189 lines
10 KiB
Plaintext
189 lines
10 KiB
Plaintext
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DEATH KNIGHTS OF KRYNN
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The War of the Lance has been over for many years, but still the
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land of Ansalon, in the world of Krynn, is besieged by evil forces.
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One year earlier, a brave band of adventurers succeeded in defeating
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the evil Aurak Draconian Myrtani, servant of the goddess Takhisis.
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In the first SSI Dragonlance adventure, CHAMPIONS OF KRYNN, Myrtani
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and his Death Knight ally, Sir Lebaum, raised an army of Draconians
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and undead. They used their forces to steal dragon eggs overlooked
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after The War of the Lance, with the intent of using powerful magic
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to corrupt the eggs into a massive Draconian army. The Solamnic
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Knights, kept ignorant of Myrtani's mass corruption ability by
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misinformation, would attack his stronghold in Kernen and be
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slaughtered by a huge army of rapidly created Draconians.
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A small group of novice adventurers discovered Myrtani's plans, and
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though their warnings to the Solamnic leadership went mostly
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unheeded, they slipped into Kernen and battled Myrtani. They stopped
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the mass corruption, saved the Knights from a disastrous ambush, and
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became true CHAMPIONS OF KRYNN.
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As DEATH KNIGHTS OF KRYNN begins, you have been invited back to
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Gargath outpost to celebrate the one year anniversary of the defeat
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of Myrtani. This is also a sad occasion, as it is a commemoration of
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those who fell, as well as a memorial to Sir Karl, former commander
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of the outpost who was slain by the forces of Myrtani. The memorial
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is to be given by Maya, Sir Karl's lover, a white dragon able to
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assume human form.
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During the ceremony, Sir Karl himself, raised from the dead by the
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evil Lord Soth and converted to a Death Knight, swoops down on the
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outpost with a force of Skeletal Knights and Nightmares. After
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dropping some items he obtained from a previous battle with Solamnic
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Knights, and stealing the powerful Dragonlance on display, he flies
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off with Maya in pursuit. With the shock of his return and his
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taunts still ringing in your ears, you are immediately thrust into
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battle with a defensive force he left behind. (This review is based
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on the IBM-PC version of the game.)
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To save Krynn from this new threat of undead forces commanded by
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Lord Soth, you will have to follow Sir Karl's trail, battle hordes
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of Skeletal Knights and clerics who serve Takhisis, earn the trust
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of Lord Soth's former right hand man, uncover treacheries, and
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finally defeat Lord Soth himself. Along the way, you can elect to
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embark on side missions around Krynn, earning experience, righting
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wrongs, and collecting valuable magic items.
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As in CHAMPIONS, the game is pretty linear and driven by the
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story. There are several side missions as well, but the main plot is
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event-triggered: You have all the time you want, and the events are
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set in motion in the form of quests, or by discovering clues.
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When the main villian is vanquished, a maze called "Dave's
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Challenge" will be accessible in the NW corner of the map. At
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Champion level, it truly is a "killer maze," complete with Iron
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Golems, Flesh Golems, and a final room with five Spectral Dragons,
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Vampires, Spectres, and Death Knights -- a little added bonus for
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those who want a bit more for their buck!
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For those unfamiliar with the SSI AD&D games, the game relies
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heavily on magic and magic items. There are lots of undead creatures
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in this one, as Lord Soth is stealing the bodies of Knights to
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convert to Death Knights. Death Knights are immune to most magic,
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can reflect some magic, can cast one powerful blast Fireball per
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day, and can cause fear in those around them. There are lots of
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level-draining vampires, spectres, and other ghoulies, making it
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tough to keep your levels up. At almost every turn, you will run
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into Skeletal Knights and magic users, many of which cast Slay
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Living, powerful Magic Missiles, and other nasty spells. It's almost
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a must that each character be part cleric, magic user, fighter, or
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all three, to stand and fight these undead legions.
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The starting party supplied with the game can get you all the way
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through, for those who have no prior experience with AD&D. I was
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able to win the game playing at Champion (hardest) level all the
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way, using the default party, so I'm sure a beginner can win at
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Veteran (default) level. The level may be set or changed at any
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time, from five choices (Novice to Champion), allowing you to get
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past those tough battles. The level selected, unlike previous
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games, will affect the number of opponents (in most cases), their
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hit points, and their magic damage (dragons especially). However,
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the lower the level, the less experience gained per battle, and the
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slower your characters advance.
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You may use the starting party, create your own characters, or
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transfer them from CHAMPIONS. The default party and most created
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characters begin with Plate mail armor, Long Sword +1 (Hoopak +1 for
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Kendars), Mace +1 (really better against all those Undead), and a
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normal shield. Knights automatically get Solamnic Plate armor.
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Transferred characters get everything they had at the end of
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CHAMPIONS; if you transfer characters that haven't finished, they
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lose the nice items like the Dragonlance (you'll find one later).
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The game interface accepts keyboard, mouse, or joystick input, and
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the command menus are highlighted for clicking (or you may press the
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first letter of your choice). The targeting system cycles through
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the enemies only, where it formerly cycled through allies, also.
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Manual targeting is available, so you can place that fireball just
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so, and you'll have to confirm attacking an ally. NPCs acting on
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their own, as well as PCs in "quick" mode, still do pretty stupid
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things, like shooting normal arrows at magic or undead creatures.
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The "quick" mode is pretty useless, and wastes spells and magic
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items.
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If you have a Knight in the party, a "leadership check" is made at
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the start of combat, allowing you to control some or all of the
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NPCs. This is a nice improvement; it stops NPCs from rushing at the
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enemy when you want to Fireball them, and stops them from casting
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unneccessary spells. Other improvements have been made in the combat
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system, but you'll only appreciate them if you were annoyed by the
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games before the changes.
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In the version I have (1.00), money is no problem. In fact, you
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aren't charged for any healing that I could see, and Knights no
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longer automatically tithe when entering a city, as in CHAMPIONS.
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Every battle with wizards or clerics in the enemy ranks nets at
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least two Bracers AC 6, each worth 3000 SP each. There is only one
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shop later in the game that sells 10 arrows +2 for 5K SP, and a Dart
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of Hornet's Nest for 15K SP. Even with the new vault feature for
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storing items and loot, I had so much jewelry and gems that I
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started just dropping money because of the weight.
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They changed the "Fix" command, so you may not memorize spells
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while automatically healing the party; that was a nice "bug,"
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though. Mages may only be of the Red or White Robe order; you still
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can't play an evil Black Robe mage. Unlike standard AD&D, mages and
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their powers are affected by the moons of Krynn. When the moon
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(shown at the top of the screen) governing your mage is full, he can
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memorize bonus spells, and his magic is more potent. Once you
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specify a set of spells to memorize, you need not re-enter them each
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time you rest in camp mode. This, while a nice feature, has a
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loophole: If your moon is full, and you select two extra spells to
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memorize, you will be able to memorize these bonus spells even when
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the moon is new.
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One bug that really bothered me occurred in Vingaard Keep. I
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entered a room adjacent to the bar and found I could not exit. Every
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time I re-entered the bar, the options were "Have a Drink," "Talk,"
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or "Leave." If you "Leave," you're back in the room. If you "Talk"
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or "Drink," nothing else happens. The only solution is to keep
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trying the three options until you pass out (bad), or until the
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message "You do it too loudly" appears and a battle ensues. After
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the fight, you're outside the room, inside the bar, free to leave
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another way.
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The plot of DKOK is well done, and like the other SSI games, vital
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info is provided by looking up "Journal Entries." For the nosy
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folks, of course, the Adventurer's Journal also contains some "red
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herrings." The story contains side quests, plot twists and
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deceptions: There are a couple of surprises, a romantic plot
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resolution between Sir Karl and Maya, and two loosely allied enemy
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factions.
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Copy protection consists of a Journal Entry word look-up when
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beginning a session, and a word look-up in the Rule Book
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occasionally when saving a game. You may save up to 10 games,
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labeled A through J. The manual itself doesn't give you as much
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background on the world of Krynn as CHAMPIONS did, so those
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unaquainted with the Dragonlance world may have some complaints. I
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think they did a little better explaining the spells and magic
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items, but fell a bit short explaining the classes and races.
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My game came on two 5-1/4" floppy disks, but 3-1/2" disks are
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available. The game may be played from two floppy drives, one floppy
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and hard drive, or hard drive only. Even on my system, a 386/33
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clone, hard drive loads and saves take about a minute. I wouldn't
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want to run it from floppies, as five 5-1/4" or three 3-1/2" disks
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are required, plus one for saves. A minimum of 1.5Mb of free space
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is needed on your hard drive.
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DOS 2.1 or greater and 640K of RAM are required. CGA, EGA, and
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Tandy 1000 16-color graphics are supported. VGA users only get EGA
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graphics, although they are good. Keyboard, mouse, and joystick are
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supported, though the mouse won't work with Tandy graphics. Sound
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boards are supported, but if it's like CHAMPIONS, the music and
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sound effects are just as good through the PC speaker.
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Taken as a whole, DEATH KNIGHTS OF KRYNN is another good AD&D game
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from SSI. They keep working on the game engine, and although its not
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perfect, it keeps improving. DEATH KNIGHTS also has a good plot and
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interesing side missions, and if played at CHAMPION level should
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give you a run for your money.
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DEATH KNIGHTS OF KRYNN is published by Strategic Simulations, Inc.
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and distributed by Electronic Arts.
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