530 lines
15 KiB
Plaintext
530 lines
15 KiB
Plaintext
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=======================================
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! ULTIMA /// DOCUMENTATION !
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! !
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! BY DR. WHO !
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=======================================
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From the depths of Hell...
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He comes for vengeance!
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EXODUS: ULTIMA III by Lord British
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PART I: COMMANDS
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SPACE BAR - Pass
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ESC key - Acknowledge disk swaps or return from "status"
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A:
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Attempts to damage foe with "ready weapon", must be followed by the
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direction of thy foe.
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B:
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Board - Board a frigate or mount a horse.
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C:
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Cast - Cast a magic spell; must be followed by the player # (except
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during combat), spell type (W/C) when needed, and the spell letter.
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D:
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Descend - Climb down a ladder to the next lower dungeon level
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E:
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Enter - Go into places such as towns, castles and dungeons.
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F:
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Fire - Fire a ship's cannons (once thou hast boarded), in direction
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indicated in an attempt to obliter- ate thy foes. Range is three
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squares. You gain neither gold nor experience from enemies killed
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this way.
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G:
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Get chest - Open chest; must be followed by the player # who will
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search for traps, open the chest, and acquire the contents.
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H:
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Hand equipment - Trades equipment between two players.
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I:
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Ignite a torch.
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J:
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Join gold - gives all gold in party to player indicated.
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K:
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Klimb - Climb up a ladder to next higher dungeon level or surface.
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L:
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Look - Identifies object in a given direction. Useful before entering
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unknown places or terrain
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M:
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Modify order - Exchange the posi- tions of any two players in party.
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N:
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Negate time - Requires a special item. Stops time for all outside of
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the party. Allows an audacious thief to steal vast treasures and
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escape the treasure's guardians.
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O:
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Other command - Allows a player to enter a command not given in this
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list but rather determined during game play. Examples are [KISS]
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princess, [JUMP] cliff, [BRIBE] guard and [DIG] beach, although others
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are possible.
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P:
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Peer at gem - REQUIRES a special item, one use for each. On the
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surface, the world map is shown. In a dungeon, all of the level is
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visible. In a town or castle, the map shows all inside areas.
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Q:
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Quit and Save - Save game to disk
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R:
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Ready Weapon - Equips players with the weapon of thy choice, if
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owned.
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S:
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Steal - Attempts to steal chests from behind store counters, success
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based on thieving abilities.
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T:
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Transact - Allows a player to trade with shops or talk to townspeople
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in order to collect clues vital to winning the game.
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U:
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Unlock - Opens doors if you have a key. One use per key.
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V:
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Volume - Toggles sound on and off.
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W:
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Wear armour - Outfits a player with the armour of thy CHOICES, if
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owned, for DEFENSE in combat.
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X:
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Xit - That's exit, dismount horse or leave frigate.
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Y:
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Yell - Allows player to yell any word one feels. Useful when being
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chased by a dragon. yell, [OPEN] gate!
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Z:
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Ztatus - Displays a players status, attributes, and possessions. The
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Return key scrolls.
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WEAPONS & ARMOR
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Weapons Equipment Armor
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------- --------- -----
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Hands.............A...........Skin
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Dagger............B...........Cloth
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Mace..............C...........Leather
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Sling.............D...........Chain
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Axe...............E...........Plate
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Bow...............F
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Sword.............G
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2-H Sword.........H
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PART II: The Character
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Assign each character a # from 1 to 20
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Name:
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up to 13 letters
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Sex:
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[M]ale, [F]emale and [O]ther
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Race:
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[H]uman, [E]lf, [D]warf,
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[B]obbit and [F]uzzy
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Class:
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First letter of class you want
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Attributes:
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Divide up 50 points among
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the four attributes.
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Minimum - 5, Maximum - 25
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Description of attributes
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-------------------------
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Strength - Important for fighting
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Dexterity - Grants speed & cleverness
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Intelligence - Controls Mage spells
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Wisdom - Imparts Clerical power
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Maximum attributes attainable for each
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--------------------------------------
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Str Dex Int Wis
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Human 75 75 75 75
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Elf 75 99 75 50
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Dwarf 99 75 50 75
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Bobbit 75 50 75 99
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Fuzzy 25 99 99 75
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Characteristics of profession
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-----------------------------
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Weapons Armor Spell
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------- ----- -----
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Fighter All All None
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Cleric Mace Chain Prayers
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Wizard Dagger Cloth Sorcery
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Thief Sword Leather None
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Paladin All Plate Prayers
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Barbarian All Leather None
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Lark All Cloth Sorcery
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Illusionist Mace Leather Prayers
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Druid Mace Cloth Both
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Alchemist Dagger Cloth Sorcery
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Ranger +2 Sword +2 Plate Both
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Spell Attributes/Special of classes
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-----------------------------------
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Cleric: Wisdom
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Wizard: Intelligence
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Thief: Steal/Disarm Traps
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Paladin: Half Wisdom
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Barbarian: Some Steal and Disarm
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Lark: Half Intelligence
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ILLUSIONIST: Half Wisdom, some S & D
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Druid: Greater of both HALVES
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Alchemist: Half Int., some S & D
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Ranger: Lesser of Both halves, some
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Steal and Disarm
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Magical spell energy is based on the character's spell attribute.
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Energy is replaced at the rate of 1 point per turn on the surface, and
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one point every four turns in a town or dungeon
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Note:
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Druids regain magic points at twice the rate of normal spell casters.
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PART III: The Game
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To start up the game, boot side one of the disk. When the option to
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enter "1" or "2" appears, type in the drive # in which the scenario
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disk will be.
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A sample view of Sosaria appears. Hit the SPACE BAR. you are now
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offered three choices:
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* Return to view to see the demo again
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* Organize a Party to set up the game
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* Journey onward to begin/continue the adventure
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Only the first letter of any option need be used to select that
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option.
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For now, select "O". These are the options that you have:
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* Examine the Register Lets you see what characters are available for
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adventuring. It dis- plays the name & class of every character. The
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first 3 letters before a character's name give the character's Sex,
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Race, and Class. The FOURTH letter states the health of the
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character: G = good, P = poisoned, D = dead, A = ashes. If the
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character is already part of a party, a diamond will appear next to
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his/her/its name.
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* Create a Character This allows you to create characters as described
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in Part II.
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* Form a Party Allows you to form a Party of up to four members, from
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the characters on the disk. Use the number that you entered first for
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each character to choose.
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* Disperse a Party This disbands a party and returns the members to
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the register.
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* Terminate a Character This clears a character permanently from the
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register. You would use this to make room for another char- acter, or
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if the present one is a total loser.
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* Main Menu Returns you to the primary option list.
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SPECIAL NOTES
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-------------
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COMBAT:
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When combat is joined, a special combat SCREEN appears. Each member
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of the party is shown separately, as is each monster. The characters
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can all move, fight and spell individually, in order of their order in
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the party. Although the players may only attack horizontally or
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vertically, monsters may attack on a diagonal. You may attack from a
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distance with a bow, spell or dagger. If you attack with a dagger, it
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is considered thrown if the enemy is farther than one square away.
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Experience is given to the character who strikes the fatal blow!
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CHESTS:
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When a monster group on land is de- feated, a chest will always be
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left behind. Some will contain treasure, others will be empty. Many
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of these chests will be trapped. Some traps include: Acid (injures
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the character opening the chest), Poison (same), Bomb (destroys the
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contents of the chest and hurts the entire party) and Gas Trap
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(affects the entire party).
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DUNGEONS:
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Map everything in a dungeon. There are many secret doors. Magical
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winds may blow out your torches. If thou walks slowly, glimpses of
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faint mystic writings may be noticed periodically. There are also
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many traps and pits. If the Thief is in the front of the party, he
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will have an excellent chance of spotting traps before the party trips
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them. If you find a fountain, be sure to stop and drink carefully.
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TRANSPORTATION:
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Most progress is on foot, although you may be able to locate or buy
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horses. To sail a ship, you may not sail against the wind.
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MOON GATES:
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Passing through a Moon Gate will teleport the party to hidden powers.
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Many areas are only accessable through these gates. The coming and
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going of the Moon Gates is somehow related to the phases of Sosaria's
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twin moons, Trammel and Felucca. The phases of these moons is
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indicated at the top of the screen as follows:
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0: New moon 4: Full moon
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1: Crescent waxing 5: Gibbous waning
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2: First quarter 6: Last quarter
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3: Gibbous waning 7: Crescent waning
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TOWN SHOPS:
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Weapons shop: Buy/Sell weapons
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The Armory: Buy/Sell armor
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The Grocery: Buy food
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Guild Shop: Buy thieving equipment
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The Pub: Gold may loosen a tongue...
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The Healers: Restorative healing
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The Stable: Buy horses
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The Oracle: Buy knowledge & insight
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SPECIAL MONSTERS:
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(There are three types of monster for each reference here, but as they
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differ only in name, they are not listed.)
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Thief:
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Can steal any weapon or armor that is not equipped.
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Pincher:
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Can poison
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Daemon:
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Can hurl magic attacks
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Dragon:
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Can attack from three spaces away, even when not in the combat mode!
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Devil:
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Can hurl poisoned magic bolts!
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Pirates:
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Can fire cannon at all members of party
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Sea Serpents:
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Can hurl magic across
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water.
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Man-O-Wars:
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Can poison/hurl magic!
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PART IV: Magic
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A spell will cost you a certain amount of magical energy to cast, as
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follows:
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A: 0 pts
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B: 5 pts
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C: 10 pts
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D: 15 pts
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(and so on, up to...)
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P: 75 pts
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THE BOOK OF AMBER RUNES (sorcery)
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-----------------------
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A) REPOND - 0
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When Orcs, Goblins or Trolls attack the party, cast this Rune. Thou
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shall be attempting to dispel the magic which is a part of their inner
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being.
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B) MITTAR - 5
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Hurl this talisman towards thine enemy. A shimmering sphere of light
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will spring from thy hand, and will strike with a force depending on
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the skill and concentration invested.
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C) LORUM - 10
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A warm, soft, magical light of short duration will be produced when
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this spell is cast.
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D) DOR ACRON - 15
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When this spell is cast, the mage and his companions will be
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transported to the next lower level of the dungeon
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E) SUR ACRON - 20
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As the words of this spell are chanted, the party will be lifted to
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the next higher level of the dungeon.
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F) FULGAR - 25
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A fireball will infailingly strike thy foe when this spell is invoked,
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with a force strong ENOUGH to kill most common men and cause great
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dam- age to beasts of greater strength.
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G) DAG ACRON - 30
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This spell will randomly teleport you from one spot to another on the
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Sosarian surface.
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H) MENTAR - 35
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A blue ball of screaming horror will fly toward thine enemy when this
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spell is incanted. It will invade his mind, and IRREPERABLY corrupt
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his mental process in direct proportion to thine own intelligence.
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I) DAG LORUM - 40
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When this spell is cast, an enduring and shimmering light will
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appear.
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J) FAL DIVI - 45
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This spell will allow you to cast any of the spells normally
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accessable only to Clerics.
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ADVANCED SPELLS:
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K) NOXUM - 50
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As this spell is spoken, it will catch flame and rush at thy foes,
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thwarting each with a devastating blow.
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L) DECORP - 55
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When the song of Decorp is sung, the air shall shake. Upon whomever
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thou indicated, the Magic shall de- scend, and their life shall be ex-
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tinguished - always and completely!
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M) ALTAIR - 60
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When this spell is cast, time will slow and finally stop, allowing the
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party to move freely in the suspended state.
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N) DAG MENTAR - 65
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Cast this spell, and thy foes will be struck with a savage blow with
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damage directly related to thine intelligence.
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O) NECORP - 70
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When the need arises, throw this spell above the heads of thine
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enemy. It will shatter, and they will quickly be transformed into
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putrid vestiges of their former beings.
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P) 75
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This spell is never called by name, save when invoked. All does who
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hear the UTTERANCE are completely and permanently destroyed.
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THE ANCIENT LITURGY OF TRUTH (prayer)
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----------------------------
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A) PONTORI - 0
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This will allow you to turn undead, and Skeletons, Ghouls and Zombies
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will be dispelled from their being.
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B) APPAR UNEM - 5
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This will allow you to open a chest with no risk to the party.
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C) SANCTU - 10
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Lay thy hands upon onw who is woun- ded, and he will be healed. In
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the beginning, thy power will be limited, but thy capacity as a healer
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will grow and be strengthened with experience.
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D) LUMINAE - 15
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Cast this upon an object, and it will glow with a soft blue light,
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temporarily lighting your way.
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E) REC SU - 20
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The ceiling shall become translucent and thy party shall float up one
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level in a dungeon.
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F) REC DU - 25
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The floor will become translucent, and they party shall sink down one
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level in a dungeon.
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G) LIB REC - 30
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This shall cause you to fade away from one location in a dungeon, and
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reappear in another.
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H) ALCORT - 35
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With thy touch, the poison coursing in the veins of thy companion
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shall be transformed into a life-giving fluid.
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I) SEQUITU - 40
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If thou raiseth thy ankh into the air and cryeth out the name of this
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invocation, thee and thy companions shall rise forth from the depths
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of a dungeon to the surface.
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J) SOMINAE - 45
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Thine entire self will radiate with a light, that can be sustained
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INDEFINITELY- ,as it draws forth from thineown inner force.
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K) SANCTU MANI - 50
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Anoint the wounds of thy companion with an oil, and his flesh shall be
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restored and blood flow through his veins, although he lies quivering
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on the threshold of death.
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L) VIEDA - 55
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If thy should lose thy way, meditate on this spell, and a vision of
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thy surroundings shall come to thee.
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M) EXCUUN - 60
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By speaking the name of this great miracle, thou can direct the pure
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light of truth at a foe, causing his life to cease.
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N) SURMANDUM - 65
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It is now within thy power to recall one from the realm of death.
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Step into the shadow of death, and lead thy companion back to the
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world of light. If, however, his strength of will is not strong
|
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enough to make the return journey, the backlash from this failed
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miracle will turn his body to ashes.
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O) ZXKUQYB -70
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Speak softly the words represented by these letters, and most of thy
|
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foes will be struck down with a force so strong it will end their
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lives.
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P) ANJI SERMANI - 75
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Beseech the One who is Truth and Wisdom, and thy friend's life shall
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be forever restored.
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