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Author Topic: Room descriptions for the region around Baveras shrine  (Read 21878 times)
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Ta`lia of the Seven Jewels
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« Reply #30 on: 06 June 2003, 01:49:00 »

Filename:
room_312_bay2

Introduction:



Long Description:

This little bay is so lovely and peaceful.
The light green baych trees on the northern rim of the bay are standing in contrast to the wall of the dark green pinetrees on the other side. The water beneath your boat reflects the blue of a cloudless sky, dotted by the little blooms of the waterstar which grows here in vast quantities. Its little white star like blooms are sitting just over the water surface, they seem to praise the sun with their little white heads all showing in the direction of the sun.
If you look closely you can see beneath the water surface schools of little silvery fish swimming. But you are unable to catch some, the waterstar and its berries grow too dense here. The light is very bright , reflected by the water, you merely see the thousands of little insects humming over the water surface, food for the birds chasing them.
In the north, the branches of the baych trees reach over the water surface and give you some shade, but the steep rim makes it impossible for you to land your boat. In the west a sand bank is formed by the creek, old grey trunks and weathered boles are lying there. You see something which might be manmade as well, but there is no  possibility to enter it from here.

EXAMINE: Waterstar, White berries, Fishingnet




Short Description:

You are in a boat on the little lovely bay formed by Toran‘s creek, in the north-western part of it.


Characters:
None


Static Objects:
Waterstar


Inventory Items:

Starberry
(they can be caught either by hand, or if the player thinks of it,  with the fishing net. The success to get them should here in bay 2 be relatively high, maybe 75%chance to catch any, 7 per try  with the net, with the hands maybe 3??),
Fishing net


Special Texts:



Go:
East (bay)
South(bay)



*********************************************************

Filename:
room_311_bay3


Introduction:

In this part of the bay, the waterstar grows less abundant.

Here you see bigger fish in the depth of the water, but the peace the near shrine lets you hesitate if you are allowed to catch one of them. At least there is a fishing net in the boat.
1. You try to catch a big fish.
2. You respect the peace of the surrounding and will try to catch one later in another part of the river.



Long Description:

The bay is here less calm as in the other parts, the water is streaming quicker and the waterstars are not growing as abundant as in the other parts of the bay as you have noticed already.

To the east you see the shrine, which you can enter from here as well, in the west is the sand bank stretching along before the rim of the wood.

EXAMINE: Big Fish
(EXAMINE:Waterstar, White berries, Fishingnet??)


Short Description:

The bay is here less calm as in the other parts, the water is streaming quicker and the waterstars are not growing as abundant as in the other parts of the bay.




Characters:
None


Static Objects:
Big fish have still to look which one suits



Inventory Items:
Starberries
but success of catching some is low(30%or less, and the amount per try as well, maybe 3 with the net and 1 with the hand), but it is not mentioned, the player has to experience it for himself
Fishing net



Special Texts:

This is an alternative, the player can experience only one possibility, and only the first time he enters the bay - later he might be wise enough not to repeat it, at least he has not the option to do it again.
1. You try to catch a fish, where you should have not so done. You fall into the cold water and get cold while attempting to get back into the boat. Something has bitten you in your hand, which is bleeding. Your health is lowered now.(Decrease of endurance 5%?)

2. You respect the peaceful surrounding. A spear might be anyway better than the fishernet in the boat. It seems more suitable to get some of the starberries than a fish this big. But you hope to remember to look for this fish in other parts of the river.





Go:
East: Shrine
North: Bay
West: Sandbank


***************************************************************

Filename:
room_316_sandbank_south

Introduction:

Your boat lands on the pebbled, but  sandy shore. You jump out of the boat , landing on a soft treacherous part of sand. You sink into the ground, and only a quick step forward on to more compact ground saves you from getting totally wet. It might be difficult to get back into the boat.

Long Description:

The sandbank is  stretching from south to north, parallel to a small forested area in the west. A part of the waters of the river , divided by a big bolder, cuts it off the dry land in the west , in the south Toran‘s creek main water masses are scratching along the ridge, in the east the lovely bay invites you for a bath (well, not really), in the north the sandbank continues, but is finally cut of from the dry land as well. So it  is totally surrounded from water.

Formed by Toran‘s creek it is mostly consisting of pebbles and some sandy parts where to the water current has transported the finer particles. But some bigger boulders can be found as well, you wonder how such a lovely little river could draw the force to transport them.  But you find more here than just sand and stones. In the spring the lovely creek turns to a torrential stream which is capable to transport huge trunks and other parts of trees - and what else happens to fall into it - and is ending its voyage on the shallow sand. These trunks and boles, weathered out in the rain and sun of the following summer, are scattered over the whole sand bank, sometimes piled up to a weird looking „castle“, like the kids of Nepris call it.
There are two possible ways, how you can leave the sand bank. If the boat belonging to the shrine is available, this is surely the easier way. But you may as well look for a trunk long and strong enough to bridge the deep and fast streaming water cutting off the sandbank of from the wood in the west, surely a faster way to go on than returning over the water.
However, the wood is old and you can never be sure if it will hold your weight or that of your fellow travellers. You might loose some of your package. It is your own risk. The bole may hold - or you might take a cold bath. Or you might want to investigate the northern part of the sand bank.

EXAMINE: Trunk

One bole seems to be still in a good condition, though it is as grey as the others here. It is about four peds long and thick enough to be used as a way to cross the water and reach the young pineforest growing in the west. A closer examination shows however, that there are parts which give way if you hit them with your palm. It is risky to use it, but the best trunk around.


Short Description:

The sandbank is  stretching from south to north, parallel to a small forested area in the west. It is totally surrounded by water, in the east the creek is flowing, in the south is the bay.




Characters:
None


Static Objects:

Old weathered out trunk, can be moved around and used as „bridge“



Inventory Items:



Special Texts:

There should be a chance to fall into the water, maybe 30%?? The player might later in the game want to find a fast path to the shrine to regain his endurance when lost elsewhere(if he has left the boat there it is anyway the only way). This fall in the water could be deathly then, depends on how much endurance was left. Decrease of endurance through the fall into the water 5%??

The player might loose one of his items when falling into the river. Hopefully it will not be the metal box!




Go:
East: With boat to bay
West: Using an insecure trunk to western wood.
North: Sandbank
South: -



***************************************
Filename:
room_315_sandbank_north


Introduction:

As you are going on to explore the sand bank, suddenly three or even more kuatu are running around, chattering . Somehow they seem upset, that you disturb them fulfilling  a very important task. But after they hurried up and down the piled up trunks they finally leave the sand bank with elegant jumps over some thin branches of a huge old trunk reaching out over the creek to the branches of the baych trees on the north rim.

Long Description:

On this part of the sand bank even more trunks, wood of all kind, branches huge old boles and small pieces are scattered over the sand. The wood is weathered out, having  the colour of a silvery grey to a bleached out white resembling the sculls and bones of dead animals. Though first plants try to settle here, it looks somehow like a dead landscape, especially compared to the vivid area around.

Short Description:

The sand bank is scattered with grey trunks and branches of every size.




Characters:
None


Static Objects:

Trunk, middle sized, can be moved around.


Inventory Items:

Silvery, metal box, about two handspans long and one handspan deep and wide, with unknown strange, maybe dwarven  letters carved in. On the bottom one can find a steel mark, a stylised anvil on a square.



Special Texts:

You are looking around, what it might have been, that your presence has upset the  Kuatas. You find a lot of traces under a trunk.

Don‘t know how to write this exactly, the player always can take action - or not

1. Remove the trunk (yes/no)

Removing the trunk, you step on something hard. Looking closer you see something silvery shimmering hidden in the sand.

2. Dig it out? (yes/no)

You find a metal box in the sand.

EXAMINE

It has a silvery appearance, is about two handspans long and one handspan deep and wide, with unknown strange, maybe dwarven  letters carved in. On the bottom one can find a steel mark, a stylised anvil on a square. You can‘t open it. There is no keyhole or any other opening to see. It is hard, maybe the metal is the famous mithril. You need definitely help here, if you want to know what it hides.

My plan is, that the player has to go back to the village and ask around, finally he finds the dwarven priest, who can open the box by pressing the letters in a definite sequence - and can translate the writing, maybe giving a hint what might be in. The priest might however want something else in return. (new quest) In the box is the key for a door the player can find in the cave under Toran‘s fall. The door will lead to an extra room hidden in the depth of the mountain (need an extra room on the map therefore, Art ). As long as quests are not implemented, the player just carries the box around , waiting for better times!




Go:
South: Sandbank_south

Edited by: Talia Sturmwind  at: 6/16/03 11:18 pm
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« Reply #31 on: 06 June 2003, 15:20:00 »

I'm working my way through from east to west (just as you posted it, Talia). Haven't sent any files yet. I'm also correcting things like the left/right issues during this process. Will point out more things as I move along.

Currently I see e.g. that the little girl would need an extra description (if you EXAMINE GIRL).

Sorry, can't write much more, got a terrible headache today and stupid network problems, and the only thing I am capable now is to go to bed... :rolleyes  


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« Reply #32 on: 07 June 2003, 16:05:00 »

A persons entry? Or just a longer description, appearance only, or more?
For a persons entry I would need some infos about the herbwoman.

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« Reply #33 on: 08 June 2003, 00:40:00 »

No, not a persons entry, just 2-3 lines you get when you see the girl standing there and look at her. Quite simple. Don't mention her name, though, in this description, cause you'll get the same description if you know the girl and if you don't.


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« Reply #34 on: 09 June 2003, 13:59:00 »

Ok, here are some comments on the rooms I've checked so far, Talia... Please try to work on these few things, then we can complete a part of the game.

Room 54

- Description of Mimi needed

Room 301

I've changed the long description this way:
You are standing on a little patch of grass, flowers and herbs. The lovely cerubell flowers please your eyes. The meadow lies just south of a path to the north while to the south you can see the Raven River running from west to east.

I propose to make a static object called "Cerubell Meadow".

- Description of meadow when you look at it. Then the question: Do you want to pick some? (Not when you first enter then room!) You can pick some more if you want (up to 3 times or so).
- Description of the cerubells when you look at them
- Forget about the thing with holding the cerubells in your hand, just treat it as an inventory object!

Room 335-337

Keep the general description like this:
This is a meadow like every farmer dreams of. Dense juicy grasses are mixed with a variation of herbs and lovely flowers. The lotann flower grows in abundance due to the good soil it finds here. Its yellow blooms are like nummerous dots on the green grass. Hidden in between you find here and there a flat rosette of oval leaves close to ground, with small lavender florets, the easescathe.

Then decide e.g. to put 1 or 2 pickable easescathe in room 335, 336, 337 and do the same with the lotann flower. They are simple inventory items.

Then we need descriptions for this plants, but give appearance descriptions only. Later, the player can bring the plants e.g. to the herblady and she will identify the plants for you. Next time you pick one up you know already what it is there for. If you know about the plant you can add passages like "Its leaves bruised and laid over cuts have antiseptic, astringent properties. They can be used immediately." to the general description when you examine it.


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« Reply #35 on: 09 June 2003, 16:50:00 »

Ok, I hope I find the time tomorrow evening (holidays, visitors)....but I have some other roomdescriptions I did already in the last days..

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« Reply #36 on: 09 June 2003, 15:54:00 »

The following description of the rooms for the baychtrees are nearly the same (the long description), they vary only slightly, depending on were they are located(the short desription). It is the ground description to which later details can be added, needed for quests ect.
Rooms 306/307; 313/314, 340-344 Baychtrees grove


Filename:
room_306_baychtrees

Introduction:


Long Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains. In the memory of the villagers of Nepris this grove of baychtrees has always existed. The grey boles stand tall, mighty but nevertheless slender. Only on the rim of this bosk smaller trees has enough light to grow. High above  a canopy of light green leaves allows a little sunlight to penetrate the roof of leaves and to send single rays of light till the ground. The incessant breeze coming from the Adanian sea however brings movement to the leaves and so the rays of light are dancing on the floor of these natural halls. They are flitting  over the moss covered boulders. Some of these boulders have a height of two peds, but most are small enough to sit on them. The whole ground with all the stones, big and small,  are covered with a thick layer of silken moss. Its furry character gives you the impression, that the ground is laid out with a carpet. Inbetween are growing in darker areas under boulders and thick roots  patches of a luminescent moss. This is the last detail to give you the feeling to be transferred into another world, it is silent in here, like all noise and kerfuffle is cut out.


Short Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains, the grove of baychtrees. If you have troubles with the boulders covering the ground, take the path to the north or the east of this part of the wood. In the south is no way to leave it, you may just get a view of Toran‘s creek rushing through meadows down the hill. At the eastern rim you will have to work your way through younger baych trees bushes and ferns to gain the main path to Nepris.

room_344:
At the western rim of the forest, redberry bushes, shrubs and young trees are growing so densly, that you can‘t find a way out into the meadow.




EXAMINE Silken Moss, Luminescent Moss

Characters:
None


Static Objects:
Silken Moss
Light Moss


Inventory Items:
Maybe later




Special Texts:



Go:
North: Main Path
East: Main Path
West: Baychtrees
South: -



***************************************************************

Filename:
room_307_baychtrees

Introduction:

A shadow is running up one of the huge boles, but as it is dim in here, you are not sure, if it has been a Kuata - at least this shadow was far too quiet for one of these chattering animals. But what else could it have been?


Long Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains. In the memory of the villagers of Nepris this grove of baychtrees has always existed. The grey boles stand tall, mighty but nevertheless slender. Only on the rim of this bosk smaller trees has enough light to grow. High above  a canopy of light green leaves allows a little sunlight to penetrate the roof of leaves and to send single rays of light till the ground. The incessant breeze coming from the Adanian sea however brings movement to the leaves and so the rays of light are dancing on the floor of these natural halls. They are flitting  over the moss covered boulders. Some of these boulders have a height of two peds, but most are small enough to sit on them. The whole ground with all the stones, big and small,  are covered with a thick layer of silken moss. Its furry character gives you the impression, that the ground is laid out with a carpet. Inbetween are growing in darker areas under boulders and thick roots  patches of another,  luminescent moss. This is the last detail to give you the feeling to be transferred into another world, it is silent in here, like all noise and kerfuffle is cut out.

Examine: Silken Moss, Luminescent Moss


Short Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains, the grove of baychtrees. If you have troubles with the boulders covering the ground, take the path to the north or the west of this part of the wood. In the south is no way to leave it, you may just get a view of Toran‘s creek rushing through meadows down the hill.


Characters:
None


Static Objects:
Silken Moss
Light Moss


Inventory Items:
Maybe later




Special Texts:



Go:
North: Main Path
West: Path to Shrine
East: Baychtrees
South: -



**************************************************************************





Filename:
room_313_baychtrees

Introduction:

The moment you enter the trees, a sun ray penetrating the dense canopy of leaves falls on an airy figure sitting on a bolder. But as you take a second look, it is gone, surely the light and your eyes have betrayed you.


Long Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains. In the memory of the villagers of Nepris this grove of baychtrees has always existed. The grey boles stand tall, mighty but nevertheless slender. Only on the rim of this bosk smaller trees has enough light to grow. High above  a canopy of light green leaves allows a little sunlight to penetrate the roof of leaves and to send single rays of light till the ground. The incessant breeze coming from the Adanian sea however brings movement to the leaves and so the rays of light are dancing on the floor of these natural halls. They are flitting  over the moss covered bolders. Some of these bolders have a height of two peds, but most are small enough to sit on them. The whole ground with all the stones, big and small,  are covered with a thick layer of silken moss. Its furry character gives you the impression, that the ground is laid out with a carpet. Inbetween are growing in darker areas under bolders and thick roots  patches of another,  luminescent moss. This  is the last detail to give you the feeling to be transferred into another world, it is silent in here, like all noise and kerfuffle is cut out.

Examine: Silken Moss, Luminescent Moss


Short Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains, the grove of baychtrees. If you are near the southern rim, you may get a glimpse of the bay Torans creek forms here, though the undergrowth doesn‘t allow you to get nearer..

Characters:
None


Static Objects:
Silken Moss
Light Moss


Inventory Items:
Maybe later




Special Texts:



Go:
North: Main path
East: Path to the shrine
West: Wood
South: -




**********************************************************************

Filename:
room_314_baychtrees

Introduction:


Long Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains. In the memory of the villagers of Nepris this grove of baychtrees has always existed. The grey boles stand tall, mighty but nevertheless slender. Only on the rim of this bosk smaller trees has enough light to grow. High above  a canopy of light green leaves allows a little sunlight to penetrate the roof of leaves and to send single rays of light till the ground. The incessant breeze coming from the Adanian sea however brings movement to the leaves and so the rays of light are dancing on the floor of these natural halls. They are flitting  over the moss covered boulders. Some of these boulders have a height of two peds, but most are small enough to sit on them. The whole ground with all the stones, big and small,  are covered with a thick layer of silken moss. Its furry character gives you the impression, that the ground is laid out with a carpet. Inbetween are growing in darker areas under boulders and thick roots  patches of another,  luminescent moss. This  is the last detail to give you the feeling to be transferred into another world, it is silent in here, like all noise and kerfuffle is cut out.

Examine: Silken Moss, Luminescent Moss

Short Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains, the grove of baychtrees. If you are near the western rim, you can hear the noise of falling water , but smaller trees, bushes, shrubs and ferns growing there make it difficult to leave the forest there.  At the southern rim, you can look onto a sandbank, but there is no way to get there. On the south-western edge of the wood  you may enter another part of the forest, the easiest way out however is that to the path in the north.

Characters:
None


Static Objects:
Silken Moss
Light Moss


Inventory Items:
Maybe later




Special Texts:



Go:
North: Main path
East: Baychtrees
West: -
South-West: Baychtrees




**********************************************************************
Filename:
room_340-344_baychtrees

Introduction:


Long Description:


You are in one of the oldest parts of the forest on this side of the Mithral mountains. In the memory of the villagers of Nepris this grove of baychtrees has always existed. The grey boles stand tall, mighty but nevertheless slender.  High above  a canopy of light green leaves allows a little sunlight to penetrate the roof of leaves and to send single rays of light till the ground. The incessant breeze coming from the Adanian sea however brings movement to the leaves and so the rays of light are dancing on the floor of these natural halls. They are flitting  over the moss covered boulders.
In this part of the baychtrees grove the biggest boulders are found. Single ones  have are height of over three peds, but sometimes several are lying on top of the others, forming dark high buildings.
The silken moss is here dominating as well, covering all with its thick carpetlike growth. But here the luminescent moss grows far more abundant than in the other parts of the grove, especially on the northern side of the huge boulder formations. No smaller baychtrees trees are found here, this part of the wood has no bright rim, in the north grows a dense wood of mostly dark pines. Their branches reach till the ground and allow no forthcoming.
room 343 additional:To the south a huge formation of boulders doesn't allow you access to the path.

Short Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains, the grove of baychtrees.  In the north of this part a impenetrable pine forest is growing.  You find high boulders, sometimes several piled up, which may block your way out of the wood.
room_344:
At the rim of the forest, redberry bushes, shrubs and young trees are growing so densly, that you can‘t find a way out into the meadow.




EXAMINE: Silken Moss, Luminescent moss,
Boulders in 343

Characters:
None


Static Objects:
Silken Moss
Light Moss
Piled up boulders (only room 343)


Inventory Items:
Light Moss(Luminescent moss) in room 343

Special Texts:



Go:
North: -
East: Baychtrees
West: Baychtrees (344 no access to meadow!)
South: Main Path


Edited by: Talia Sturmwind  at: 8/13/03 16:38
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:-(
« Reply #37 on: 10 June 2003, 16:52:00 »

Didn't manage to do a lot, just room 54. Can start not before Wednesday afternoon

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« Reply #38 on: 11 June 2003, 00:30:00 »

Don't worry, I still have enough rooms from you to check and prepare them:D  Oh, and finish Thuja's Terlano dialogue;)  


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« Reply #39 on: 12 June 2003, 09:05:00 »

Art, I checked the path till the bridge, the meadows and the first two rooms of the forest (330, 339), what turned out to be work, lol. I will do the plant description extra (now, soon) and post them here, you can add them then where needed.

Edited by: Talia Sturmwind  at: 6/11/03 5:06 pm
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« Reply #40 on: 12 June 2003, 11:07:00 »

Good, good... I've sent already some of your rooms to Humangus for integration, more will follow during the week:)  


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« Reply #41 on: 13 June 2003, 12:42:00 »

Hello Talia!

Excellent work:D   I've also just put everything into final Word format, adjusting final details here and there, and mailed all rooms and plants descriptions (identfied/not identfied) till the rooms-line 337/332/303 to Humangus for integration. More will follow. I also added 2 rooms up north to connect the northern houses to the pier, so that the position where Terlano is standing  (and his already finished dialogue waits) is finally reachable.

Some notes:
I've removed the cerubell and plants/herbs names from the meadow descriptions, cause if you don't know the plant, then you can't say: This is a cerubell meadow, know what I mean? Therefore if you walk into the meadow you only see blue flowers and when you pick a blue flower, you have a only blue flower in your inventory. Only if it is identified, you'll see the text "Cerubell Flower" in your inventory. But the room descriptions have to be kept neutral. - I hope this these 2 different names are not a problem for Humangus' editor.

Also make sure to descibe plants completely independent from the location where you find them (e.g. you mention somewhere something growing close to the soil). Note that you can pick up such a plant and carry around, and then the description gets a bit of a problem if you examine the plant again;)  

But in general you do a great job, Talia! Just continue on:D   I'll check more rooms soon!

P.S. Oh, and I nearly forgot: Please put item descriptions (like herbs, flowers and anything else which doesn't only appear once in the game like ropes, gloves, knifes, swords etc.) into an own thread, just to keep everything a bit more organized!


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Edited by: Artimidor Federkiel at: 6/12/03 8:45 pm
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« Reply #42 on: 13 June 2003, 15:16:00 »

Thanks, Art, that is what I thought for myself! With the next plant I paste it in an extra thread.

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« Reply #43 on: 13 June 2003, 14:31:00 »

BTW: Humangus is currently busy with his final apppointment for his degree, but he has informed me that he has added many more features in the program already, including music support. He'll soon prepare a new release - which means: as soon as he has the time to integrate the new rooms, Terlano etc. :)  

I guess my next personal project will be Pinn's mom to get the first quest going as well: bringing Pinn home, which isn't as easy as it seems... :lol  


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Edited by: Artimidor Federkiel at: 6/12/03 10:32 pm
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« Reply #44 on: 14 June 2003, 14:14:00 »

Just take his ship and he will follow you!:p  

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