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This page covers facts and in-depth game usage of the character, Klarth F. Lester. For a comprehensive reference list of in-game commands, see Command List: Klarth F. Lester.
Klarth

Klarth summoning Origin.

Klarth F. Lester (クラース・F・レスター Kuraasu F Resutaa) is one of the playable characters in Tales of Phantasia. He is a straight forward and intelligent professor who studies and teaches magic in the past town of Euclid. Cless Alvein and Mint Adenade sought for his help in finding a way to defeat Dhaos and he agreed to accompany them to further aid his research on finding a way for humans like him to use magic.

Klarth's primary weapon is a book that supposedly increases his magical power and pact rings that allow him to call forth summon spirits. He can summon a number of spirits that appeared reccuringly in the tales series, with each possessing a different element. His stats are somewhat weak except for his move speed and defense against guard break which is considered average.

Klarth is strong but since his stats prevent him from evading some attacks, he needs to be used intelligently as compared to a character centered on combos and evasion.

Character FactsEdit

  • HP 460.
    Klarth and Cless

    Klarth and Cless performing their victory poses together after defeating Dhaos.

  • He only has one victory pose.
  • He starts the battle by flipping the pages on his book.
  • He is the only summoner in ACS.
  • His support arte allows him to call for Arche Klein and Cless Alvein's help in battle.
    • He can only call them one at a time.
    • If Cless Alvein deals the final blow, he will perform his victory pose with Klarth.

General Tips & UsageEdit

  • While most characters deal their damage with long combos, Klarth is unique in which most of his damage will come from stray hits. Klarth arguably has the biggest toolkit in the entire game: horizontal projectiles, vertical projectiles, unblockables, giant hitboxes, delayed attacks, shields... you name it, Klarth has it on hold. Playing Klarth will take a very different mindset compared to other characters in the cast. You'll need to be resourceful, able to think on your feet, and economic aobut your TP consumption. As a reward, you get the best zoner in the game as well as one of the best pressure characters, with moves like Slyph (Novice) and Volt (Advanced).
  • His main weakness is his heavy reliance on TP and poor up-close defense options. A lot of his most important moves, like Slyph (Advanced), Origin (Advanced), and Volt (Advanced), cost relatively large amounts of TP, so you have to be economical. He also cannot do much if he is forced into a defensive situation, other than just trying to predict when his opponent will let go. His strengths are well worth his shortcomings, but you have to be smart when trying to play as Klarth.
  • Klarth has average attack power, move speed and resistance to guard break but low jumping height, dash length and HP.
  • Klarth takes 50% less damage from the element of the last spirit summoned including Non-Elemental spirits. (Please refer to this page for more information on ACS Elements).
    • This function is bugged and does not work consistently.
  • Unlike most of the characters in ACS, Klarth can only perform jumps, air-teching, running and forward air dashes. (Please refer to this page for more information on Basic Movement).
    • Instead of a back step, Klarth can run backwards if ←← is pressed.
    • When running, Klarth can pass through enemies similar to other ACS playable boss characters.
  • Klarth has three ground melee attacks.
    • Pressing A will make Klarth swing his book upward for 2 hits.
    • Press B to make him smack his book forward.
    • Pressing C will make him use a palm strike.
    • Pressing A consecutively will make Klarth do the above melee attacks in successive order.
    • Klarth's ground A has a great vertical hitbox, making a useful anti-air.
    • Only his C is reliably cancellable into artes. Keep this in mind.
    • His B and C do not reach as far as his A, so keep in mind how far your opponent is when doing an attack string. If possible, when punishing, only use C.
  • Klarth has two aerial melee attacks.
    • Press B in mid-air make him smack his book forward.
    • Pressing B again in mid-air will make him use a palm strike.
    • If any of these connect a grounded opponent, Klarth can continue the combo with more melee attacks.
  • Klarth can throw the same fireball Maxwell throws in Maxwell (Intermediate) by pressing Down + A in the air.
  • Klarth can perform a Taunt by pressing the E button.
    • If the taunt animation is fully executed, his OVL Gauge will slightly increase and the enemy's TP will be reduced.
  • Entering Overlimit Lv1 status will produce the following effects:
    • 1/5 of Klarth's TP is restored.
    • Upon activation, enemies on the ground and near Klarth will be knocked back and Disabled.
      • Enemies in mid-air and near Klarth will be tossed in mid-air further without the ability to air-tech.
    • Klarth will ride Gnome (Missle Form) when running to further increase his movespeed.
      • When he jumps while riding Gnome, the height of the his jump increases.
    • Certain summon spirits will have different/additional attacks patterns.
    • Klarth can summon spirits that he usually can't when he is not in Overlimit status.
  • Aside from the effects of Overlimit Lv1, entering Overlimit Lv2 status has the following additional effects:
    • 1/5 of Klarth's TP will not be restored anymore.
    • All of Klarth's summons will either have reduced or zero TP cost.
  • His chain order consist of:
    • Melee > Novice > Intermediate > Advanced > Mystic

ShortcutsEdit

Command Ground
F Overlimit Lv1
← F Cless Alvein: Random Support Arte
→ F Arche Klein: Fire Laser
↑ F Maxwell (Intermediate)
↓ F Overlimit Lv2

 Novice Summoning Artes Edit

  • Sylph
    ACS Klarth F. Lester Arte Exhibition (v.503:34

    ACS Klarth F. Lester Arte Exhibition (v.5.505b) COMPLETE

    Klarth F. Lester's Arte Exhibition by Kratos1991.

    • Sylph is summoned who then creates a small whirlwind in front of Klarth.
    • One of his best summons for close range battles.
    • Slight knockback effect.
    • Short delay after use.
    • Wind Elemental.
    • Safe on block to where Klarth can use his melee string again safely.
    • TTS is Fast. TTL is Short.
  • Efreet
    • Efreet is summoned who then casts three Fire Balls to attack the enemy in front of Klarth.
    • During Overlimit, Efreet will cast more Fire Balls than usual.
    • Moderate knockback effect.
    • Fire Elemental.
    • TTS is Average. TTL is Average.
  • Gnome
    • Gnome is summoned who then charges towards the enemy in missle form.
    • The missle can be destroyed by attacking it physically or using any long range attack.
    • During Overlimit, three missles will be fired. Each missle will have a greater knockback effect than usual.
    • Moderate knockback effect.
    • Earth Elemental.
    • TTS is Average. TTL is Average.
  • Shadow
    • Shadow appears and performs a downward slash in front of Klarth.
    • One of his best summons for close-mid range battles.
    • Can be connected after Maxwell (Intermediate) if two hits are dealt by Maxwell (Intermediate) and Klarth is at a certain distance from the enemy.
    • Slight knockback effect.
    • Using this arte against an enemy in mid-air greatly knocks them back and infilicts the Disabled status.
    • Dark Elemental.
    • TTS is Fast. TTL is Short.
  • Origin
    • Origin hovers over Klarth's shoulders, stares at the enemy and then unleashes a bolt of energy.
    • Useful for knocking enemies back.
    • Inflicts the Disabled status.
    • Not recommended for combos.
    • Unblockable.
    • TTS is Slow. TTL is Short.
  • Gremlin Lair (Gremlin's Lair)
    • A Gremlin appears and performs a flip in front of Klarth and then it runs away.
    • Useful for tossing enemies in mid-air, although you have to be really close to the enemy or it will miss.
    • Enemies can air-tech after this arte.
    • TTS is Average. TTL is Average.

Intermediate Summoning ArtesEdit

  • Sylph
    • Sylph is summoned who then creates a tornado in front of Klarth.
    • Tosses enemies in mid-air.
    • Enemies can air-tech after this arte.
    • Short delay after use.
    • Wind Elemental.
    • TTS is Fast. TTL is Short.
  • Undine
    • Undine appears behind Klarth, hovers for a while and then unleashes a spear of water to attack the enemy.
    • A delayed attack, very useful in keeping enemies at bay.
    • Don't use this arte when Klarth is against a wall or Undine will disappear.
    • While Undine (Intermediate) is present in the battle field, all attempts of Klarth to summon another Undine (whether Intermediate, Undine: Heal or Advanced) will fail.
    • Tosses enemies in mid-air.
    • Klarth can use his dash to get behind his opponent right before Undine hits for a tricky to block set-up.
    • Moderate knockback effect.
    • Water Elemental.
    • TTS is Slow. TTL is Long.
  • Undine: Heal
    • Undine appears behind Klarth and casts Heal on him.
    • Moderate HP restoration effect.
    • While Undine (Intermediate) is present in the battle field, all attempts of Klarth to summon another Undine (whether Intermediate, Undine: Heal or Advanced) will fail.
    • Requires casting, TP and Overlimit status to use.
    • TTS is Slow.
  • Efreet
    • Efreet appears above Klarth and causes an explosion around him.
    • Useful against enemies charging towards Klarth.
    • Great knockback effect and causes the Disabled status ailment.
    • Fire Elemental.
    • TTS is Average. TTL is Short.
  • Gnome
    • Klarth hurls Gnome in missle form towards the ground. Gnome will then flash in red and explode after a short period of time.
    • Another delayed attack, but Undine (Intermediate) is better since the damage area of the explosion is so small.
    • The hurl range is determined at random.
    • The delayed explosions are unblockable.
    • Two Gnomes in missle form will be tossed during Overlimit status.
    • Earth Elemental.
    • TTS is Slow. TTL is Short.
  • Volt
    • Volt appears above an enemy and calls forth lightning bolts to strike down.
    • There is a short delay before the lightning bolts will strike, making this arte easy to block or avoid.
    • While Volt (Advance) is on cool down, no other instance of Volt can be summoned.
    • Slight knockback effect.
    • Wind Elemental.
    • TTS is Slow. TTL is Short.
  • Aska
    • Aska appears in a form of a dove. The three doves will slowly fly towards the sky.
    • A useful anti-air arte.
    • Requires casting to use.
    • Has a long delay after use.
    • Tosses enemies in mid-air.
    • Light Elemental.
    • TTS is Slow. TTL is Short.
  • Gremlin Lair (Gremlin's Lair)
    • A Gremlin will appear in front of Klarth and run towards the enemy.
    • Requires casting to use.
    • Tosses enemies in mid-air.
    • Enemies can air-tech after this arte.
    • TTS is Slow. TTL is Short.
  • Maxwell
    • Maxwell appears above Klarth in his old-man chibi form. He then creates an image of himself encased in a blue barrier and moves it forward in a V-pattern.
    • The best Intermediate summon as it combos well with Novice summons and also functions as an anti-air arte.
    • Moderate knockback effect and inflicts the Confirmed status ailment.
    • Can be connected to Shadow (Novice) if two hits are dealt by Maxwell (Intermediate) and Klarth is at a certain distance from the enemy.
    • Another image of Maxwell will be pushed forward in an inverted V-pattern if summoned during Overlimit status.
    • TTS is Average. TTL is Long.

Advance Summoning ArtesEdit

  • Sylph
    • Sylph is summoned who then creates a strong gust of wind.
    • Chains really well to Origin (Mystic).
    • Has stronger power when the enemy is hit at close range.
    • Great knockback effect and tosses enemies in mid-air.
    • Enemies can air-tech after this arte.
    • Wind Elemental.
    • TTS is Fast. TTL is Short.
  • Efreet
    • Efreet and Gnome is summoned. Klarth will ride Gnome (Missle Form) and charge forward while Efreet will grab the enemy, hold him/her up and crush them.
    • Strong power, tosses the grabbed enemy in mid-air and knocks him/her back but has a high TP cost.
    • Has a long delay after use.
    • Fire Elemental.
    • TTS is Average. TTL is Short.
  • Undine
    • Undine is called to appear in front and above Klarth. Undine then casts Maelstrom, a column of water which erupts from the ground.
    • Good arte to chain from Maxwell (Intermediate) but the command must be inputted fast.
    • Chains really well to Origin (Mystic).
    • Requires casting to use.
    • Tosses enemies in mid-air.
    • Enemies can air-tech after this arte.
    • While Undine (Intermediate) is present in the battle field, all attempts of Klarth to summon another Undine (whether Intermediate, Undine: Heal or Advanced) will fail.
    • Water Elemental.
    • TTS is Average. TTL is Average.
  • Gnome
    • Multiple Gnome missles is launched from the ground and then fall from the sky.
    • No damage is done on the part where the missles starts to launch.
    • Requires casting to use.
    • Slight knockback effect.
    • Earth Elemental.
    • TTS is Slow. TTL is Average.
  • Volt
    • Volt appears above Klarth. Multiple lightning bolts will then circle around them.
    • Best to use this arte when the enemy is against a wall.
    • This arte hits only enemies on the ground.
    • Slight knockback effect.
    • This arte has a cool down before it can be used again.
    • While Volt (Advance) is on cool down, no other instance of Volt can be summoned.
    • You can combo into this move by cancelling it from Slyph (Novice). Doing so resets the chain order long enough to slip in 3 more Slyphs (Novice). Only works in the corner.
    • You can also use Origin (Novice) during this move for an unblockable set-up. If done soon enough, you can even score a combo.
    • Wind Elemental.
    • TTS is Average. TTL is Long.
  • Luna
    • Luna appears above Klarth. Beams of light will then strike from the sky in a straight line.
    • There's no way to evade this arte when casted except by falling back.
    • Requires casting to use.
    • Slight knockback effect.
    • Light Elemental.
    • TTS is Slow. TTL is Long.
  • Shadow
    • Shadow is summoned in the middle of the screen. He will then tint the entire screen blank and deal 10 hits of damage to all enemies.
    • There's no way to evade this arte except by blocking.
    • Requires casting to use.
    • Disables enemies.
    • Dark Elemental.
    • TTS is Slow. TTL is Short.
  • Aska
    • Multiple Aska in dove form is summoned to charge forward towards the enemy.
    • Moderate knockback effect and tosses enemies in mid-air.
    • Requires casting to use.
    • Light Elemental.
    • TTS is Slow. TTL is Short.
  • Maxwell
    • Maxwell in his non-chibi old man form is summoned. Maxwell will then use Tractor Beam, a spell which causes enemies on the ground to flip upward and fall back afterwards.
    • This arte can be evaded by jumping but it cannont be blocked.
    • Enemies can air-tech after this arte.
    • Tosses enemies in mid-air.
    • TTS is Slow. TTL is Average.
  • Origin
    • Origin is summoned who then creates a force field in an area where he is called.
    • Grants hidden penetrate counters on a small area to prevent staggering and cast intteruption.
    • Origin will disappear after the counters are depleted or after a period of time has lapsed whichever comes first.
    • Only one instance of Origin (Advanced) can be present in the battle field.
    • Klarth's primary defense arte. Very useful.
    • Requires casting to use.
    • TTS is Slow.
  • Gremlin Lair (Gremlin's Lair)
    • Four Gremlins will bounce nearby and then they will run in different directions.
    • Not very useful.
    • Requires casting to use.
    • TTS is Slow. TTL is Short.

Support ArtesEdit

  • Majinken (Demon Fang)
    • Cless Alvein drops out of nowhere and releases a shockwave on the ground after swinging his sword. He performs his victory pose afterwards before disappearing.
    • The shockwave travels the screen's full length.
    • Has a 30% chance of being performed by Cless when he is summoned.
    • TTS is Slow. TTL is Average.
  • Kogahazan (Tiger Blade)
    • Cless Alvein drops out of nowhere and performs an upward jump slash and a downward slash. He performs his victory pose afterwards before disappearing.
    • Has a 40% chance of being performed by Cless when he is summoned.
    • TTS is Slow. TTL is Average.
  • Majin Souhazan (Demon Tiger Blade)
    • Cless Alvein drops out of nowhere and releases a shockwave on the ground after swinging his sword. He then jumps towards the enemy end cuts them four times. Cless performs his victory pose afterwards before disappearing.
    • Has a 10% chance of being performed by Cless when he is summoned.
    • TTS is Slow. TTL is Average.
  • Majinken X5 (Demon Fang X5)
    • Cless Alvein drops out of nowhere and releases a shockwave for five times. Cless performs his victory pose afterwards before disappearing.
    • The shockwave travels the screen's full length.
    • The shockwave does not combo with each other at long range.
    • Has a 20% chance of being performed by Cless when he is summoned.
    • TTS is Slow. TTL is Average.
  • Fire Laser
    • Arche Klein appears in thin air and charges forward while her broom is shrouded in flames.
    • Arche appears in three different heights which is determined at random.
    • Range is 100% of the screen's length.
    • TTS is Average. TTL is Short.

Mystic ArtesEdit

  • Maxwell
    • Maxwell in his non-chibi old man form is summoned. Maxwell will then use Meteor Shower, a spell in which countless meteors rain from the sky and explode upon reaching the ground.
    • A good arte to use in preventing rush attacks.
    • Moderate knockback effect.
    • TTS is Average. TTL is Short.
  • Origin
    • Origin is summoned. He will then split into two, surround the enemy and electrocute them.
    • This is probably Klarth's best Mystic arte since it chains well with some of his Advanced summons.
    • If an enemy is free falling in mid-air, using this arte with proper timing will prevent him/her from air-teching.
    • You can chain this arte to itself with proper timing.
    • You can continue the combo after this arte if the enemy is against a wall.
    • Great knockback effect and tosses an enemy in mid-air.
    • TTS is Slow. TTL is Long.
  • Pluto
    • Pluto is summoned directly from the daemonium. Pluto appears where the enemy is standing and raises his hands as dark energy bolts shoot out from both of his hands.
    • High chance to cause Guard Break.
    • Has a long delay after use.
    • Requires Overlimit or low HP to use.
    • TTS is Slow. TTL is Short.
  • Tetra Leader
    • Klarth flips the pages of his book and chants for a long time. Afterwards, he then summons Efreet, Sylph, Gnome and Undine consecutively to perform a series of elemental attacks.
    • Better accuracy than Pluto (Mystic) but weaker in power.
    • Great knockback effect.
    • Requires Overlimit or very low HP to use.
    • TTS is Instant. TTL is Non-existent.

Advance Tips & Combos Edit

Battle Strategy Edit

General Use Combos Edit

Short Range ComboEdit

  • Melee Attack X 3 > Shadow (N) > Maxwell (I) [Note 2] > Shadow (N) [Note 1] > Maxwell (I) [Note 2] > Sylph (A) or Efreet (A)
  • Quick Input Version:
  • A > A > A > ↓↓D > ↑F > ↓↓D > ↑F > ↓↓C or ↓→C
  • Legend: (N) = Novice Summon; (I) = Intermediate Summon; (A) = Advanced Summon.
  • Total Hits is 15 or 16 if the end arte used is Sylph (A) or Efreet (A) respectively.
  • Damage is almost 1/4 of Kakashi Scarecrow's (500) HP.
    • Requirements:
      • TP for Sylph (A) or Efreet (A).
    • Notes:
      • Note 1: Requires certain timing to execute. Press ↓↓D after the second hit of Maxwell (I). You can also use the HP bar of the enemy as a guide and press ↓↓D after the enemy's HP is deducted.
      • Note 2: Requires a quick input to connect. Press ↑F just as the first hit of Shadow (N) lands.
  • Klarth's bread and butter combo. Strong power and very few requirements but a little tricky to execute.
  • If Sylph (A) is used as the last arte, you can continue the combo by using Origin (Mystic).
  • Must be executed at point blank range.
  • Greatly pushes an enemy back.
  • Contributed by Minarie 08:26, May 24, 2011 (UTC)

Instant Kill ComboEdit

  • Melee Attack X 3 > Shadow (N) > Maxwell (I) [Note 1] > Shadow (N) [Note 2] > Maxwell (I) [Note 1] > Sylph (A) > Origin (M) > Run towards enemy [Note 3] > Sylph (N) > Sylph (I) [Note 4] > Origin (M) > Run towards enemy [Note 3] > Sylph (N) > Sylph (I) [Note 4 & 5] > Overlimit 1 > Run towards enemy [Note 3] > Melee Attack X 3 > Sylph (N) > Sylph (I) [Note 4] > Origin (M) [Note 6]
  • Quick Input Version:
  • A > A > A > ↓↓D > ↑F > ↓↓D > ↑F > ↓→C > ↓→←E > →→ > ↓→A > ↓→B > ↓→←E > →→ > ↓→A > ↓→B > F > →→ > A > A > A > ↓→A > ↓→B > ↓→←E > [Note 6]
  • Legend: (N) = Novice Summon; (I) = Intermediate Summon; (A) = Advanced Summon; (M) Mystic Arte.
  • Total Hits = 56.
  • Damage instantly kills Kakashi Scarecrow (500 HP).
    • Requirements:
      • Enemy is near a wall.
        Tales of ACS v5.501 Klarth F00:34

        Tales of ACS v5.501 Klarth F. Lester Instant Kill Combo

        Klarth F. Lester Instant Kill Combo

      • Full TP.
      • Overlimit gauge LVL 1.
    • Notes:
      • Note 1: Requires a quick input to connect. Press ↑F just as the first hit of Shadow (N) lands.
      • Note 2: Requires certain timing to execute. Press ↓↓D after the second hit of Maxwell (I). You can also use the HP bar of the enemy as a guide and press ↓↓D after the enemy's HP is deducted.
      • Note 3: A little tricky to perform but make sure to stop at a range where Sylph (N) can be connected properly. Also, Klarth is difficult to halt when he runs because he slides before stopping.
      • Note 4: After catching the enemy in mid-air with Sylph (N), Use Sylph (I) just as the first hit of Sylph (N) connects. Improper timing would either reset the combo counter or allow the enemy to air-tech.
      • Note 5: Use Overlimit 1 as the first hit of Sylph (I) connects.
      • Note 6: You can still continue the combo here by approaching the enemy and using Sylph (N).
  • Klarth's Bread and Butter combo extended to its maximum damage potential.
  • Contributed by Minarie 06:01, May 29, 2011 (UTC)

Highest Combo (Infinite)Edit

  • ( Gnome (N) or Shadow (N) [Note 1] > Maxwell (I) [Note 2] ) X As many times as you want.
  • Quick Input Version:
  • ( →←→A or ↓↓D > ↑F ) X As many times as you want.
  • Legend: (N) = Novice Summon; (I) = Intermediate Summon; (A) = Advanced Summon.
  • Part of the combo encased in open "(" and closed ")" parenthesis should be repeated as many times as you want.
  • Total number of hits will vary depending on the enemy's HP.
  • Damage instantly kills Kakashi Scarecrow (HP 500) at ??? hits.
    • Requirements:
      • Enemy is against a wall.
    • Notes:
      • Note 1: Before using Gnome (N) or Shadow (I), you must be at a certain distance from the enemy and not at point blank range. For Gnome (N), the missle when released must explode immediately. For Shadow (N) the distance is less of a concern but as the combo counter increases, the harder it becomes to chain. You can interchange the use of Gnome (N) or Shadow (I).
      • Note 2: You must be at a certain distance from the enemy and not at point blank range. Maxwell (I) must deal two hits when used.
  • Klarth's infinite combo 1. Easy to use at first but gets harder since you have to maintain the distance from the enemy. Gnome (N)'s command sometimes moves Klarth left or right so near perfect timing is necessary to maintain the distance.
  • I reccommend to finish the combo with Sylph (A) > Origin (Mystic) > Origin (Mystic) if you think you cannot maintain the distance from the enemy anymore.
  • Enemies can use Overlimit to escape this infinite combo.
  • Contributed by Minarie 02:58, May 23, 2011 (UTC)

Story ModeEdit

Klarth has a total of 5 Story Modes, ranging from Easy to Unknown. Note that all modes including and preceding Hard feature opponents that come in "Rounds", meaning that the field, positions, and statistics (HP and otherwise) will reset once an opponent is defeated. Modes after Hard feature opponents that come one after another, meaning that the fields, positions, and statistics of your character will not reset once an opponent has been defeated. However, A portion of your HP is refunded whenever an opponent is defeated in Mania Mode.

EasyEdit

Lyris Aileron
Stan Aileron
Nanaly Fletch
Synch(With Rid Hershel as an Ally)

NormalEdit

Lloyd Irving
Lion Magnus
Kohak Hearts
Shizel

HardEdit

Rid Hershel
Luke fon Fabre
Eugene Gallardo
Dhaos
Mithos Yggdrasill (Upon defeat of Dhaos 2-0)

ManiaEdit

Shizel
Synch(Upon defeat of Shizel)
Barbatos Goetia (Upon defeat of Synch)
Dhaos (Upon defeat of Barbatos Goetia)

UnknownEdit

Shizel
Barbatos Goetia (Upon defeat of Shizel)
Hugo Gilchrist (Upon defeat of Barbatos Goetia)
Dhaos (Upon defeat of Hugo Gilchrist)
Kratos Aurion (Upon defeat of Dhaos)

Cut-InsEdit

In ACS, Klarth has three cut-ins.

  1. Tales of Phantasia (PSX)
  2. Tales of the World: Radiant Mythology 2 (unused)
  3. Tales of Phantasia: Narikiri Dungeon X

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