Where to find a cry in Skyrim submission to the will. Passage "Skyrim": "At the top of the Apocrypha" - the final quest. Flight on the dragon and the final fight

The path of knowledge
Job sourceFreya
RewardMiraak Equipment, Reset Skill Tree
PreviousPeople gardener
Cleansing stones
LocationApocrypha
ComplexityComplex
IDDLC2MQ06
Learn the last two words of the Submit Will Shout (use Dragon Souls R in the shouts menu) and read Waking Dreams. You will again find yourself in the Apocrypha. Sequentially teleport from zone to zone, take the found books. When you get to the hall with the pedestals for each of the books found, arrange them in the desired order:
  • Prying Orbs on the eye symbol
  • Gnashing Blades on Fangs
  • Delving Pincers on the tick symbol
  • Boneless Limbs on the tentacle symbol
If you did everything correctly, then you book the guide in the center of the hall will unfold into the sixth chapter. The art of combat magic that increases destruction is located right at the entrance to the portal on the table.

Run and soon you will see a pair of Guardians guarding the wall with the word Dragon Incarnation. As soon as you learn the word, the dragon Sarotar will attack you. your task is to subjugate the dragon to your will with the help of the "Submission of Will" shout. When the dragon is next to you use the spell, and then press "use" on the dragon. This way you can ride the monster.

Fight with Miraak

The dragon obeys and will take you to Miraak. At the apex of the Apocrypha, after a short dialogue with the first dragonborn, you will engage him in battle. Miraak is a fairly strong opponent, but the difficulty of the battle is not so much in the strength of the enemy as in the bugs and errors of the battle script.

If you don't have such problems, then your tactic is very simple: hit the enemy until his health decreases to a critical value. Then Miraak will be saved in the black slurry of Hermeus Mora, which for the time being will replenish the health of our enemy. However, at one point Hermus will get bored and he will finish him off with his black tentacle.

When the victory is yours, you will have a choice of resetting some abilities. You can redefine them by spending one dragon soul again. After that, after reading the book, return to Solstheim, where Freya will be waiting for you.

Bugs

  • Quite a popular bug when Miraak comes out during the battle and gets into the black water, becoming invulnerable and immovable. You can revive it using the ResetHealth console command. (click ~ then click on Miraak and type ResetHealth).
  • PS4 Solution: While Mirak chatters about upcoming plans, you need to mount your dragon and fight from the air. To fix the target on Mirak, you need to press the triangle. Damage to inflict a little bit, minimal. Since the dragon is also involved in the battle, its damage can be too harmful, so you need to be careful, you cannot overdo it with damage. When Mirak needs to recover, he will seat our dragon, and Dovahkiin will fall from him. Mirak will restore his health, and we need to shout to tame the next dragon. Just like the first time, we beat him gently. He will seat the second dragon, we will fall, he will absorb the soul, recover, and we will tame the third dragon. We act in exactly the same way as with the first two. When Mirak kills the third dragon, he will no longer have a supply of dragon powers and we just beat him to the end.
  • If done correctly, Miraak will wake up and rejoin the fight.
  • If the problem persists, try to boot before you got off the first dragon. Sitting on the dragon, select Mirak and use Ctrl to hit him until he kills the dragon, then use the Submission of Will shout to tame the second dragon and perform the same actions, as with the third one.
  • If the problem persists, try typing in the console setstage dlc2mq06 500 and then setstage dlc2mq06 580 in this way the quest will be completed;
  • Sometimes the background music of the battle after the fight with Miraak continues to play without stopping, use the command removemusic DLC2MUSCombatBoss

The quest "At the top of the Apocrypha" belongs to the main storyline Dragonborn, add-ons for TheElderScrollsV: Skyrim. This task is the very last in the storyline, so the passage of "Skyrim" "At the top of the Apocrypha" can give a lot of difficulties. This guide is intended to help players.

Start

So, "At the Top of the Apocrypha", "Skyrim". The passage of Chapter I begins with the fact that your character must learn the last word of the Shout Force - "Submission of Will". To do this, read the book Awakening Dreams. This will move the hero to the Apocrypha - a giant dimension in the form of a library, where all the knowledge of the Universe is stored. There you will navigate through the chapters of the book by searching and reading them.

The first chapter is the shortest. First, you will find yourself near the tower, in the very place where you first met Mirak. Do not be lazy to wander around: you will find a table with a soul stone. And a little further behind him there will be a staircase that will lead to the second chapter. Read it.

Bridges and stairs

We move further on the quest "At the top of the Apocrypha" ("Skyrim"). Passage of Chapter II. Further along the stairs there will be the next parapet, where you will meet with an unfriendly seeker. It will block your path, and you must naturally remove it. After that, continue to move along the bridge located nearby. You will come to the next staircase, which you also need to climb. Upstairs you will meet another seeker, be careful. There is also the book "Endless Limbs". If you touch it, the door will open leading to the third chapter.

"Digging claws"

We continue the passage of "Skyrim" ("At the top of the Apocrypha"). In the third chapter, you will find yourself in the corridor. Find the door and unlock it, then go forward to the wall. Turn right towards the stairs. Climbing the stairs, you will find yourself on the site, where two seekers will be waiting for you. Here you can also find a book with the cute title "Clawing Claws". Now look for the door leading to the "scion". Activate this very "branch", and a passage to the corridor will open. Walk to the end of the corridor and turn right. You will be taken to the hall, where there will be another "branch", which should also be activated. Nearby will be the book "Tracking Spheres", taking which you will open the door to the fourth chapter.

Magic corridors

Continuing the passage of "Skyrim" ("At the top of the Apocrypha", chapter IV), you need to kill the seekers and go down from the balcony. At the bottom there will be a room, and in it there are two passages to the corridors. Get to the end of each one. Seekers will attack you in the corridors, and the walls will shrink, making the task extremely difficult. Then a third corridor will open in the room, in which you will find the book "Gnawing Blades".

Take the book and return to the room with opening passages. There will open a path to a new corridor. The corridor will lead you to a room literally littered with books. There will also be a scion. Activate it and go back again. The corridor has shifted, so you will find yourself not in the familiar room with aisles, but in a small hall with a pool. You won't be able to swim in the pool: a lurker will come out of it. Deal with him and activate the scion that is to the left of the locked gate. Directly opposite the gate, at the other end of the hall, activate the second branch. The gate will open and you can proceed to Chapter 5.

Pedestals

In Skyrim 5 (At the Top of the Apocrypha), Chapter V continues in a corridor that leads to a large room. There are many seekers in the room, from whom you need to clear the room. Next, approach the four book pedestals located around a huge column in the center of the room. Place the books you found earlier:

  • Place the "Gnawing Blades" on the pedestal with the fangs symbol.
  • "Endless limbs" on a pedestal with tentacles.
  • "Tracking spheres" on a pedestal with an eye.
  • "Digging claws", respectively, on a pedestal with claws.

The sixth chapter of the book will appear on the central pedestal.

Flight on the dragon and the final fight

And now the passage of the game "Skyrim" ("At the top of the Apocrypha") ends

Chapter VI will not have time to fill the corridors on edge. Moreover, you will have to fly a dragon.

Leaving the room with pedestals, you will find yourself on a platform surrounded by water. There you will be attacked by a dragon, which can be pacified with the help of the shout "Submission of Will". Then the dragon himself will offer to take you to Mirok.

Finding the tower of Mirok will not be difficult: the dragons circling around it serve as a guide. Mirok will tell you his sinister plan. He has been waiting for you for a long time, so that you can free him from Hermaeus Mora. The matter will not end with a conversation - Mirok will rush into the attack.

We must warn you right away: the battle will be extremely difficult. Stock up on potions before meeting Mirok and don't forget to use Shouts in battle. Whenever Mirok's health level is close to zero, he will take the soul of one of the dragons hovering nearby and fully recover. There are three dragons in total, including the one that brought you to the tower. When the sources of souls run out, defeat Mirok for the fourth time. Now he will have no choice but to try to hide, but he will be stopped. After the death of Mirok, you will receive the souls of those three dragons.

For the passage of "Skyrim" ("At the top of the Apocrypha") you will be rewarded with dignity: in addition to the souls of dragons, you will get access to special portals in which you can cleanse or restore ability points in the skill tree. Each skill has its own portal. Reading the book "Awakening Dreams" will return you to these portals at any time.

Screams of the word of power- a new unique ability of the character in the game The_Elder_Scrolls_V: _Skyrim

The first mention of tu'um is found in The Elder Scrolls III: Morrowind, in the book "Children of Heaven" by an unknown author. There they are named ki-ay(similar to the battle cry of the Akaviri swordsmen). The book describes both much of what was embodied in Skyrim (the use of voice in battles, when storming cities, to move in space), as well as some omitted aspects - for example, the ability to sharpen weapons with the help of a voice is mentioned. From the text one can see the then “rawness” of the Tu'um concept: for example, it is indicated that the power of the Shout is stored in the Nordic language and can be used after his death by cutting out the language (hence the original version of the origin of the name “Languages”). On the other hand, it can be a trivial manifestation of the ignorance of the author who wrote the book, which is called "hearsay". Paarthurnaks taught people how to use the tu'um. All creatures scream in different ways.

As a Dragonborn, or Dragonborn, you have the innate ability to absorb the souls of dragons you slay and speak their language. Soon after the start of the main quest, the gift of the Voice will open to you - the ability to channel life energy into the thu'um, or Scream.

Each Shout consists of three Words of Power. The more words of the Scream you utter, the more effective it is, but it also takes longer for you to repair your vocal cords before using the gift again.

You will learn the Words of Power both during the main quest and in your wanderings, finding the so-called Walls of Words. Get close enough to the Wall for you to recognize the Word of Power. However, in order to use the new knowledge, you need to "unlock" the word by investing the soul of a slain dragon. Yes, it makes sense to periodically visit Arngeir, the most talkative of the Greybeards, and ask if they have learned anything about the whereabouts of the Walls.

The game mechanics are as follows: for most of the Screams, there are three Walls containing Words that make up one thu'um. If you do not know a single word of the Scream, then by going to any of these three Walls, you will recognize the first Word. Having reached the second Wall of this trio, you will recognize the second Word, and the third - the third Word, and you will perfectly master this tu'um.

Using the Shout Words of power

Press the key Z for PC as default, R2 for PS3 as default, RB for XBox 360 as default to use the preselected Scream. The longer you hold the key, the more words of the Scream you will utter and the more powerful the Scream itself. Each shout can contain from one to three words.


Power Words Map

Ruthless force

Unrelenting Force

You will learn the first word of the scream after visiting Windy Peak, the other two will be taught by the Greybeards during the main quest.

Words: FUS (Strength), RO (Balance), DAH (Push).

Disembodied

Become Ethereal

Base ID EditorID Name
Disembodied
00032917 WordFeim Faym
00032918 WordZii Zee
00032919 WordGron Gron

Tu'um reaches the Void, changing your form so that you cannot be harmed, but neither can you do any damage. Cooldown: 20/30/40.

One of the words is located in the Ustengrev location. We will get there in any case on the quest of the Greybeards. Another one is located in the Iron Mound. The third word is located in Lost Valley Stronghold south of Rorikstead.

P.S. If you run in Ethereal mode, then the reserve of strength does not end. Also, if you utter this cry and jump from a great height, then you will not die (verified by the College of Winterhold).

Words: FEIM (Disappearance), ZII (Soul), GRON (Link).

Harmony Keen

Kyne's Peace

Base ID EditorID Name
World of Keene
0006029D WordKaan Keene
0006029E WordDrem Nap
0006029F WordOv Ov

Locations: Burial Fire Mound (near Ivarstead), Rannweig Abode, Ragnwald.

Words: KAAN (Keen), DREN (Peace), OV (Trust).

Voice cast

Throw Voice

Tu'um is heard, but its source is unknown, and those who heard it start looking for it. Cooldown: 30/15/5.

You will learn all three words by visiting the Two-Headed Peak north of the Valtheim Towers, in the mountains.

P.S. During the application of the shout, funny expressions are heard, such as "Hey, troll food!", "Hey, mischievous muzzle!" (if you do not hear them, turn on subtitles: for some reason the sounds of this scream are not reproduced for some races).

Thunderous Call

Storm Call

Base ID EditorID Name
Thunderous Call
0006029A WordStrun Strings
0006029B WordBah Ba
0006029C WordQo Quo

The scream shakes the skies and awakens the destructive power of Skyrim's lightning. Cooldown: 180/240/300.

Summons a thunderstorm that hits all objects around the hero (ideal against dragons).

One of the words is located in the Forelhost location. You will learn one more word during the passage of the main quest in the Skuldafn location - the Temple. The third word is hidden in the Highgate Ruins west of Dawnstar.

Words: STRUN (Storm), BAH (Lightning), QO (Anger).

Pin-icon Note: If you or your companion are wearing Daedric armor, lightning bolts will strike the wearer of the armor. If the companion is wearing dragon armor, lightning will strike him (if dragon armor is worn on you, then they will not hit you).

Note: If you use this shout in Sovngarde during the Dragon Slayer quest, the effect of it will be rather negative, because lightning will constantly strike three Nordic heroes who will go to battle with Alduin with you, making them writhe in agony and preventing them from fighting. Lightning won't hurt Alduin at all.

Note: Also, do not use this shout when there is Shadowmane nearby: lightning will strike him mercilessly.

Dragon slayer

Dragonrend

Base ID EditorID Name
Dragon slayer
00044251 WordJoor Jor
00044252 WordZah Per
00044253 WordFrul Frul

You will learn all three words during the main quest.

Words: JOOR (Mortal), ZAH (Limited), FRUL (Temporary).

Friendship with the beasts

Animal allegiance

Base ID EditorID Name
Friendship with the beasts
00060291 WordRaan Ran
00060292 WordMir Peace
00060293 WordTah That

A cry for help to the wild creatures, and they come to fight by your side. Cooldown: 50/60/70.

Look for the first word in the Run of the Ancients. Second word: available when completing the Companions' quest "The Last Duty". After passing the Tomb of Ysgramor, an exit will open to the upper plateau of the island - the Word of Power is there. The third word is found in Angarvund.

Words: RAAN (Animal), MIR (Devotion), TAH (Flock).

Slowing down time

Slow Time

Base ID EditorID Name
Slowing down time
00048ACA WordTiid Teed
00048ACB WordKlo Clos
00048ACC WordUl Uhl

The scream makes time obey the order, and everything around freezes. Cooldown: 30/45/60.

The first word is in Corvanyund Cave, where you will be sent on a quest from the Imperials / Stormcloaks. The second word awaits you at the Witch's Nest, west of Dragon Bridge. The third is in the Labyrinthian (the Collegium of Winterhold quest for the staff of Magnus).

Words: TIID (Time), KLO (Sand), UL (Eternity).

Call of Valor

Call of valor

Base ID EditorID Name
Call of Valor
00051960 WordHun Hun
00051961 WordKaal Kahl
00051962 WordZoor Zor

You will learn this cry after completing the main quest.

Words: HUN (Hero), KAAL (Protector), ZOOR (Legend).

Call of the dragon

Call dragon

Base ID EditorID Name
Call of the dragon
00046B89 WordOd Od
00046B8A WordAh A
00046B8B WordViing Wing

Words: OD (Snow), AH (Hunter), VIING (Wing).

Fright

Dismay

Base ID EditorID Name
Fright
0003291A WordFaas Fas
0003291B WordRu RU
0003291C WordMaar Mar

And the weak of this tu'uma will be frightened, and will rush to run, seized with horror. Cooldown: 40/45/50.

Places of words: Height Bitten off Tongue, Old Lady's Rock, Shalidor's Labyrinth.

Words: FAAS (Fear), RU (Escape), MAAR (Horror).

Ice form

Ice form

Base ID EditorID Name
Ice form
000602A3 WordIiz From
000602A4 WordSlen Slen
000602A5 WordNus Nous

Your tu'um turns your opponent into a block of ice. Cooldown: 60/90/120.

The first word you will find in Frostmere Barrow, the second you will find on Mount Anthor, south of the mountains of Winterhold. Another word can be found in Saartal.

Words: IIZ (Ice), SLEN (Flesh), NUS (Statue).

Frosty breath

Frost breath

Base ID EditorID Name
Frosty breath
0005D16C WordFo Fo
0005D16D WordKrah Kra
0005D16E WordDiin Dean

Your breath is winter, your tu'um is a blizzard. Cooldown: 30/50/100.

Look for the first word in the Heaven-Born Altar in the mountains east of the city of Morthal. The second word is found in the Folguntur Cave, southeast of the city of Solitude. The third word is on Skeleton Ridge, south of Windhelm.

Words: FO (Frost), KRAH (Cold), DIIN (Freeze).

Fire breath

Fire breath

Breathe in the air and breathe out the fire - this tu'um is the flame itself. Cooldown: 30/50/100.

You will find the first word of the scream in the Ancient Cairn, where you will be sent on the Companions quest. Look for the second word of the scream in the Divided Gorge. One more word will be taught by Paarthurnax at the Throat of the World during the main quest.

Words: YOL (Fire), TOOR (Flame), SHUL (Sun).

Disarmament

Disarm

Base ID EditorID Name
Disarmament
0005FB95 WordZun Zun
0005FB96 WordHaal Hal
0005FB97 WordViik Vic

Steel is subject to this cry - you pull the weapon out of the hands of the enemy. Cooldown: 30/35/40.

You will learn the first word by visiting the Peak of the Ancients, which is located in the mountains south of the city of Morthal. There is another word in the Snow Veil, where we find ourselves on the thieves guild quest. The third word is found in the Silver Lair.

Words: ZUN (Weapon), HAAL (Hand), VIIK (Defeat).

Death sentence

Marked for Death

Base ID EditorID Name
Death sentence
00060297 WordKrii Cree
00060298 WordLun Moon
00060299 WordAus Aus

You will learn the first word by visiting the Autumn Watchtower south of Ivarsted. The second word of the scream in the Forgotten Cave. The third word can be found in the Dark Brotherhood hideout. (If your partner accidentally falls under this scream, then he will die like your enemies. Does not affect immortal characters such as Yarls and their entourage.)

Words: KRII (Murder), LUN (Suction), AUS (Suffering).

Rapid dash

Whirlwind sprint

Tu'um rushes forward, taking you with it at the speed of a whirlwind. Cooldown 20/25/35.

You will learn the first word of the scream from the Greybeards during the main quest. You will learn the other two words in the Rest and in Wolskigg.

Words: WULD (Whirlwind), NAH (Fury), KEST (Storm).

Note: sometimes the shout can be duplicated when passing Ustengrev in the place where three stones open the grates. If you run even to the last stone without a Rapid Dash, then a single Would will still not reach the end and will have to manage to sprint, but in the case of dubbing, this lack of range disappears.

Clear sky

Clear skies

Base ID EditorID Name
Clear sky
0003CD31 WordLok Lock
0003CD32 WordVah Wah
0003CD33 WordKoor Cor

Skyrim itself obeys this tu'um - the fog clears and the weather becomes clear. Cooldown: 5/10/15.

You will recognize this cry during the main quest.

Words: LOK (Sky), VAH (Spring), KOOR (Summer).

Whisper of aura

Aura whisper

Base ID EditorID Name
Whisper of aura
00060294 WordLaas Las
00060295 WordYah Ya
00060296 WordNir Nir

Places: Volundrud, North Wind Summit, Valthum.

Words: LAAS (Life), YAH (Search), NIR (Hunter).

Elemental rage

Elemental fury

Base ID EditorID Name
Elemental rage
0003291D WordSu Su
0003291E WordGrah Gras
0003291F WordDun Dong

Tou'um gives your hands the speed of the wind, allowing you to strike faster with your weapon. Cooldown: 30/40/50.

You will learn the first word when you visit North Screamwind Bastion, north of Falkreath Town. The second is next to the statue of Meridia on Mount Kilkrit. Another word is found in Dragontooth Crater.

Words: SU (Air), GRAH (Battle), DUN (Grace).
Dawnguard screams

Soul break

Soul tear

Base ID EditorID Name
Soul break
xx007cb7 Essence Faym
xx007cb8 Tear Zee
xx007cb9 Zombie Gron

Allows you to capture the soul of a defeated enemy and resurrect it as an undead companion.

Places: All three words are taught by Durnevir during his summoning to Tamriel.

Words: RII (essence), VAAZ (tear), ZOL (zombie).

Durnevir's challenge

Summon durnehviir

Base ID EditorID Name
Durnevir's challenge
xx0030d4
xx0030d5
xx0030d6

Summons an undead dragon named Durnevir from Cairn of Souls.

Places: All three words are taught by Durnevir in the Cairn of Souls.

Words: DUR (curse), NEH (never), VIIR (dying).

Life drain

Drain Vitality

Base ID EditorID Name

Drain life energy

xx008a65 Stamina
xx008a64 Magicka
xx008a63 Health

It sucks out magic and vitality from the enemy.

Locations: Crypt of the Dark Nether, Forgotten Vale, Wind Arc.

Words: GAAN (endurance), LAH (magic), HAAS (health).

Screams Dragonborn

Battle rage

Similar to Elemental Rage, but for NPCs.

Studied during the passage of the mission of the scientist in the village of the Skaal.

Words: MIR (Faithful), VUR (Valor), SHaaN (Inspire).
Dragon incarnation

Summons a Spectral Armor that increases Armor Class. In addition, the damage from hand-to-hand combat increases, Shouts increase, the level of defense increases, and when the level of health is low, the Ancient Dragonborn is called to fight on the side of the player. This shout can only be used once a day.

Words: MUL (power), Qah (armor), DiiV (serpent).

Submission of the will

Allows you to subjugate any creature, from an animal to a dragon. The more words Dovahkiin says, the longer the control time will be.

Words: GOL (earth), Hah (mind), DOV (dragon).

Cyclone

Summons a small tornado that lifts enemies into the sky, and then throws them to the ground, killing or stunning.

Words: VEN (Ven), GaaR (Gar), NOS (Nose).

Unplayable screams

Armageddon

Meteor storm

This Shout can only be used by Alduin in the game. It looks like the Thunder Call, but instead of lightning, burning meteorites fall to the ground. Found at the start of the game in Helgen; after reading the Elder Scroll at the Throat of the World and watching the scene of Alduin's exile into the future; at the end of the main storyline in Sovngarde.

Words: KEST (storm), DOH (rain), KIRL (stone).

Opening the Gates

Uses Master Einart to open the gate and allow Dovahkiin to try a new shout.

Words: BEX (Open).

Alduin's Mist

Summon fog

In fact, this shout is not a shout in the gameplay part. This is actually a script. When using this shout, the entire area becomes enveloped in impenetrable fog.

Words: VEN (Wind), MUL (Strong), RIIK (Tempest).

Calling a copy

Summon spectral clone

This Scream summons a copy of the screaming one. The Greybeards used him to train Dovahkiin during his first visit to High Hrothgar.

Also, the developers initially gave Dovahkiin the same shout (judging by the presence of sound files for each race) and even a transcript of the words of this shout (the shout can be obtained using the console), but this shout was not added in the final version of the game.

Words: FIIK (Mirror), LO (deceive), SAH (Phantom).

Reviving the dragon

Resurrect Dead Dragon

With this Shout, Alduin revives his long-fallen brother, using this shout on him (first, "excavating" the skeleton with the Merciless Force).

Words: SLEN (Flesh), TIID (Time), VO (Life).

Return to Nirn

Return to Nirn

With this Shout, Tsun returns Dovahkiin from Sovngarde to Tamriel, after defeating Alduin.

Words: NAHL (Alive), DAAL (Return), VUS (Nirn).

All the screams of a word of power together

Base ID EditorID Name
Disembodied
00032917 WordFeim Faym
00032918 WordZii Zee
00032919 WordGron Gron
Dragon slayer
00044251 WordJoor Jor
00044252 WordZah Per
00044253 WordFrul Frul
Call of Valor
00051960 WordHun Hun
00051961 WordKaal Kahl
00051962 WordZoor Zor
Friendship with the beasts
00060291 WordRaan Ran
00060292 WordMir Peace
00060293 WordTah That
Whisper of aura
00060294 WordLaas Las
00060295 WordYah Ya
00060296 WordNir Nir
Death sentence
00060297 WordKrii Cree
00060298 WordLun Moon
00060299 WordAus Aus
Fire breath
00020E17 WordYol Yol
00020E18 WordToor Thor
00020E19 WordShul Shul
Ruthless force
00013E22 WordFus Foos
00013E23 WordRo Ro
00013E24 WordDah Yes
Rapid dash
0002F7BB WordWuld Woold
0002F7BC WordNah On
0002F7BD WordKest Kest
Fright
0003291A WordFaas Fas
0003291B WordRu RU
0003291C WordMaar Mar
Elemental rage
0003291D WordSu Su
0003291E WordGrah Gras
0003291F WordDun Dong
Clear sky
0003CD31 WordLok Lock
0003CD32 WordVah Wah
0003CD33 WordKoor Cor
Call of the dragon
00046B89 WordOd Od
00046B8A WordAh A
00046B8B WordViing Wing
Slowing down time
00048ACA WordTiid Teed
00048ACB WordKlo Clos
00048ACC WordUl Uhl
Frosty breath
0005D16C WordFo Fo
0005D16D WordKrah Kra
0005D16E WordDiin Dean
Disarmament
0005FB95 WordZun Zun
0005FB96 WordHaal Hal
0005FB97 WordViik Vic
Thunderous Call
0006029A WordStrun Strings
0006029B WordBah Ba
0006029C WordQo Quo
World of Keene
0006029D WordKaan Keene
0006029E WordDrem Nap
0006029F WordOv Ov
Voice cast
000602A0 WordZul Suhl
000602A1 WordMey May
000602A2 WordGut Gut
Ice form
000602A3 WordIiz From
000602A4 WordSlen Slen
000602A5 WordNus Nous
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