Efraim and Lethalia can sprint to finish. Look for a possible Beelzebub monolith at 38,41.

[Thrash] First snowstorm is turns 41-52 and then each 60 turns after that I believe. A snowstorm does 16 damage and slows any unit not in an igloo or a cave. That effect happens at the start of turn before healing, so watch out for units ending a turn low on HP and getting attacked and then killed by the snowstorm.

Annihilation

[WHU] Take the keep, recall as much as you like, there's no gold carryover but only a handful of units will likely be active in the battle. Again, illumination, healing, arcane, high precision/damage. Advance and kill the second leader. As soon as you see the boss, Efraim and Lethalia will be transported to her, giving you a great opportunity to take away her keep.

[WHU] Even without a keep, she will spawn a couple units each turn, who can attack immediately. Control where they spawn by positioning your units carefully. Surround her if you don't want her to flee. Slow her first thing. Hit her with incinerate if you have it. You have to kill her more than once, but it's not that difficult to do.

Back to Chapter 6 Main On to Chapter 8
This page was last edited on 5 April 2024, at 02:02.