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Author Topic: Let's Play Fire Emblem 4: Genealogy of the Holy War! [COMPLETED!]  (Read 69159 times)

Zai

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #75 on: August 05, 2010, 02:05:28 pm »

Levin!Fury won't be my choice. In fact, I'm contemplating even pairing him with anybody...

Spoiler (click to show/hide)
GASP. HERESY. Not passing down Levin's Holy Blood?

Spoiler (click to show/hide)
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JoshuaFH

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #76 on: August 05, 2010, 03:03:14 pm »

Levin!Fury won't be my choice. In fact, I'm contemplating even pairing him with anybody...

Spoiler (click to show/hide)
GASP. HERESY. Not passing down Levin's Holy Blood?

Spoiler (click to show/hide)

Spoiler (click to show/hide)
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Spartan 117

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #77 on: August 06, 2010, 12:52:46 am »

And is it just me, or is there some...subtext between Fin and Cuan?
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JoshuaFH

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #78 on: August 06, 2010, 06:32:19 pm »

Pshaw, just because Fin is effeminate, unquestionably obeys his master Cuan, and mimics his job class doesn't mean that there's any unrequited homosexual feelings being deeply repressed within his mind. Even if there were such feelings, hidden deep in his mind, slowly grinding at his psyche every time he sees Cuan all hot and sweaty from a busy days of killing his enemies, it's not like he's also harboring deep seated resentment of Ethlin, having snatched him up before he could even dream of approaching him. And even if such resentment existed, it's not like he busies his mind by stabbing his foe until exhaustion, passive-aggressively avoiding her healing staff as he trains his body to one day sneak up from behind and deal a lethal stab straight to that power-leveling whore's heart, so that Cuan could he his forever and ever.

No, of course not, that'd be silly.

Now, I'm gonna finish this chapter or so help me god...

Here's what we're facing:


We have a variety of new enemies:


We got swordfighters! We got firemages! We got bowfighters! We got Armours! We got LongArches! and Finally we have the bastard himself, Clement! Now, I've referred to this as Castle Annoying for a reason, and that's because it's very easy to lose some of your weaker character should you decide to rush in with everybody. This is due to two factors: One, the longarches have incredible range...



And they will shameless focus their fire on the weakest person in your group. While, individually they aren't that strong, that's often enough to kill a weaker character. The second annoying thing being Clement's sleep staff, which also has a large range:

(Something BIZARRE is happening where my post just seems to recognize a certain picture as not existing, even though it does. How strange.)

Not too hard, just annoying. Afterwards, we get another cutscene, like always:


Basically, Manfloy is manipulating things behind the scenes again! Apparently, it was Manfloy that instructed King Shagaal to assassinate his father, usurp the throne, and then attack Grandbell in order to become the ruler of the continent. Also, he seems to have Lord Alvis under his thumb as well, since he appears to also be descended from the Dark Lord Loptousou! Shagaal has his finest horseman, Zyne, sent out to kill Sigurd in a last ditch effort to escape certain doom, and then goes down to apologize to Eltshan, hoping he might help.


Zyne isn't too spectacular, but he DOES have the "Slayer" spear, which is very much like the iron cutter. Basically, when used on any mounted unit, it will always critical. However, it's very heavy, and very weak against everything else, limiting it's usefulness.


They aren't too tough, just be sure to follow standard mounted unit killing procedure, and then have all your RANGED units dogpile on Zyne when he comes into range so that he never gets a chance to use his Slayer spear on any of your units and insta-kill them in the process. Zyne is nice enough to drop the Slayer spear though, but it's so heavy that it'll only see limited use. How unfortunate.

Then all you have to do is kill the few wimpy armours that are guarding the path to Agustria castle, and kill Shagaal.


There's no strategy necessary, as Shagaal is amazingly weak for an end of chapter boss. For god's sake, he doesn't even have a long range weapon, so feel free to kill him with your ranged units with impunity! He then drops the libro staff, a vastly improved healing staff. Make sure it falls into the hands of someone appropriate (Aideen, noone else) as soon as possible.


This is because the Libro staff has all the properties of your ordinary lovable healing staff, but it has a range of TEN tiles! That's ASTOUNDING! This means that you healing units don't even need to be NEAR the battlefield in order to deliver life-saving HP from on high. It's so good, it should be criminal.


So yeah, just seize the castle, and we're DONE with the chapter, finally!


OH! And for keeping all of Lechesis' bodyguards alive, we get the Knight Brooch, which allows a on-foot unit to move, perform an action, and then move again, just as though they were a mounted unit!


We then get a small scene where Eltshan jumps in at the last second to save Shagaal's life, because even though he's an evil bastard, he's Eltshan's King and he can't turn his back on him. It turns out that Eltshan is PISSED at Sigurd for invading Agustria. That people have been dispatched to all of our captured castles, making it seem like we're trying to forcefully annex Agustria. Sigurd reassures him though that the Agustrian nobility were the aggressors and that he was just trying to end the situation that Shagaal started. He promises Eltshan that peace will be restored in Agustria and then they'll leave back for Grandbell in ONE year, which then Eltshan agrees and he promises he won't attack if he keeps his end of the bargain, and then he and Shagaal leave for North Agustria.


Oh, but then, six months later, we have a DOUBLE problem on our hands. Shagaal, completely unable to restrain his evil tendencies, is mounting an attack to take back Agustria Castle. Not only that, but Orgahil pirates up north are deciding to take advantage of the situation and invade the outlying small villages of Agustria, safe in knowing that Shagaal doesn't give a fuck.

What will Sigurd do about this new problem? Murder even more? Most likely. What will Eltshan do? Break a promise he made to his friend, or obey his lord and attack Sigurd? Find out next time in Fire Emblem 4: genealogy of the Holy War!
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Creamcorn

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #79 on: August 06, 2010, 08:04:24 pm »

Pirates!? Do we get any piratey friends?
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JoshuaFH

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #80 on: August 06, 2010, 08:09:37 pm »

Pirates!? Do we get any piratey friends?

Yes, very soon as a matter of fact.
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Spartan 117

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #81 on: August 07, 2010, 12:57:32 am »

Well now I feel sorry for Fin.
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Zai

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #82 on: August 07, 2010, 03:36:09 pm »

Pirates!? Do we get any piratey friends?

Yes, very soon as a matter of fact.
I'd disagree, depending on what Creamcorn meant by "piratey." You don't get any swashbuckling sword or boisterous axe using pirates.
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JoshuaFH

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #83 on: August 08, 2010, 09:46:45 pm »

Pirates!? Do we get any piratey friends?

Yes, very soon as a matter of fact.
I'd disagree, depending on what Creamcorn meant by "piratey." You don't get any swashbuckling sword or boisterous axe using pirates.

Pshaw, she's ATLEAST 40% pirate, 10% total hotty, and 60% badass archer. She's also not good at math!


Chapter 3 starts us off with Shagaal talking to his swordsman dude, Jacoban, just before assaulting Agusty. Eltshan worrying what the hell Shagaal's problem is and whether or not he should break the promise he made to Sigurd. Brigid (the pirate queen) yelling at her subordinates that stealing from the poor is wrong and they shouldn't totally steal from all those helpless villages, while all her subordinates plot her demise behind her back; rationalizing it by saying that she wasn't the old boss's real daughter, but an adopted one he found in the wreckage of a ship. And then finally Sigurd and Deirdre talking about how Deirdre can't be a part of today's battle because apparently (gasp) she had a baby boy in the months between chapter's 2 and 3! Sigurd's a dad now, and Deirdre has to stay in the castle and watch out for the little tyke.

Oh, and spoiler alert, Deirdre won't be a part of ANY more chapters, and so you should've sold all her sellables before the end of the last chapter, and had her give her money to Sigurd, if she had any.

Now, we hit the arena again, and try to get as far as we can. If the money permits, maybe you can even pass around the Elite ring so that people can make the most of the arena before venturing out.

With all the new level-ups from the arena matches, we even got a new upgrade! Noish is now a Paladin!


Sorry, but I forgot to get a picture of the animation. He's better now, with a B in spear and generally improved stats overall.

Anyway, let's take a counter-clockwise look at the map, starting at the bottom where our home castle is.


This is our home castle, Agustria, on the bottom-center of the map.


Here is a force of armours, led by a generic general, planted directly to the east of Agustria.


Here is just northward of the Armours, we have a bowknight squad ready to rain down arrow terror on us. Also, one of the pirates that plans to ransack the nearby village. Pirates are special because they can literally walk on water. Very slowly, but still. Not much tougher than the barbarians we fought earlier.


Here we have Madino Castle, directly north of Agustria, and is our current goal to apprehend. It's fairly well protected, but we WANT to get at it as quickly as possible, as the villages north of it have some goodies.


Even further north is Orgahil Castle. Or big encampment or whatever the hell pirates have. We simply cannot get to it at the moment due to the entire peninsula it's on being surrounded by water and then unreachable by everyone that isn't Fury.


west of Madino, northwest of Agustria we have a squadron of mages that have inconveniently spawned in the middle of a forest, and now need to slowly make their way to me. I can pretty much guarantee you that they'll hit us long after the party's over.


Even FURTHER northwest, we have a big tower. It's on it's own peninsula that's connected to the Orgahil peninsula. Important later.


Directly South of the tower, west of Agustria, we have Fort Sil, which is short for something I've completely forgotten.


West of Agustria, but not as westward as Fort Sil, we have a cadre of lanceknights that want to attack us something fierce.

Alright, so now, we are COMPLETELY surrounded, by all manner of units that are all descending on us all at once. There are villages that need to be saved, and some of those villages have valuable goodies that we want, and we only have so much time to get them before the pirates burn them to the ground. Will our sheer awesomeness be able to overcome these overwhelming odds? Let's find out, next time!
« Last Edit: August 08, 2010, 09:49:28 pm by JoshuaFH »
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Creamcorn

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #84 on: August 09, 2010, 11:11:24 am »

That third picture... it looks like they recycled the same background for all of the conversations!
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Mephansteras

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #85 on: August 09, 2010, 11:11:56 am »

And they probably did.
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JoshuaFH

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #86 on: August 09, 2010, 10:28:34 pm »

It may not seem it the way I'm posting these pictures, but the amount of time spent in conversations is miserably small compared to the bulk of the game, which is strategizing the most efficient mode of kicking my opponent's ass. That being said, the redundant backgrounds for the conversations aren't really a big deal.

LET US WAIL ON A GAME THAT I REMEMBER BEING CONSIDERABLY MORE DIFFICULT!

BEFORE THAT THOUGH, PIVOTAL CONVERSATION! HAVE LEX OR HOLYN TALK TO AIRA!


This will have Aira be given a hero sword as a gift! YES! That, and a mess load of love points, which isn't a big deal since I plan on having Lex and Holyn do the horizontal mambo anyway. Good thing for me, this catapults them over the edge into full-on relationship. Once two people are in a relationship, they are permanently in it. This means that I don't need to bother with having Lex and Aira stand next to eachother anymore.

Anyway, the hero sword is one of the best swords in the game, because like the hero axe and hero spear before it, it has the auto-continue skill attached to it. This attribute, combined with Aira's already absurd speed and abilities, means that she's going to be hitting people until they die, almost guaranteed.

This chapter will be a true test of your mettle. Feel free to have dispatch any combination of units to the west to handle the armours there. I had Azel, Fin, Lechesis, and Ardan take care of them.


These units are so slow and weak that you can pick at them until they die if you wish.

Anyway, then have everyone else except Lex and Fury move north to intercept the Bowknights and second armour platoon. This is very difficult if you fight on their terms, i.e. wait until they rush you. Instead, send a strong unit up their, like Sigurd, to antagonize an initial attack while everyone else sits patients some tiles behind him. They'll fall for the bait and rush forward stupidly (and in this instance, the armours reacted before the bowknights, so I only had half a force to deal with), and then you can have your units hit and run their asses into the ground. Rinse and repeat with the bowknights, who, in my case, only managed to get one attack in before I drove them to extinction.


Now, if you're a an observant and careful individual with a good memory, as I'm sure you are, you'll probably remember that there's a small group of lanceknights to the west. This is where Lex comes in and murders them all singlehandedly.


If there was ever a situation where anyone should go in alone with no support whatsoever, this is it. Lex is a tailor-made Lanceknight killer. You see, his axe already gives him accuracy and evasion bonuses against spears, but he has substantially higher attack and defense than the other units under your command due to his holy blood and job class, so even if he DOES get hit by those puny spears, he's only taking 3-4 damage a shot, a pittance.

Don't even worry about the mages in the forest, they're a non-issue. Attempting to attack them is a tricky proposition at best, because the tried and true tactic of "Rush them and kill them all in one turn" doesn't work that well due to everyone's movement being slogged down by the forest they're in. Fortunately, they're in the forest too, which means their advance towards you is slllloooooowww, making them relatively harmless.

Anyway, about Fury:


Have her take her own path, using her superior mobility to quickly zoom to the northwest, and apprehend the pirates attacking the nearby villages before they get burned to the ground. Be sure to have her equipped with a sword first though. I personally had Sylvia's starting sword, a slim sword, transferred over to her.

Alrighty:


Get crackin' by having whoever you sent to kill the eastern armours move directly north to apprehend the pirates that are pillaging the villages, and then meet back up with the main battalion. Then have your main battalion move northward to get right on antagonizing the armours that are defending Madino Castle.


This is a visual aid of what I mean by "antagonizing". See how that single unit of mine has moved JUST close enough to be in the attack radius of that one armour on the tip of the formation? Next turn, not only will that single armour move in to attack, but all his friends will follow him, but since they can't move far enough to attack themselves, they just sit around and do nothing. This gives you ample opportunity to kill them where they stand.

Also, you want to make sure you kill them quickly, due to the presence of a new unit:


This guy has a special "reserve" staff that will heal EVERY SINGLE unit within a 10 SQUARE radius. It's ridiculous, especially given that AI controlled units never have to worry about the number of 'charges' they have on their weapon, allowing them to use it forever without repair if need be.


Alright, now that the guards are mostly disposed of, now you must turn your focus onto Jacoban. He has a thunder sword that you can obtain, but first you have to kill him for it. This is complicated by the fact that he's a tad stronger than the units you've faced thus far, especially since he has high speed and pursuit, but he can be easily triumphed over if you don't foolishly have weak units attack him, and if you pick at his health with mounted units utilizing a hit-and-run style of attack. Also, be sure to kill the Longarches behind the castle, since there's an upgraded version called an Ironarch that's firing as well, which is a whole whopping 10 points stronger than the longarches before them.


I had Holyn snatch the sword, since it'll be fairly useful in his hand. BEFORE you seize the castle though, let us take a moment to grab some of the goodies that you can get from the villages we've saved.


In one just south of Madino, an old woman will give you a strength stat increase of a whole 3 points! I had Fury collect this one, because her strength is always a little lacking.


This village is just to the northeast of Madino, right above it. This old geezer gives the Wing Clipper, a special sword that always criticals flying units. I personally consider this the least useful of all the specialized anti-whatever weapons, which are already only tentatively useful to begin with. Feel free to carry it around as a souvenir, like I'm wanton to do, but don't hesitate to sell it for extra cash.


Lastly, in a village I forgot to take a picture of, which is the most eastern village on the entire map, just south-east of Madino, you can get the Restore Staff. It has the simple function of restoring any character that's asleep or berserked to normal status. It's the esuna of Fire Emblem 4, to simplify it's function.


Anywho, let's just seize this damn castle already. Brace yourself though, we're about to get hit with a tidal wave of conversations.


In this scene, we're introduced to visiting man-priest and mage, Claude and Tiltyu. They bring news that Prince Kurth of Isaac (basically, Shanan's older brother) was assassinated and now rumors are being spread all around that Lord Byron (Sigurd's Dad) and Sigurd himself are conspiring against the Kingdom of Isaac for some vague reason. Supposedly, it's Duke Reptor's and Duke Langobolt's evil doing.

Don't worry if you don't recognize or remember these names, they're not important yet. Heck, there's probably 10 or so characters that are mentioned off-handedly that never make an appearance in the game, yet are actually important to the story in some way.

Anyway, Claude then informs Sigurd that he's gonna head up north to Blagi Tower (remember that tower I showed you earlier? That one), and ask his god for guidance. He and Tiltyu then make like the million dollar man and leap straight over the body of water that's separating them from the tower.

Meanwhlie, back at Agustria Castle:


Here, Deirdre gets worried about her man-muffin and asks Shanan to look after her son Celice for her.

She officially makes it about five steps out of the castle before being tackled by Manfloy, who reveals that Deirdre is the lost daughter of Sigyn, and thus is of Loptousou descent. He then quickly puts the mind meld on her and they teleport away to an unknown location.

Oh no! Deirdre's been kidnapped! What happens next? Find out next time!
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Creamcorn

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #87 on: August 10, 2010, 07:23:16 am »

Hm, the thought "The princess is in another castle" suddenly came to mind.
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JoshuaFH

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #88 on: August 10, 2010, 08:15:31 pm »

Let us continue where we left off prior!


Next turn, after we seize Madino, we're greeted to this conversation where Shagaal browbeats the hell out of Eltshan, and convinces him to attack us. The dastardly bastard!


And he's all talking smack behind his back too after he leaves!


Ok, we have a big problem now.


Eltshan is extremely formidable. He has the Mistoltn, one the the twelve holy weapons, which has 30 attack power and the critical skill tied to it! What this means is that an ordinary attack by Eltshan has a power of 52, and if he criticals, that power DOUBLES to 104! That is a one-hit kill to anyone on our party, so do not let him get one attack on ANYONE. It is vital that this be done. Don't worry though, if you do as I do, then it's possible to remove him from the fight without even exchanging blows with him.

However, even if you do that, you have the very problematic problem of his crossknights:


These crossknights are significantly more dangerous than the enemies we've faced thus far. This is because they have slightly better stats than your normal generic units, have two weapons, are mounted, and they're awfully good with ganging up on your units with those javelins. Like, while normal units exhibit this same group gang-rape syndrome, it's especially pronounced with these guys.

I have a plan though.


The plan: lure the bastards into the forest, where their mobility is limited. Here is an especially good spot due to the presence of a churches, and a small wall of heavy woods that further limits their mobility.


Oh yeah, and once Eltshan gets within a certain radius of Sigurd, they shout a conversation at eachother where Sigurd's all like "DUDE! Not cool! I was gonna leave in a little bit but you guys are being total assholes! Like, stop it!", but then Eltshan's all like "Shut up bitch, eat Mistoltn!".

Basically.

So anyway, have the units attack you, and then as Eltshan gets close, have all your units backpedal to exit his range, and further drag all his units into the forest. Feel free to kill some of his crossknights too if you can afford it. The Libro staff is like, SUPER important in this battle, as Aideen doesn't need to get caught up in the mass of units, and can safely sit in the back while she heals people.


Don't kill too many of the crossknights though, due to they way they behave, they often get in Eltshan's way, and will obstruct his path. However, CAREFULLY have Lechesis position herself so that she can run straight to Eltshan. Feel free to use Sylvia to accomplish this task, so long as Lechesis can run straight up to him.

Accomplish this, and you have can Lechesis talk with Eltshan.


This causes two very good things to happen, Eltshan bails on the battle, running straight back to Fort Silvail, and he gives her the Earth Sword as a present!


A VERY useful weapon that absorbs life from the enemy, and when used at range casts a life-stealing spell. Only has 10 uses though, kind've a bummer, but still pretty awesome.


Shagaal is pissed at Eltshan running from the battle though, and has him executed on the spot. Daaawww!

I still wonder to this day though, why the hell Eltshan doesn't just shove his Mistoltn straight up his ass, since it's WELL within his ability.

Anyway, with no more Eltshan to scare the living shit out of me, dealing with the rest of his crossknights is a trivial task.

However...


It would seem we have a new and improved problem...

To elaborate, those are Dragon Knights. If the name isn't self-explanatory, they ride frickin' DRAGONS. They fly, and they can't be slogged down like other units can, and they're quite a bit stronger than ordinary units.

However, they're ALL the way on the top of the map! They have to spend a couple turns just to fly over the body of water separating themselves from me. Meaning I have some time to burn.

One important thing to consider is that Ardan has finally hit level 20! I immediately have him teleported to Agusty for the upgrade ceremony.


Ba-dadada! Ardan upgrades from armour to a General! The stat upgrades he receives aren't as significant as those of other units, in fact they're quite miserable, but look at this absurdity.


Prior to upgrade, he could only use B-rank swords. Now, however, he can use A-rank Swords and Spears, and B-rank axes and bows! That is without a doubt the single greatest leap in weapon aptitude in the entire game. Also, he can use the Greatshield technique, which allows him to randomly negate enemy attacks, just like they've been doing to us for awhile now!

Anyway, I had Ardan sell off the Elite Ring I gave him to help him level up, and bought a iron bow, steel axe, and silver spear. That spear is going to come in awful handy.

Our current position:


It's time to head west and kick some Shagaal ass. While I'm doing that though, I might have Dew give all his cash over to Lechesis so she can quickly buy the Elite Ring and start gaining some levels so she doesn't remain pathetic forever.
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Creamcorn

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Re: Let's Play Fire Emblem 4: Genealogy of the Holy War!
« Reply #89 on: August 10, 2010, 08:24:26 pm »

Wait, Eltshan is dead? Just like that? Buuuuulllll.
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