|
Post by champskees on Aug 11, 2014 10:30:31 GMT
This is the Warrior solution. Note that you should call on Libra if your Skill is too low or if you have low Stamina at any time. This is particularly handy when playing as a Warrior, as there are many enemies which can cause problems & having the flexibility of restoring your stats anywhere in the adventure increases your chances significantly. I would be interested to know what people think about the way I deal with the female wizard who captured the Sun Serpent. Fair call, or do you think you could still trade artefacts on the basis that you could pretend to be a wizard? You start with:
- Items brought over from previous solution entries. - You have the ring from Book II. Turn to Para 130. - Add note: When you encounter any of the seven serpents, deduct 14 from current para for a clue.
Plains of Baddu-Bak
- Draw your weapon. - Fight Sk 7 St 5 Nighthawk, Sk 6 St 5 Nighthawk, Sk 7 St 5 Nighthawk & Sk 7 St 4 Nighthawk together for 3 rounds. - Do not eat here. - Head east as the face advised. - Eat here (+2 Stamina). - You rest (+3 Stamina). - Take Galehorn. - Set off northwards. - Test Luck. Fail = Lose most delicate item – the honeycomb? - Fight it with your weapon. - Fight Sk 7 St 9 Baddu Beetle. o After you hit enemy for the first time, 1 Damage to you. o For successive hits, Roll D6. - 1: 3 Damage. - 2: 2 Damage, -1 Skill. - 3: 2 Damage. - 4: 1 Damage. - 5-6: Nothing. o Recommended you use Luck to deal extra damage here. - Take Stone Dust. - Head north-east. - Approach it as it wishes. - Draw out a normal weapon. - Fight Sk 9 St 9 Deathwraith. o Fight ends when enemy’s Stamina is 3 or less. - Threaten him unless he gives you information. - Take 9 Gold Pieces. - Take Chakram (Test Skill when used. Success = 2 Damage to enemy). - Take Yellow Powder. - Moon Serpent. 143-14=129. Turn to Para 129. - Add note: Four guards protect the entrance to Mampang. - You have the means to make fire. - You have a Tinderbox (Book I). - Fight Sk 7 St 6 Moon Serpent. - Take Crystal Orb. - Add note: You have defeated the Moon Serpent. - Head north-westwards. - Hold your hands in the air to show them you mean no harm. - Tell him you are after food and shelter & that you will pay handsomely. - Go to the kitchen tent. - You can afford this & buy it (-6 Gold Pieces). - Roll D6. 6 = Take 1 Gold Piece. - Restore Luck to Initial Level. - Eat here (+2 Stamina). - Try to amuse them by telling them jokes. - Ask to visit their store. - Add note: Items at this store are half price. The first item you select is free. - Select item 153 (free). Turn to Para 153. - Take Chainmail (+1 Skill & Roll D6 when hit. 5 or 6 = 1 Damage). - Select item 17 (-2 Gold Pieces). Turn to Para 17. - Take 4 Food. - Ask him for shelter for the night. - You are prepared to pay the price (-3 Gold Pieces). - You rest (+3 Stamina). 3 Damage if you did not eat yesterday. - Head north-eastwards. - See what, or who, this is. - Treat the little creature as a friend. - Give it a gift. - Give it a Crystal Orb (spell artefact). - Roll D6. o If 1: - Shout after it & offer something else. - Give it Yellow Powder (spell artefact) - +2 for next roll. Roll again. o If 2-4: - Take Small Glass Vial. - Add note: Use it on the Sleepless Ram. The Sham gave it to you. o If 5-6: - Take Small Glass Vial. - Add note: Use it on the Sleepless Ram. The Sham gave it to you. - Take Serpent Staff (+2 Luck). • -2 Skill to any of the Seven Serpents. • Counts as an Oak Sapling (Spell Artefact). - Eat here (-1 Food, +2 Stamina). - Head northwards. - You do not wish to eat provisions. - 1 Damage. - Run to try to avoid the falling rocks. - D6 Damage. - 1 Damage. - Try again to lift yourself out of the pit. - Test Skill. I assume you only Test Luck if you fail this roll, but the section is unclear. - Test Luck. Success = 1 Damage. Fail = 2 Damage. - Get rid of the snake. - Earth Serpent. 263-14=249. Turn to Para 249. - Add note: Offer no gold to Valignya. - Fight with your bare hands. - Test Luck. Success = Test Skill. Fail on either roll = 3 Damage & try again. - Add note: You have defeated the Earth Serpent.
Forest of Snatta
- Stop to eat & rest. - Do not eat here. - You rest (+3 Stamina). 3 Damage if you did not eat yesterday. - Follow the left hand path. - Take 2 Food. - Take Sand. - Leave behind 3 spell artefacts (Galehorn & two others). - Leave the path & follow the snake. - Walk up to the tree ready for danger. - Fire Serpent. 123-14=109. Turn to Para 109. - Add note: Do not eat from the larder of Throg. - Roll D6. 1-4 = 1-4 Damage. 5-6 = 3 Damage & -1 Skill. - You have something else in mind. - Use Sand. - Fight Sk 5 St 6 Snake. - Add note: You have defeated the Fire Serpent. - Take the right fork. - Eat here (-1 Food, +2 Stamina). - Investigate the sound (2 Damage). - Run away from this place. - Follow the path to the left. - Creep up to the door to see what is going on. - Open the door. - Creep along to the end to see what is happening. - Politely disturb the creature to announce yourself. - Ask her how you may best cross Lake Ilkala. o Note: I think it doesn’t make sense for a warrior to follow the ‘trade magic artefacts path’ because the dialogue clearly indicates that she is happy to talk to a fellow wizard, which you are not. It is not possible for you to compare spell notes; you don’t have any! - Take Whistle (give her a spell artefact (Stone Dust)). - Take Lucky Charm (Restore Luck to Initial Level when used). - You also received a whistle. Turn to Para 221. - Add note: Turn to Para 199 when on the shores of Lake Ilklala in the morning (+3 Luck). - Take the central path. - Do not eat here.
Lake Ilklala
- Do not eat here. - You rest. 3 Damage if you did not eat yesterday. - Use whistle. Turn to Para 199. - Try to fight or trick him. - Fight Sk 7 St 8 Ferryman. o Fight ends when enemy’s Stamina is 4 or less. - Do not take orders from him. - Air Serpent. 223-14=209. Turn to Para 209. - Add note: Do not light your way with the blood candle. - Investigate the body of the ferryman. - Rip it apart. - Add note: You have defeated the Air Serpent. - See what the bubbling is. - Test Luck. Fail = Death. - Water Serpent. 303-14=289. Turn to Para 289. - Add note: Pay respect to Naggamanteh the torture master. - Fight it another way. - Look through your backpack for something to use. - Draw your weapon & battle the creature. - Fight Sk 10 St 11 Water Serpent. - Add note: You have defeated the Water Serpent.
Vischlami Swamp
- Test Luck. Fail = You have a Tinderbox. - Eat here (-1 Food, +2 Stamina). - Wait to see what happens. - Draw your weapon. - Fight Sk 7 St 6 Marsh Goblin. - Fight Sk 6 St 5 Marsh Goblin. - Fight Sk 6 St 6 Marsh Goblin. - Fight Sk 5 St 6 Marsh Goblin. - Take 6 Gold Pieces. - Take Strange Parchment. - Take 2 Food. - You are a warrior & have used no spells in this adventure. - Puzzle: LIX are roman numerals. L=50, IX=9. Number is 59. - Add note: Turn to Para 59 when facing Serpent of Time. - Draw your weapon. - Serpent of Time. 103-14=89. Turn to Para 89. - Add note: The Archmage may be disguised in Mampang. - Use chant. Turn to Para 59. - Fight Sk 3 St 14 Serpent of Time. - Add note: You have defeated the Serpent of Time. - You have killed six serpents. - The only remaining serpent is the Sun Serpent. - Add note: Start Book IV at Para 237 instead of 1. - Add 2 to Initial Skill. - Add 1 to Initial Luck. - Restore Skill, Stamina & Luck to Initial Levels. - End of Book III
You finish the book with:
- Broadsword (+1 Attack Strength). - Backpack. - Locket with picture of woman inside. - Ragnar’s Armband of Swordmastery (+2 Attack Strength when using a sword). - Torch. - Tinderbox. - Gauntlet of Weaponry (re-roll one of your attack strength dice if stamina is < 5 in combat). - Golden Locket (worth 8 Gold Pieces). - Lucky Talismans (one or both) (-1 to Test Luck & no Luck loss from being unlucky). - Chakram (Test Skill when used. Success = 2 Damage to enemy). - Lucky Charm (Restore Luck to Initial Level when used). - Small Glass Vial from the Sham. - Chainmail (+1 Skill & Roll D6 when hit. 5 or 6 = 1 Damage). - 14+ Gold Pieces. - 4-5 Food. - +2 Initial Skill. - +1 Initial Luck.
|
|
|
Post by fallingmast on Dec 19, 2014 10:06:27 GMT
SORCERY! SOLUTION - THE SEVEN SERPENTS
THE 'GOLDEN PATH' PART THREE (Wizard)
Stats so far: SK5 (ATST+2), ST1, LK? (8 initial, but subtract 1 from dice roll for luck test), 3PR, 17GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST). Items: blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, woman's locket, torch & tinderbox, unlimited beeswax, bracelet of bone, golden locket* (exchange value of 8GP), sun jewel, green-haired wig, gold-backed mirror, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring.
Obviously, the key objective here is to defeat all seven serpents. Despite what you may think, the real bonus for doing this isn't the bonuses you get to your initial stats; it's the fact that you will be able to sneak into Mampang unnoticed and avoid a plethora of potentially lethal encounters. Remember, the silver serpent ring allows you you start this book at ref 130.
Let's kick some serpent ass! If they have asses, that is.
Day Eight (continued) - Exposition Eagle To The Rescue
(Remember, this is a continuation of day eight, and we have already eaten earlier today in Khare)
- Note the clue to get extra information from the serpents. When these opportunities arise, this will be represented by a '$' in this solution. I won't list the clues you get from the serpents, you probably know them all off by heart. - Before we go any further, use your prayer to Libra to make you 'hulk up' to maximum stats (SK5, ST14, LK8). - Cast LAW (-4ST, 10ST left) to buy you avoid the fight against the nighthawks. Then get the message from the eagle. - Head east as the face advised. Restore 1ST (ST is now 11) from Shadrack's meal. Note the air serpent's weakness. Restore another 3ST for the sleep (ST is now at maximum of 14), and take the galehorn.
Stats so far: SK5 (ATST+2), ST14, LK8 (8 initial, but subtract 1 from dice roll for luck test), 3PR, 17GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST). Items: blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, woman's locket, torch & tinderbox, unlimited beeswax, bracelet of bone, golden locket* (exchange value of 8GP), sun jewel, green-haired wig, gold-backed mirror, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring, galehorn.
Day Nine - Goblin Jokes Are Good For Your Elf
- Set off northwards. We'll pretend we're unlucky here, so we'll lose the gold backed mirror but no LK point (the reason why I didn't mark the mirror as being a redundant item (*) is because we kept hold of it just for it to be broken here, instead of losing something else more valuable). - Cast SUN (-1ST, 13ST left) to avoid fighting the potentially crippling acid from the beetle. Collect some stone dust and head north-east. - Approach the skeletal figure, then cast MAG (-2ST, ST is now 11). The wraith becomes a bald man, and the text gives you the option straight away to spare his life. Strangely, there is no option given in the text of when you can do this (e.g. if you reduce his ST to a certain point). I infer from this that you can spare his life here straight away without rolling a die (which we do). - He gives you 9GP (26GP left), a chakram, and a vial of yellow powder. To use the chakram before any fight, roll two dice: if this is less than your SK, you will hit your enemy for 2ST of damage. It's probably not much use at the moment as we only have 5SK (for now), but it still gives you the chance of a 'free hit'. - The Moon $erpent appears! Slam it with a HOT spell (-4ST, 7ST left) to instakill it, and take the crystal orb. - Head north-westwards, then hold your hands in the air. Tell the elves you will pay handsomely for their hospitality. - Enter the kitchen tent, and as we have plenty of gold, pay 6GP for some food (20GP left). Don't worry if you roll a six, all that will happen is they will refund 1GP. Add 2ST for your first meal of the day (9ST left), ignore the LK bonus (we're already at maximum LK). - Tell some jokes, then ask to visit the store; whatever you buy now will cost half price, and they'll even give you one item free! - We only want the following items: vittles (2GP), chainmail (3GP), crystal orb 'missile' (4GP), baklands parchment (1GP). Bearing in mind you get one of these items for free, we'll pick the orb missile ring as our 'freebie', meaning we've spent a total of 6GP here (14GP left). You must have 6GP remaining in reserve to safely complete the rest of this book.
(The vittles will count as 4PR (7PR left), more than enough for the rest of our journey. As mentioned before, we've decided to ignore the +1SK bonus from the chainmail, but it still reduces our chances of taking damage. This particular crystal orb can, for some reason, be used as a missile before a fight; it's exactly like the chakram, but it has a 50% chance of shattering if we use it: therefore don't even consider using it until you face the netherworld demon in book 4. The parchment is only useful as it gives a hint on what to do if you encounter the Sham, and can then be used as an expendable or tradable item.)
- Ask for shelter for the night, pay 3GP (11GP left) and restore 3ST (ST is now 12).
Stats so far: SK5 (ATST+2), ST12, LK8 (8 initial, but subtract 1 from dice roll for luck test), 7PR, 11GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST), chakram (before battle, roll less than your skill to inflict 2ST damage), crystal orb 'missile' (same as chakram, but roll a dice to see if it shatters (odd) or not (even)), chainmail (if you are hit, roll a dice; 5 or 6 = only 1ST damage). Items: blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, woman's locket, torch & tinderbox, unlimited beeswax, bracelet of bone, golden locket* (exchange value of 8GP), sun jewel*, green-haired wig, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring, galehorn, stone dust*, yellow powder, an 'ordinary' crystal orb*, baklands parchment*.
SERPENTS DEFEATED: 1 (Moon)
Day Ten - Snakes On A Plain (Sorry, Couldn't Resist It)
- Yes, we ate yesterday. head north-eastwards. See what the fast creature is. - Treat him as a friend, and offer a spell item as a gift. The worst that can happen here is we lose two spell items, so we'll get rid of the sun jewel and the 'ordinary' crystal orb. And no, don't even think of considering a gold peice or a single tooth as a single spell item, you big cheat, you! Don't worry if you don't get the serpent staff, we'll avoid any dangerous serpent fights. - He turns into a she, and gives you a glass vial to use against the ram in book 4. Remember the vial has been given to you by a woman. Also, note the Earth Serpent's weakness. - Eat a PR here to get 2ST (6PR left, ST is now 14) and head north. - Don't eat here; then bump your ankle (-1ST, 13ST left) and cast WOK (-1ST, 12ST left; -1GP, 10GP left) to avoid any ST loss at the next reference. - Something bites you for 1ST damage (11ST left); try to lift yourself out of the pit.
(Note: I'm sorry, but reference 211 doesn't make any sense to me at all. What happens if you fail the skill test? I don't know. For arguments sake, let's say you have to keep testing your skill to escape, but each attempt you must also test your luck to see if you lose 1 or 2 ST. Let's say we're really unlucky here and escape the pit with only 6ST and 5LK; it sounds like a lot, but we shouldn't be in too much danger.)
- Get rid of the snake. Uh-oh, it's the Earth $erpent! Cast HUF (-1ST, 5ST left) to instakill it. - Eat when you reach the forest (5PR left, ST is now 7), then restore 3ST for the sleep (ST is now 10).
Stats so far: SK5 (ATST+2), ST10, LK5 (8 initial, but subtract 1 from dice roll for luck test), 5PR, 10GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST), chakram (before battle, roll less than your skill to inflict 2ST damage), crystal orb 'missile' (same as chakram, but roll a dice to see if it shatters (odd) or not (even)), chainmail (if you are hit, roll a dice; 5 or 6 = only 1ST damage). Items: blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, woman's locket, torch & tinderbox, unlimited beeswax, bracelet of bone, golden locket* (exchange value of 8GP), green-haired wig, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring, galehorn*, stone dust*, yellow powder, baklands parchment*, glass vial from the (female) Sham.
SERPENTS DEFEATED: 2 (Moon & Earth)
Day Eleven - Never Mind The Whistle, Fenestra, Have You Got Some Bandages?
- Take the left-hand path. Lose the baklands parchment and the golden locket for the sand and pebbles; the sand is vital against the Fire Serpent - Follow the snake, then walk up to the tree. Lose either 1-4ST or 3ST and 1SK from the Fire $erpent. Let's say we take the latter, taking us down to 4SK and 7ST. Don't worry about the SK hit, we should still be ok; there are only two more fights in this book before we get the skill bonus at the end, and they are SK7 and SK3 respectively. - Try 'something else in mind'; chuck your sand at it and fight:
Snake (SK5 ST6); min 1ST, use all LK
(Remember to use the chakram, then use the bonuses from the chainmail and gauntlets. We only just have an attack advantage from the armband, but with the sharp sword we only need to hit it twice.)
- Take the right fork; eat here (4PR left, ST is now 3), then investigate the sound. Lose 2ST from the bite (1ST left!!!), then run awaaaay!. - Follow the left path, creep up to the door, open it, creep along the passageway, and announce yourself. - Ask Fenestra about any magic she has. Trade your bag of teeth, galehorn, stone dust and pebbles for two medicinal potions. - Learn of the Water Serpent's weakness and take the flask of oil. Speak to the captured Sun $erpent. - Ask about the other serpents for a clue about how to defeat the Time Serpent, then ask for advice about crossing the lake. Pay 2GP (8GP left) for the ferry whistle. - She now offers one item as a gift: take the lucky charm (restores LK to initial when worn, one use only). The whistle wasn't a gift - we bought it! This way, we get two of the three items instead of one. Note the clue for the whistle and restore 3LK. - Take the centre path; you get 2 subsequent chances to eat, but just once will do for now; then go to sleep (3PR left, but only regain a single ST point; our ST is now 2). We MUST have at least 2ST to cast the DOC spell in a moment, and unfortunately there is no ST regained for sleeping here.
Stats so far: SK4 (ATST+2), ST2, LK8 (8 initial, but subtract 1 from dice roll for luck test), 3PR, 8GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST), chakram (before battle, roll less than your skill to inflict 2ST damage), crystal orb 'missile' (same as chakram, but roll a dice to see if it shatters (odd) or not (even)), chainmail (if you are hit, roll a dice; 5 or 6 = only 1ST damage). Items: blimberry juice (can be used at any time except battle to restore 3ST), woman's locket, torch & tinderbox, unlimited beeswax, bracelet of bone, green-haired wig, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring, yellow powder, glass vial from the (female) Sham, two medicinal potions, flask of oil, ferry whistle.
SERPENTS DEFEATED: 4 (Moon, Earth, Fire & Sun - hey, didn't they do Boogie Wonderland?)
Day Twelve - Hey, Mr Ferryman, Would You Like A Bomba
- Wait to see if help will arrive, then wait a little longer. Use the ferry whistle (ref 199) to summon the ferryman. - Try to trick him, as this will give us an opportunity to cast a much needed DOC spell (this briefly puts us down to a single ST point before using one medicinal potion to restore ST to our maximum of 14) and fight:
Ferryman (SK7 ST8): min 4ST, use all LK
(I know we could just pay him, but our ST might get dangerously low later on without that DOC spell. Ok, so we'll still be effectively fighting with 6SK, but we've got a maximum ST of 14 now, and he will submit if he goes down to 4ST or lower. Use the chakram, armour bonuses and LK to reduce any damage you get; we'll presume we get whittled down to 4ST left, we should be ok for the rest of this book. Once you have won, it is ESSENTIAL to use Fenestra's lucky charm straight away to boost your LK to maximum of 8 (we're gonna need that luck!). The charm then essentially becomes a gold piece, giving us 9GP total.)
- Don't take his orders - oops, it's the Air $erpent! - Remembering its weakness, search the ferryman's body, then rip the snakeskin to kill it. - See what's bubbling: now it's time for the infamous life-or-death luck test. This is the most cut-throat part of the entire series: if we're unlucky, we drown. Our LK is effectively 9 thanks to the luck talisman, so we've still got about 83% chance of success here. Obviously, we'll presume we're lucky (LK is now 7). - Fight the Water $erpent another way; remembering its weakness, use the flask of oil from your backpack to instakill it. - The LK test here for the giant leeches is irrelevant: the tinderbox prevents us from losing any ST, and there are no more chances of losing LK before we get those lovely bonuses at the end of this book. - Eat here (2PR left) to restore 2ST (ST is now 6). Then wait and see what happens. - RAP with the goblins (-1ST, ST is now 5) to get Fenestra's spell (you remember your roman numerals, right?). - When the serpent appears, cast a spell. Use Fenestra's spell against the Time $erpent and fight it:
Time Serpent (SK3 ST14); min 1ST, use all LK - nothing fancy about this fight, just kill him quick; we can take 3 ordinary hits before we die so we should be ok.
- Woo hoo! That's it, you've done it! All 7 serpents are defeated. Remember to Start book four on ref 237. And now its bonus time!
1. Increase your SK to 2 points above its initial score; this becomes your new initial SK (so regardless of what our skill was, it now becomes 7) 2. ST is restored to its initial value (14) 3. Increase initial LK by 1, and restore it to this new value (so our LK is now 9).
Stats so far: SK7 (ATST+2), ST14, LK9 (9 initial, but subtract 1 from dice roll for luck test), 2PR, 9GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST), chakram (before battle, roll less than your skill to inflict 2ST damage), crystal orb 'missile' (same as chakram, but roll a dice to see if it shatters (odd) or not (even)), chainmail (if you are hit, roll a dice; 5 or 6 = only 1ST damage). Items: blimberry juice (can be used at any time except battle to restore 3ST), woman's locket, torch & tinderbox, unlimited beeswax, bracelet of bone, green-haired wig*, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring*, yellow powder, glass vial from the (female) Sham, one medicinal potion, ferry whistle*.
Total fights:3
Spells cast:8
Onwards to Mampang! And remember - Hiz Fiz, Danno Do, Agga Bagga Mogol!
|
|
|
Post by Hanky on Nov 1, 2020 0:00:58 GMT
Now I imagine the seven sperents flying together with Earth letting its tail down. Water: Errr ... Earth, if it could make you more confortable, you don't have to fly with us, you can crawl. Earth: No, no. You fly, I fly too. I have no problem with that. Time: Yeah, but ... Let's face it, your flying position isn't ... very efficient ... You will be way more faster if you just ... well ... Sun: Come on, Earth. You are not really flying, you're ... you are just slithering while standing upward and moving your wing ... This is ridiculous. Earth: Shut up, Sun! Who crawled inside rocks to rescue our sorry ass? ME! So let's me fly the way I want! Air (whispering to Moon): Are you calling that 'flying' ? Moon (whispering back): No, I call that 'being ridiculous'. Earth: I CAN HEAR YOU! Fire: Hmmm, looks like there is a small river to cross ... Good thing none of us turn into a small harmless snake whle flying above water, right Earth? Earth: I. Hate. You. Is the Analander still watching us ? Time: No, he started crying after seeing his Hability and Luck loss. Earth: *sigh* Fine, I'll travel underground, but no more mockery, right? Water: Oki Doki (a few minutes later, while Earth is moving underground) Moon: You know, even at the time we were that Hydra, I always found its head to be the dumbest of us.
|
|