609 lines
24 KiB
Plaintext
609 lines
24 KiB
Plaintext
|
|
|
|
|
|
|
|
///////////////// /////////////
|
|
///////////////// /////////////
|
|
///// ///// /////
|
|
///// ///////////// /////
|
|
///// ///////////// /////
|
|
///// ///// /////////////
|
|
///// ///// /////////////
|
|
The Humble Guy's HumbleDox
|
|
|
|
Presents
|
|
|
|
Moonstone: A Hard Days Knight: Complete Game Manual
|
|
|
|
|
|
Moonstone: A Hard Days Knight
|
|
|
|
MOONSTONE PC ADDENDUM CARD
|
|
|
|
Installing Moonstone to your Hard Disk
|
|
|
|
Log into your A: drive and type 'INSTALL'. Follow the on screen
|
|
instructions to configure Moonstone for your PC.
|
|
|
|
Playing Moonstone from Floppy Disks
|
|
|
|
Log into your A: drive and type 'MS' [enter]
|
|
|
|
Moonstone requires at least 620k of Free Base Memory. You may have
|
|
to adjust your CONFIG. SYS and AUTOEXEC.BAT to free up enough
|
|
memory.
|
|
|
|
We strongly recommend that you set up a Disk Cache when playing
|
|
Moonstone. For further information refer to your MSDOS user guide.
|
|
|
|
Additional note for Soundblaster users
|
|
|
|
In order to play Soundblaster sounds you may need to set up your
|
|
Soundblaster in your AUTOEXEC.BAT file.
|
|
|
|
The default setting is as follows:
|
|
|
|
SET BLASTER=A220 17 Dl T4
|
|
|
|
If this does not activate sounds when playing Moonstone, then your
|
|
Soundblaster is not at it's default settings. Consult your
|
|
Soundblaster manual to set it up correctly.
|
|
|
|
You will also need to set up expanded memory in order to hear
|
|
Soundblaster samples. Using EMM386 or another Memory Manager set up
|
|
at least 400k of expanded memory. This area of memory is used to
|
|
store all the samples used in the game.
|
|
|
|
|
|
THE HISTORY OF THE QUEST
|
|
|
|
A very sacred time is upon the people. A time that descends once
|
|
every thousand years.
|
|
|
|
As the Druids will be only too happy to tell you, this is the season
|
|
of the Moonstones! Danu, the spirit of the moon, has turned his
|
|
attention away from the activities of the cosmos to those of the
|
|
earth. It is during such a time that the Gods bestow a fabulous gift
|
|
to the greatest warrior in the land; a gift of ultimate power! But
|
|
first such a warrior would have to prove himself.
|
|
|
|
Thus, the first warrior to complete "The Quest of the Moonstones"
|
|
will rece;ve this great blessing. But any warrior considering such a
|
|
quest must be prepared to wander the surrounding land, enduring many
|
|
hardships, risking life and limb all the while.
|
|
|
|
The land comprises four vast territories. To the northeast
|
|
are the Northern Wastelands, home to giant Baloks that inhabit this
|
|
great rocky territory. To the northwest are the Misty Moors, with
|
|
their great tribes of vicious Troggs. Southwest lies the Great
|
|
Forest, infested with the cunning Ratmen. And finally to the
|
|
southeast you will discover the Wetlands, where half plant, half
|
|
humanoid Mudmen stalk human prey inside their vast swamp.
|
|
|
|
Over all these territories the Great Dragon roams high in
|
|
the sky, searching like a hawk for the next traveller to eat or
|
|
plunder.
|
|
|
|
Hidden deep in the middle of the four territories, at the
|
|
very heart of the land, lies the most sacred of places, "The Valley
|
|
of the Gods", wherein can be found the sacred Moonstones.
|
|
|
|
To complete the quest, you will have to assume the arms and
|
|
armour of a knight. Then you must explore all the lands that
|
|
surround you to find the four keys which will give you access into
|
|
the Valley of the Gods.
|
|
|
|
Along the way you will have to defeat many creatures and
|
|
retain their gold and magic treasures to increase your strength so
|
|
that you might survive the perils of the shadowy half world that
|
|
lies within. Once the keys are found, you will then make your way to
|
|
the Valley to find the sacred Moonstone, fighting horrible demons of
|
|
immense power and strength.
|
|
|
|
Once a Moonstone is acquired, you must then race to
|
|
Stonehenge to present the fruit of your quest to the great Moon God,
|
|
Danu. However, there are four possible Moonstones that are each
|
|
keyed to a different phase of the moon, so you will have to wait for
|
|
the right moon phase before you may complete your quest.
|
|
|
|
But wait! Did you think you would be alone in the quest? Of
|
|
course not! All the great knights of the land know of this most
|
|
sacred of events. So there will be other great warriors looking to
|
|
be the first to complete the quest. You will certainly have to do
|
|
battle with many mighty warriors before your quest is done.
|
|
|
|
Moreover, you are bound to encounter the dreaded Black
|
|
Knights, who wander the land trying to convince any who will listen
|
|
that the Druids are heretics, slaying any who do not. They
|
|
particularly hate the quest of the Moonstones and will track down
|
|
any who participate, especially if they are close to completing the
|
|
quest! These knights are renowned for their ability to raise their
|
|
skills during combat. They are never beaten until they are slain!
|
|
|
|
After long, careful thought you decide to surrender to the
|
|
fates and the strength of your metal. Donning your warmest clothing
|
|
and grabbing your trusty sword and armour you set off, swearing to
|
|
be the first to complete the quest or to die trying: for none can
|
|
resist the pull of the Moonstones.
|
|
|
|
KNIGHT'S STATISTICS
|
|
|
|
Strength, Endurance, and Constitution
|
|
|
|
The knight's abilities describe what you can do physically in the
|
|
game in terms of numbers.
|
|
|
|
Strength is a measure of how strong you are in combat. The
|
|
more strength a knight has, the more damage you will inflict upon
|
|
your opponents.
|
|
|
|
Constitution is a measure of how much physical punishment a
|
|
knight can withstand before you collapse. The higher your
|
|
constitution, the more damage you can take before losing a battle.
|
|
|
|
Endurance is a measure of how much physical activity a
|
|
knight may endure before you become exhausted and must rest. The
|
|
higher your endurance, the further you can move in a day.
|
|
|
|
A knight's abilities can be temporarily raised by various
|
|
normal and magical items. They can also be raised permanently by a
|
|
magical gift from either the wizard Math, or by the Mystic. You can
|
|
also permanently raise your abilities through "experience".
|
|
|
|
Experience
|
|
|
|
Experience is earned by successfully conquering a lair. 1 point of
|
|
experience is earned for each lair that is cleared. 2 points are
|
|
earned if the Dragon is slain. 3 points are earned when the Guardian
|
|
is defeated. In a 3 or 4 player game, for each point of experience
|
|
earned, either strength, endurance, or constitution can be raised by
|
|
one point (at the knight's choice). In a two player game 2
|
|
experience points are required and in a one player game, 3 points.
|
|
|
|
Life Points
|
|
|
|
Life points are a measure of how close to death a knight has become,
|
|
due to injuries sustained during combat. Each knight starts the game
|
|
with 5 life points and every time you lose a combat, a life point is
|
|
lost. When you are reduced to 0 life points, you are dead and and
|
|
for you the quest is over. There are many ways to raise your life
|
|
points. You can pay a healer in the cities. A potion of healing will
|
|
raise life points. If you go to your home village and you have less
|
|
than 3 life points, then your village druids will heal you for free.
|
|
The last possible way of raising life points is to offer a magic
|
|
item to Danu at Stonehenge. Life points are divided up into hit
|
|
points. If during combat your current hit points are reduced to 0,
|
|
then you will lose the combat and a life point. Hit points can be
|
|
healed at the healer or through healing potions. Knights also heal
|
|
naturally each day that is passed.
|
|
|
|
The Phases of the Moon The phases of the moon are the key
|
|
to the success of your quest. Once the cycle of the moon matches
|
|
your moonstone you must reach Stonehenge to fulfil your quest before
|
|
the cycle changes. Only then will you successfully complete the
|
|
quest. As a knight with such a Moonstone in your possession, you can
|
|
be sure that the other knights will stop at nothing to destroy you.
|
|
|
|
Throughout the game, the phases of the moon will change constantly.
|
|
This affects the strength of some of the creatures and is key to the
|
|
powers contained in the Moonstone. After each knight has had three
|
|
turns (each knight gets one turn per day), the moon advances one
|
|
phase. The order of the phases are as follows:
|
|
|
|
Full / Three Quarters / Half / One Quarter / New / One Quarter /
|
|
Half / Three Quarters / Full...
|
|
|
|
Movement
|
|
|
|
Your position on the map is shown by an icon. Move the joystick in
|
|
the direction that you wish to move. When you come in contact with
|
|
another icon, that icon will start to glow. At this point you may
|
|
choose to encounter that icon by pressing the fire button.
|
|
|
|
Forests, mountains and swamps slow your movement down
|
|
considerably and increase your chance of encountering wandering
|
|
monsters outside of their lairs.
|
|
|
|
During your turn you have these keyboard options.
|
|
|
|
SPACE BAR- Displays current knight's inventory.
|
|
|
|
E - Ends your turn early so you may rest and recuperate your hit
|
|
points.
|
|
|
|
ENCOUNTERS
|
|
|
|
Lairs
|
|
|
|
In each territory there are six lairs to be explored. Each lair is
|
|
filled with a certain number of monsters that must be defeated in
|
|
order to acquire their treasure. Only one lair in each region
|
|
contains one of the four keys required to enter the Valley of the
|
|
Gods. Once a knight acquires the treasure from a lair, you are
|
|
awarded an additional experience point .
|
|
|
|
The City of Highwood
|
|
|
|
Located within the misty moors, where the high circle of the Druids
|
|
resides, is the seat of religious power. The great druids are very
|
|
secretive and don't generally deal with outsiders. One exception is
|
|
that they trade artifacts of a magical nature for religious research
|
|
in the High Temple. To discover the cost of an item, move your
|
|
pointer over its icon and the the value will be displayed at the top
|
|
of the screen.
|
|
|
|
The City of Waterdeep
|
|
|
|
Located within the wetlands you will find the home of Mythral the
|
|
mystic . He is renowned for his ability to lift a knight's soul to a
|
|
higher cosmic plane . When your soul is returned to your body, you
|
|
will find that your abilities have been either raised or lowered by
|
|
1 point. It is a gamble you must take if you put your trust in
|
|
Mythral. You may increase your odds with Mythral by donating more
|
|
gold. A minimum of 10 gold pieces should be donated to improve your
|
|
chances.
|
|
|
|
Within the walls of both Highwood and Waterdeep, you will
|
|
find many interesting characters. Healers, Inn-keepers and
|
|
Merchants. Some of these should be of more than academic interest;
|
|
the potions and weapons they will sell you will save your life!
|
|
|
|
Healers
|
|
|
|
The healer charges 10 gold pieces to heal a knight to full hit
|
|
points and 15 gold pieces for each life point. You must be at full
|
|
hit point status before the healer can heal life points.
|
|
|
|
Taverns
|
|
|
|
A popular game played in the taverns is 'Dragon Dice'. The game is
|
|
run by a Dragon Dice Master and is played by placing a bet ( ranging
|
|
from 1 to 5 gold pieces) before rolling 3 "Dragon Dice". If one of
|
|
the following combinations is rolled, in any order, then the
|
|
corresponding payback ratio is won:
|
|
|
|
SEE DICE.TIF for a Diagram of the Dragon Dice dividends.
|
|
|
|
Merchants
|
|
|
|
Merchants sell armour and weapons. The prices are as follows:
|
|
|
|
Throwing Dagger. ... 2 gp Broad Sword......... 10 gp
|
|
Claymore Sword...... 25 gp Chainmail Armour.... 30 gp
|
|
Platemail Armour.... 50 gp Battleplate Armour.. 75 gp
|
|
|
|
Villages
|
|
|
|
Each knight has his own home village from which you start at the
|
|
beginning of the quest. No other knight may enter your home village
|
|
under any circumstance. If, when you return wounded to your village,
|
|
you have less than 3 life points your senior village druid will heal
|
|
you to full hit points and grant you a free life point. This kind
|
|
gift is only granted 3 times throughout the course of the Quest.
|
|
|
|
Wizard's Tower
|
|
|
|
The mighty wizard Math, the most powerful mage in the land, resides
|
|
in his desolate tower in the northern wasteland. If he is pleased to
|
|
see you he will bestow upon you either a magic item, money, or
|
|
choose to raise either your strength, constitution, or endurance by
|
|
one point. If he is annoyed by your insolence however, he will turn
|
|
you into a toad for a number of turns. The more often you visit him,
|
|
the more likely he is to become annoyed.
|
|
|
|
Stonehenge
|
|
|
|
This is a very sacred location, second only to the Valley of the
|
|
Gods. This is where the channels to the gods are most strongly felt.
|
|
The first knight to present a Moonstone during the correct phase of
|
|
the moon will have proven himself to be the greatest warrior in the
|
|
land and will be lifted up to the heavens to sit by the gods for
|
|
time immemorial.
|
|
|
|
Stonehenge can also be used for healing purposes. If a
|
|
knight offers a magic object, you will be healed to full hit points
|
|
and receive 1 life point.
|
|
|
|
Other Players and Black knights
|
|
|
|
You may challenge other knights to battle by moving onto them. To
|
|
the victor goes the spoils, and the loser edges ever closer to death
|
|
and failure in the quest. The victor may take either all the losers
|
|
gold pieces or one object . If, however, the winner takes the last
|
|
life point from the loser, then the winner gets all the loser's
|
|
gold, objects, and magic objects.
|
|
|
|
Valley of the Gods
|
|
|
|
Once you have collected all 4 keys and you feel strong enough to
|
|
endure the wrath of the Guardian, you may then enter the Valley of
|
|
the Gods located in the centre of the 4 territories. If you defeat
|
|
the Guardian in battle, you will be granted a Moonstone. While you
|
|
remain within the Valley, you are untouchable by other knights.
|
|
|
|
MONSTERS
|
|
|
|
Troggs
|
|
|
|
The Troggs are a terrible humanoid race that exist in all four
|
|
territories. They are highly intelligent with a society very similar
|
|
to humans, whom they hate with a burning desire for forcing them to
|
|
live in places deemed unfit for humans. They use hammers, axes and
|
|
spears in combat and have terrible war beasts that they've raised on
|
|
human flesh. The tribes that exists in the Misty Moors are
|
|
exceptionally vicious and renowned for their strength and skill in
|
|
combat.
|
|
|
|
Ratmen
|
|
|
|
The ratmen are a small, carnivorous race that exist in the trees of
|
|
the Great Forest. They are not very strong, but are always found
|
|
together in large numbers and are exceedingly agile. They are often
|
|
referred to as "Moon Devils" because they seem to grow stronger as
|
|
the moon waxes. It is also known that these little creatures carry a
|
|
deadly disease and if you are bitten by one of them you must be
|
|
quickly healed by the healer or drink a healing potion, or you will
|
|
surely perish and fail in your quest.
|
|
|
|
Mudmen
|
|
|
|
This strange race that infests the Wetlands seems more like a colony
|
|
of intelligent plant life found in the mud than an actual animal,
|
|
but sages say more research is needed. They are hard to see as they
|
|
just appear to rise out of the mud, overpower a knight and drag him
|
|
down into the mud to do unspeakable thinqs to him.
|
|
|
|
Dragons
|
|
|
|
Dragons are huge, flying, fire breathing lizards. They are cruel and
|
|
greedy by nature and fly around the four territories looking for the
|
|
next traveller to slay and plunder. Dragons are exceedingly
|
|
dangerous in combat and difficult to slay. If a dragon defeats a
|
|
knight, he will take all his gold pieces and one magic object
|
|
(unless he reduces that knight to 0 lives; then he will take
|
|
everything). However, whoever slays a dragon will take over it's
|
|
accumulated wealth and magic objects.
|
|
|
|
Baloks
|
|
|
|
Baloks are vicious humanoids with huge jaws, long teeth and powerful
|
|
limbs. Legend has it that Math magically engineered these beasts in
|
|
his youth to act as guards for his tower, but the experiment failed
|
|
and they have since escaped and multiplied. They now stalk the
|
|
northern wastelands in search of prey and are one of the most feared
|
|
of creatures.
|
|
|
|
Trolls
|
|
|
|
Trolls are vicious creatures that feed on human flesh. They are
|
|
large, hairless humanoids that fight with huge clubs capable of
|
|
striking down the mightiest warrior with one blow. These legendary
|
|
creatures are greatly feared throughout the land.
|
|
|
|
Black Knights
|
|
|
|
These rogue knights serve a religious sect called 'The Dark Hall of
|
|
Purity' that believes the druids are blasphemous and must be
|
|
stopped. They wander the four territories searching for followers of
|
|
the druids who are trying to acquire the Moonstones, in order to
|
|
prevent them from completing their quests. The Black Knights have an
|
|
uncanny ability to grow more skilled in combat and strength during
|
|
an encounter.
|
|
|
|
Guardians
|
|
|
|
The Valley of the Gods is guarded by sinister demons. Only the best
|
|
warriors in the land will ever stand a chance against a guardian.
|
|
They can drain points from a warrior's abilities and when they
|
|
defeat you in combat, they take 3 lives instead of 1. It is
|
|
essential that you must possess the best armour before you join
|
|
battle with a guardian, or else it will be a short extremely
|
|
one-sided battle.
|
|
|
|
MAGIC ITEMS
|
|
|
|
To invoke a magic item, bring up the inventory screen of the knight
|
|
by hitting the "SPACE BAR". Then, using the joystick move the dagger
|
|
pointer over the magic item you want to select and press the fire
|
|
button.
|
|
|
|
Potions, scrolls, and gems (except the Moonstones) disappear after
|
|
one use. Other magic objects have unlimited uses. Each magic item
|
|
has its own market value determined by the druids in the High Temple
|
|
in High Wood.
|
|
|
|
Potion of Healing
|
|
|
|
This will heal a knight to full hit points or, if he is already at
|
|
full hit points, add 1 additional life point.
|
|
|
|
Gem of Seeing
|
|
|
|
By using this magic item, you may look within a lair and see what
|
|
treasure exists there. Upon invoking the gem of seeing you will
|
|
return to the region map but your icon will appear as a crystal
|
|
ball. To view the contents of a lair move the crystal ball over top
|
|
of the lair and press the fire button.
|
|
|
|
Sword of Sharpness
|
|
|
|
This magical sword does even more damage than a claymore sword.
|
|
|
|
Ring of Protection
|
|
|
|
This magical ring increases the amount of damage you can take in a
|
|
combat. Upon taking this item you will see your hit points increase.
|
|
|
|
Talisman of the Wyrm
|
|
|
|
This magical cross will reduce the damage from dragons by half. This
|
|
effect accumulates so the more crosses you possess, the less damage
|
|
you suffer. A knight should be sure to possess this item before
|
|
doing battle with the Dragon.
|
|
|
|
Scroll of Haste
|
|
|
|
When this scroll is invoked it will allow you to move twice as far
|
|
as you normally could in one day. If cursed with a disease, you will
|
|
only travel half your normal distance.
|
|
|
|
Scroll of Acquisition
|
|
|
|
This magical scroll will allow you to take one object from another
|
|
knight. Upon invoking the scroll you will see the inventory of the
|
|
other knights on the right side of the screen. To select a different
|
|
knight move the pointer over top of the arrows in the centre strip
|
|
and press the fire button. This enables you to rotate through the
|
|
knights. When you see the knight you wish to plunder, move the
|
|
pointer over top of the item you wish to take him and press the fire
|
|
button.
|
|
|
|
Scroll of the Hawk
|
|
|
|
When this scroll is invoked it will allow you to move to any
|
|
location in the four territories with the exception of Valley of the
|
|
Gods . If this scroll has been cursed, you will be teleported to a
|
|
random location on the map.
|
|
|
|
Scroll of the Wyrm
|
|
|
|
When this scroll is invoked it will force the Dragon to attack
|
|
another knight. Using the arrows in the centre strip on the
|
|
inventory screen select the knight which you wish target. If the
|
|
scroll has been cursed, the knight that invoked the scroll will be
|
|
attacked by the Dragon. Be warned!
|
|
|
|
Scroll of Protection
|
|
|
|
If you are victim of an unprovoked attack, you will be prompted, if
|
|
you so wish, to cast your scroll of protection in order to avoid the
|
|
battle. If the scroll has been cursed though, it will cause your
|
|
controls to be reversed during battle.
|
|
|
|
Magic Key
|
|
|
|
There are four magic keys in the land. You must collect all four
|
|
keys in order to enter the Valley of the Gods, there to meet the
|
|
Guardian.
|
|
|
|
Moonstones
|
|
|
|
You will be awarded a moonstone upon defeating the Guardian within
|
|
the Valley of the Gods. There are four possible Moonstones that you
|
|
could be awarded. A full Moonstone, new Moonstone, or one of two
|
|
half Moonstones (one waxing, one waning). Each Moonstone will double
|
|
the amount of hit points you currently have during the proper moon
|
|
cycle of the moonstone.
|
|
|
|
System Requirements
|
|
|
|
Amiga with 1 megabyte of memory, 1 or 2 joysticks.
|
|
|
|
Loading Instructions
|
|
|
|
Insert Moonstone Disk A into drive DF0: and turn your system on.
|
|
|
|
Knight's Equipment
|
|
|
|
Each player starts out with padded armour, a long sword, 10 throwing
|
|
daggers (a knight can carry up to 10 daggers), and 10 gold pieces (a
|
|
knight can carry up to 150 gold pieces). Each knight also begins the
|
|
game with a strength, constitution, and endurance rating of 1, and 5
|
|
life points.
|
|
|
|
Game Options
|
|
|
|
Number of players
|
|
|
|
Up to 4 players may play Moonstone.
|
|
|
|
Gore Switch
|
|
|
|
This allows the player to turn the blood and gory deaths on / off.
|
|
|
|
Practice
|
|
|
|
This mode allows 2 players to do battle with each other.
|
|
|
|
Select Knight
|
|
|
|
Choose which knight you wish to be. To select a knight simply
|
|
highlight the knight you wish to be and press the fire button. This
|
|
will prompt you to type in your name if you wish. Once done press
|
|
return, or the fire button.
|
|
|
|
KNIGHT BATTLE MOVES
|
|
|
|
Combat is done with the joystick(s). When the fire button is not
|
|
pressed, the joystick moves the knight around. When the fire button
|
|
is pressed, the joystick executes 8 different combat moves. They are
|
|
as follows:
|
|
|
|
1) Throw Knife
|
|
|
|
This throws one of the knight's throwing daggers.
|
|
|
|
2) Overhead Chop
|
|
|
|
This attack does twice the damage of a swing or thrust, but is
|
|
easily avoided because of the time it takes to swing the sword.
|
|
|
|
3) Upward Thrust
|
|
|
|
Good for hitting opponents jumping over the knight.
|
|
|
|
4) Thrust Backwards
|
|
|
|
This is a thrusting attack directed backwards.
|
|
|
|
5) Swing This attack sweeps the area in front of the knight.
|
|
|
|
6) Block This defence allows you to block the swing attack.
|
|
|
|
7) Special Defensive Invokes a special defence move which varies
|
|
from monster to monster.
|
|
|
|
8) Lunge This attack has the longest range apart from daggers.
|
|
|
|
|
|
Throw Overhead Upward
|
|
Knife Chop Thrust
|
|
|
|
\ | /
|
|
\ | /
|
|
\ | /
|
|
Thrust -------|------ Swing
|
|
Backward / | \
|
|
/ | \
|
|
/ | \
|
|
|
|
Block Special Lunge
|
|
Defensive
|
|
|
|
|
|
When a knight faces the other way, the controls flip along the
|
|
horizontal (i.e. 1 and 3 switch, etc.).
|
|
|
|
If your knight begins to flicker during a battle, the game is
|
|
warning you that you have 10 hit points or less left.
|
|
|
|
Knight's special defence
|
|
|
|
Many of the monsters have special attack moves which render you
|
|
helpless unless you use your special defence.
|
|
|
|
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|