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The Vile Maw

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The Vile Maw

Postaj by Berta on uto tra 14, 2009 10:55 am

Preparations



So you're
ready to kill The Watcher? Before we go any further, make you have
obtained the 6 pieces of gear from the following instance: Grand
Stairs, Fil Gashan, The Forges, Skumfil, Dark Delvings, and The
Sixteenth Hall. This gear is mandatory, and you cannot run the raid
with out it. Assuming you’ve done all that, please feel free to read
on! This guide will not go through the strategies on how to run these
instances, as such guides exist elsewhere!
Before you start
there are a few preparations that need to be done, and the first and
perhaps most important is your voice interface. Personally we recommend
using Ventrilo, but in-game voice chat does work. Make sure that
everyone can listen in, even if they don’t talk (better actually if
only a few selected people are talking during a raid), and that the
people who will be communicating instructions can be easily heard. If
necessary, turn down or turn off the in-game sounds so you can clearly
hear the raid instructions, and make sure you set your microphone on
"push to talk" so you don't spam the voice channel when your
wife/husband/whatever decides to yell at you for playing that dumb game
again!

Phase One


As soon as you
have all stepped into The Watcher’s Lair, you can begin the fight at
any time by simply sending one person forward to activate him.


Step 1 – The Vile ScreamAs
soon as you activate the script you will be faced with the Watcher's
first attack, called Vile Scream. Vile Screams are absolutely deadly
(one-shot kill), and must be avoided. Dying to these screams is not an
option, so don’t die to them! There is a script that cues the scream;
"The Watcher Shakes with Anger" will appear in bold white text on your
screen. At this point, The Watcher will face a member of the raid at
random, and you have 3 seconds or so to get out of the way of where he
will scream. Failure to do so will end up with you being one-shotted.
The easiest method to control these screams is to “snuggle up”,
basically make sure your raid members are grouped together tightly, so
that you can guarantee the direction of each scream. The screams come
in 40 second intervals, so having someone with a timer or stopwatch can
be a slight help during your first runs.
Step 2 - Wriggling TentaclesTo
start the fight, have the entire raid all run up at the same time to
kick off the encounter. As soon as you reach the edge of the deep
water, you will get the first Vile Scream script. At this time, 11 of
the raid members need to run to the left, while your guardian/champion
“tank” runs to the right. Once the first Vile Scream has finished, you
will see two Wriggling Tentacles spawn. You’re going to want to run up
to the left one with your raid and quickly begin to burn it down. You
should be able to kill it in roughly 30 seconds without a problem. At
this time, if you feel that another Vile Scream is about to occur, it's
best to have the raid wait at that exact spot (where you just killed
the first Wriggling Tentacle) and then run left (raid) and right (tank)
to avoid the second Vile Scream before proceeding to kill the second
Wriggling Tentacle. If there is ANY doubt, remember that it's always
best to wait. Nobody should ever die to Vile Scream. Period. With some
practice, your raid should be able to kill the left Wriggling Tentacle
and move on to the right Wriggling Tentacle before the second Vile
Scream. To avoid the Vile Screams when you're grouped up at the right
tentacle, simply have everyone run to the right. So, assuming you’ve
avoided the second Vile Scream, return to the right wriggling tentacle
and kill it as quickly as possible. Once it’s dead, you won’t have to
deal with another Vile Scream for the remainder of the raid.

Crushing and Squeezing TentaclesThroughout the entire fight the watcher will spawn various
different smaller tentacles. These tentacles come in three different
forms, two of which only spawn in the “shallow water”, and one that
only spawns in the “deep water”. The two that spawn in shallow water
are called Crushing Tentacles and Squeezing Tentacles. Squeezing
Tentacles root you in place until they are killed, while Crushing
tentacles have a melee AoE which does a fair amount of damage as well
as a ranged attack. It’s best to try to take care of these as quickly
as possible. These tentacles spawn once a minute, if and only if you
are in shallow water. They will not spawn in deep water.


Zadnja promjena: Berta; uto kol 31, 2010 3:15 pm; ukupno mijenjano 1 put.
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Re: The Vile Maw

Postaj by Berta on uto tra 14, 2009 10:55 am

Phase Two

So you have successfully defeated the
first two Wriggling Tentacles, and are ready to begin Phase Two. It
will begin with a bit of a splash, quite literally. The Watcher is
going to reach up, and pull down the bridge that is above you, hitting
everyone in the raid for ~1,000 points of damage. So make sure that you
have everyone healed up!

Step 1 – Moving Out Into Deep Water
Once you have everyone healed up, you should notice two massive
tentacles that have spawned out in deep water. You’re going to want to
swim out to them, and take them down. I would suggest the same basic
strategy from Stage one, where you send your raid to the left one, and
have your tank grab the right one.

Step 2 - Avoid The Sharks
As you're moving out to the deep water, you'll notice that a tentacle
will spawn in the deep water, about mid-way between the edge of the
shallow water and the fallen bridge. We refer to this type of tentacle
as a "shark". Sharks follow a circular path in the deep water, and are
perfectly harmless, provided you avoid running into them. If for any
reason you get caught in the path of a shark, you will most likely die,
as two hits from a shark is enough to kill anyone. Avoiding the sharks
is a must!

Step 3 – The Left Massive Tentacle
The
Massive Tentacles are really nothing special. The basic idea is to have
a champion, guardian or warden (Heavy-ish Armor) grab aggro on them and
spin them around. The reason for doing this is because they have a
frontal AoE attack, and you don't want everyone in the raid getting
hit. They have no special attacks. Send 11 to the right Massive
Tentacle and the main tank to the left Massive tentacle. Once you've
killed the left Massive Tentacle, everyone can move over the the right
Massive Tentacle, but be careful! As soon as you kill the right Massive
Tentacle, you will begin Phase 3. Planning here is very important!

Step 4 – The Right Massive Tentacle
You can start on this tentacle the exact same way you started the left
one. Your tank should already have established aggro so the remaining
11 members should snuggle up and commence the beat down. However, you
are going to want to stop DPS on this one at ~8k morale. Just let it
sit there for a bit while you set yourselves up for Phase 3. At this
time you want to regen power, and wait for a strangling tentacle (see
below) to spawn.

Strangling Tentacles
These tentacles are much like the Crushing and Squeezing in the sense
that they too are on a one minute global timer. Once a minute, the
watcher will summon one of these to hang a member of you raid upside
down. It’s imperative that you all get that member of your raid freed
as soon as possible, or you risk them being killed. The one member of
the raid who has the worst time with these more than likely will be
your tank who will be off swimming on his own (explained below). If
your tank gets hung up, ranged dps only should be freeing him. Melee
risks swimming into the AoE cone of the watcher, and the extra damage
isn’t worth the risk.

Phase Two to Three Transition

This is where the
Fight really begins to come into its own. At this point, you should
have one massive tentacle remaining at around 8k morale. You’re still
waiting for the Strangling Tentacle to spawn to activate the global
timer on that, and really just enjoying the calm before the storm.

Positioning
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Green Oval = Massive Tentacle
Red Circle = Raid
Pink X = Tank
Gray Rectangle = Bridge

The
above picture will be the reference point for this Phase Transition.
The actual transition occurring here, happens the moment you kill the
Massive Tentacle, represented by the green oval. As you can see, once
the tentacle dies, you want your raid (except champions), to shuffle to
the left, in order to move out of AoE range where the Crushing
Tentacles will spawn. The Tank is going to slide over into position
where he or she will tank The Watcher.
Step 1 – 12 Crushing Tentacles
Once the strangling tentacle spawns, blow it up, and immediately turn
your attention back to the massive tentacle and kill it. Upon its
death, 12 crushing tentacles are going to spawn, one for every member
of your raid (assuming you have 12 people in there). At this time you
want your Captain to blow In Harm’s Way and Last Stand. Everyone except
your Champions is to move away from the cluster of Crushing Tentacles,
so they take no damage. Assuming your Champions are Deathstorm traited,
this should be no problem whatsoever for 2 Champions to handle.
Meanwhile, your Tank at this point should move and get into position to
tank the Watcher when he pops up roughly 15 seconds from the time the
Massive Tentacle dies.

Step 2 – The Watcher and Shaking Tentacles
As stated above, The Watcher is on a roughly 15 second timer from the
moment you kill the second Massive Tentacle, so regardless if you’ve
killed all the crushing or not, he will spawn along with his 2 Shaking
Tentacles, which can cause major problems if you’re not ready to handle
them. The basic idea with this Phase transition is to always be one
step ahead. At this time, all of your raid members should be located in
the center of the fallen bridge, and be in position for The Watcher.
You need to assign your hunters a tentacle to tank, have one grab the
left, and other the right so they won’t be melee AoEing your raid on
top of Crushing Devastation. Grabbing aggro only takes about 3-5
seconds, so once you have aggro grabbed on your Shaking Tentacle, feel
free to kill any remaining Crushing Tentacles that may be up, if any at
all. Also, during all of this, The Watcher is going to pop up, your
tank needs to immediately grab aggro on him. A simply Fray the Edge
from your Guardian (assuming you brought one), is more then enough to
get his attention, then commence your aggro building. You’re going to
want to start corruption removal immediately, so the classes that
assigned to manage these should start acting on their duties now. If
you have questions about which classes should be on corruption duty,
please read our recommendations below. Also, on top of everything
that’s already going on, its absolutely positively important that you
start hitting the watcher with all the debuffs you can muster. You’re
Lore Master should be throwing everything it his or her arsenal at The
Watcher, and you Burglar should be using a Traited Disable. These
debuffs, along with a good rhythm of corruption removals, should result
in Crushing Devastation (see below), hitting for 500-1000 points of
damage only.

Recap of the Phase Transition
At
this time, you should have successfully completed the following things:
Established ranged aggro on the 2 Shaking Tentacles, established aggro
on The Watcher himself, and have him spun away from the main group. You
should have started a corruption removal cycle that is going to be in
place for the remainder of the raid. The Watcher should be fully
debuffed, and once again that needs to happen for the remainder of the
raid. At this time The Fight has reached it’s final stage, where you
will need to do exactly what was done in Watcher 1.0, a cycle killing
of Shaking Tentacles, and the eventual death of a giant squid.
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Re: The Vile Maw

Postaj by Berta on uto tra 14, 2009 10:55 am

Phase Three - The Watcher


Step One - The Shaking Tentacles
At
this point, reverting back to the Phase Two to Three transition, you
should now have Ranged aggro on the shaking tentacles, corruption
removals in place, The Watcher debuffed, and everyone snuggled up. At
this time, you can start to take down the Shaking Tentacles to around
8k a piece. Once you have both of your Shaking Tentacles down to 8k,
stop DPS get healed up, then commence your Shaking Tentacle cycle. This
cycle has NOT changed from Watcher 1.0. As said above, go ahead and kill a Shaking Tentacle, and get a
champion to clobber, and only clobber the second Shaking Tentacle to
stop the healing, at this time you can start to DPS The Watcher.
Continue this until the new Shaking Tentacle spawns, and have your
corresponding Hunter begin range tanking it to keep it from AoEing the
group. Kill the lowest moraled tentacle, and move to the new one, and
start taking that one down to 8k, and stop DPS. Once you get to the
point where DPS is stopped, you are free to start throwing some
additional DPS into The Watcher, however soon as the next Shaking
Tentacle spawns, you need to make sure you finish off your 8k Shaking
Tentacles, and get going on the freshly spawned one to keep the cycle
going.



This process needs to occur for the next 15-30 minutes or so until
you have a dead squid. As typical for a raid, things don't always go as
planned, so I have a few tips for dealing with these Shaking Tentacles.

1. Keep Marks Stacked (Telling, Reveal Weakness, Counter Defense)
2. If you start to fall behind, toss an Oathbreakers Shame on the Tentacle.

Positioning
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Gray Rectangle = Fallen Bridge
Large Red Oval = Raid's location
Smaller Red Ovals = Hunters location
Pink X = Tank
Large Green Oval = Watcher
Smaller Green Ovals = Shaking Tentacles

As you can see above, once again we're emphasizing the importance of
snuggling up as best as we can. This is roughly how the raid should
look upon the transition from Phase 2 into 3. The Hunters should be
cross tanking the tentacles as shown above, while remaining close to
the main raid in case one should be hung up by a strangling tentacle at
any point.


The Watcher's Attacks


Crushing Devastation

Crushing Devastation is a 360 degree AoE attack The Watcher will throw
out at random, at least as far as I can tell thus far. There is no
induction, it is not clobberable, it simply is something that you need
to deal with. The attack itself is honestly nothing special, it only
really starts to do some serious damage if you let corruptions stack up
on The Watcher, and have no debuffs on him. The basic animation for the
attack is that The Watcher appears to leap up, and thrash left and
right.

Terror of the Deep

This attack is also a 360 degree AoE, however you can avoid this one!
During Phase 3, the white text appears again, however this time it
doesn't signal The Vile Scream, instead its the trigger for, Terror of
the Deep. As said above Terror of the Deep is a 360 degree AoE, that
affects anyone that's swimming inside the ring, sunken structure, ruins, bridge, etc. So in order to avoid this attack everyone must move onto
the ruins (which can be seen a few feet below the surface of the water)
which surround the watcher. Humans and elves can stand on them, dwarves
and hobbits will be swimming, but as long as they are over the ruins
they will be fine. The attack hits for roughly 2,500 morale (To a heavy
armor class). It needs to be avoided at all costs. Also of note, this
attack has a chance to knock back anyone hit by it back to the shore
where you will then be hit with a Crushing and Squeezing Tentacle.

Corruption Removal
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Above are pictures of the 2 types of buffs The Watcher will be
stacking on himself. The beginning of the Corruption Phase begins with
white text across the screen that says, "The Watcher Becomes Enraged".
From that moment onward, you must have a corruption removal system in
place, or you will get die to Crushing Devastation. The only buff that
can be removed is the red one, named Vile Fury. These must absolutely
be a priority for your raid, I would suggest having a Primary
corruption removal for the entirety of the raid.
The
Preying Mantis way is that we PREFER a Warden, but one is NOT
manditory. Wardens are the best corruption removal class in the game,
so if you have one, make them your spam corruption removals. If you do
not I would recommend a Champion spamming Feral Strikes, that should be
enough to keep up, with occasionally falling behind where additional
assistance is needed. Along with your Primary corruption removal,
you're going to need what I will refer to as, burst removals. These
classes typically in our raids are Lore-Masters, Rune Keepers, and
Burglars. Your first line of defense in these burst situations should
be Lore-Masters and Rune Keepers as they can use their corruption
removal skills from range, and have no need to run up to The Watcher
like the Burglar has to. Make sure you can call these out, and keep the
raid in an orderly fashion so there is no confusion as to who is up on
Burst Removal next.
Debuffing
It's
also very important to keep The Watcher debuffed, as I've said many
times thusfar throughout the guide. Lore-Masters need to be Ancient
Master traited, and Burglars should be Mischief Maker traited. Debuff's
cannot be over looked, and should be on The Watcher during the entire
raid.
Fire lore
Wind lore
Gust of Wind
Sop: Command
Sop: See all ends
Ancient craft
Tar
Traited Disable
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Re: The Vile Maw

Postaj by Berta on uto tra 14, 2009 10:56 am

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Re: The Vile Maw

Postaj by Berta on uto tra 14, 2009 11:09 am

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Re: The Vile Maw

Postaj by Liinras on uto tra 14, 2009 1:38 pm

ok nije mi se dalo sve čitat Razz

al jel to ova nova verzija watchera ili stara pošto sad to više ne vrijedi Razz
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Re: The Vile Maw

Postaj by Berta on uto tra 14, 2009 1:40 pm

nova Very Happy
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Re: The Vile Maw

Postaj by brajki on sri tra 15, 2009 11:30 am

Majke ti mile cijela znanost oko toga. Sve me strah ići na Watchera.

E da dal se baš mora imati 6 radiance ili je dosta 5?
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Re: The Vile Maw

Postaj by Berta on sri tra 15, 2009 11:50 am

a za izvjezbanom ekipom moze i 5
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Re: The Vile Maw

Postaj by Liinras on sri tra 15, 2009 12:38 pm

mi nismo izvježbani dakle 6 Smile
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Re: The Vile Maw

Postaj by Berta on pon ruj 21, 2009 11:45 am

Da nabrzaka na naski napisemo

znaci ovako:

Udjemo unutra svi, kada smo SVI na okupu kapetani buffuju citaju se scrolovi uzima se hope pot i jede se buff hrana, akon ready checka jedete regen hranu i netko ide aktivirat bossa

1. dio
cim je watcher aktiviran pojavi se bijeli tekst na taj tekst trcite u desno ili lijevo tamo gdje vam je blize poslje vriska vracate se nazad u sredinu i pratite raid assist, tuce se prvo jedan pipak nakon njega ce vjerovatno biti vrisak pa onda bjezimo lijevo ili desno ovisi gdje je blize, poslje ovog bjezanja i rusenja prvog pipka pojavit ce se onaj mali za root njega nabrzaka roknemo oslobodimo onoga kojeg je uhvatio i nastavljamo na drugi pipak koji se nalazi u sredini, dok tucemo taj drugi pipak vjerovatno ce jos jednom biti vrisak opet bjezimo i vratimo se nazad ubit ga do kraja.

2 dio
e sad kad smo ubili ta dva mala pipka stanemo u sredinu svi na SHIELD napravimo malu kuglu i ne micemo se
watcher srusi most i spawnaju se dva velika pipka, jedan hunter uzme agro od jednog drugi hunter uzme agro od drugog pipka, mi svi lagano dps desnog i cekamo da nam se pojave mali pipci kod nas da ih ubijemo, ako slucajno watcher povuce nekog kod sebe tada taj koji je povucen ostaje tamo sve dok se put ne oslobodi od onih "setajucih" pipaka tek onda se vraca do nas, u slucaju da bude rootan sto prije ga oslobodimo
kada smo ubili desni veliki pipak cijeli raid ide na poziciju tog pipka i krece se sa dps-om lijevog pipka. na 10k prestajemo sa DOT dmg-om i samo ga jedan hunter spusta na 5k, nakon toga cekamo da nam se spawna onaj jedan mali pipak koji ce rootat nekog ubijemo tog pipka, PRIPREMIMO SE ZA 12 MALI PIPAKA I HUNTER DOVRSI LIJEVI PIPAK, cim ga je hunter dovrsio spawna se 12 malih, cijeli raid se odmakne od njih TENK ide na drugu stranu da uhvati agro od watchera, ostali sto prije ubiti ovih 12 malih

3.dio
e sad smo i to rjesili 12 malih je mrtvo cijeli raid stoji NA SREDINI NA MOSTU , chempovi CLOBBER velike pipke i sad krece rotacija
ovo je dosta bitno da shvatite, nije komplicirano, znaci ovako
spustamo desni pipak na 10k i ostavimo ga tako
prebacimo se na lijevi pipak i ubijemo ga
nakon sto smo ubili lijevi pipak rokamo watchera
cim se lijevi opet spawna zavsimo desnog koji je bio na 10k i onda opet rokamo watchera
sad se spawna lijevi pipak njega ubijamo brzo ali ne prebrzo posto ne zelimo da budu dva pipka gore, ako se desni vec spawnao dok ubijamo lijevog onda lijevog ubijemo do kraja a ako se desni jos nije spawnao lijevog spustimo na 10k i rokamo watchera dok se desni ne spawna

u medju vremenu dok se spawnaju veliki pipci dolazit ce nam i mali koji rootaju odredjenog clana e sad
ako je rootat netko od nas na mostu svi osim tenka idu na njega i ubijaju ga
ako je rootan tenka onda svi koji imaju range sto prije osloboditi tenka

i tako se vrtimo u krug cijelo vrijeme dok watcher ne padne, usput se mice corruption sa watcehra

eto ukratno i na najjednostavniji nacin objasnjeno, ako imate kakvih pitanja recite
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Re: The Vile Maw

Postaj by Talumaril on pon ruj 21, 2009 12:32 pm

Uglavnom, to treba izgledati ovako.

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Re: The Vile Maw

Postaj by Berta on pon ruj 21, 2009 1:00 pm

odlican je video na toj stranici, pogledajte
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Re: The Vile Maw

Postaj by Gost on pon ruj 21, 2009 1:10 pm

Što se tiče rootanog tenka tu nastaje wipe ako ga ne odrootate najbrže moguće.
Hunter mora sa TAB prebacivat se od mete do mete dok ne dobije strangling tenacle koji je na tenku i onda se i drugi hunter uključi.
Poželjno je da kapetani bace telling mark i da LM mazne sa Light of Rising Dawn + Wizard Fire (ako ima vremena) i tank je slobodan za 5 sekundi Wink
Oba healera trebaju healat rootanog tenka tada Wink
Ostali ako je frka s moralom stisnut pot Razz

Toliko Razz

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Re: The Vile Maw

Postaj by Kapetanili on uto ruj 22, 2009 2:20 pm

Super objašnjeje, još samo da imamo dobrog tenka u kinu ovo bi lako išlo.
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Re: The Vile Maw

Postaj by Gost on uto ruj 22, 2009 4:04 pm

Kapetanili je napisao/la:Super objašnjeje, još samo da imamo dobrog tenka u kinu ovo bi lako išlo.

Kapetanili će u glory Wink

Gost
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Re: The Vile Maw

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