q2-12-Mis

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q2-12-Mis

Post by Bloodthirsty Crustacean »

Claim type: Quest
Claim ID: TR_q2-12-Mis (#1843)
Faction: Misc
Parent claim: TR_2-12-Tel (#75)
Claimed by: Stryker
Status: Approved (Progress: 100%)
Location: 1:(4410, -68):0
Files: TR_q2-12-Mis_Stryker_1.esp; TR_q2-12-Mis_Stryker_2.esp; TR_q2-12-Mis_Stryker_3.esp; TR_q2-12-Mis_Stryker_4.esp

---

Half of the wilderness quests for map2. The naked nord quest, immortal pigs quest, and Theron Udraer's quest.
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Post by theviking »

Quest: Which Witch?
Quest Type: Naked Nord
Location: On the road between Tel Muthada and Helnim
Outline: When the player enters this cell, s/he sees a breton woman named Rianele Sele running from a nord named Alfhed who is, you guessed it, naked. When Rianele gets close to the player she shouts for help (forcegreeting) "Help me! He's insane!" At this point the nord will shot back "Don't listen to her %PCRace, she's a witch! She stole my clothes and my axe, Thunderstrike!" Rianele will then say "I've never seen this man in my life! Besides, if I knew any magic I'd have cast a calm spell on him a long time ago!" as a hint to the player that a calm humanoid spell can be used to stop the fight.
From here the player can a. Do nothing, let the nord kill the woman and on CellChanged they disappear. Or the player can b. defend the woman (kill Alfhed) which will end the quest, for a small reward. Or the player can c. side with the nord, and kill Rianele. Alfhed will then search the body and confirm that this must not have been the right woman, for he finds no sign of Thunderstrike.
Talking to Alfhed will reveal that he hired the breton woman in Tel Muthada to escort him to Helnim, but she cast a spell on him that lulled him to sleep, then stole his clothing and his axe. The player can then travel to Tel Muthada to find Brenne Smitte, a breton alchemist who looks exactly like Rianele. She will explain that she did drug him with a sleeping potion because he was telling obscene jokes, and she took his belongings to teach him a lesson. She will then return Thunderstrike to you, and you can deliver it to Alfhed who is still waiting at the path. As a reward he will train you a point or two in Axe.
Finally, the player can d. Cast a calm humanoid spell on Alfhed. This will play out similar to c. except that Rianele will live. You will get rewarded by both Rianele and Alfhed.

This quest is fun and we have to have a naked nord quest in map2.

This is an idea of immortal_pigs:

North of Adurin-Ouaka there's a Dwemer Ruin high in the mountains. There's a big bridge that leads from a sealed entrance towards a nearby camp (see picture, the camp is on the at the left part of the ruin). Even when you pull a lever the entrance remains sealed. The camp is inhabited by three Orcs who are related to eachother.
The backstory roughly goes like this: There once lived two large of families of Orcs in a Dwemer Ruin. One day, one Orc left home. Years later the Dwemer Ruin was attacked by a large force of bandits led by an Imperial. The Orc was with him. He helped the Imperial and his bandits slaughter his own family and all the other Orcs. Only three Orcs were able to escape, but they got shut out and have no way to escape from where they currently are.
The quest should have two basic routes;
Route 1: You help the three Orcs exact revenge to reclaim the Ruin.
Route 2: You help the Imperial finish his deed by killing the last three remaining Orcs together with the Rogue Orc.
Either way I suppose the PC could be rewarded with a sum of gold and some information. The information being the fact that there's a secret Armory hidden within the Dwemer Ruin. The PC will be told where the entrance is.
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Post by Bloodthirsty Crustacean »

Outside Helnim, a band of 'amateur' crusaders tried to take out some powerful warlocks - they failed, and the only guy/guys left want your help to take vengeance. A tough quest, due to enemies being quite high level. Quite simple otherwise, though. Perhaps a twist/excitement could be added somehow. This is just the bare bones outline.
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Post by Hemitheon »

A group of Mages are camped outside Dwemer ruin X. If you talk to the leader, she'll tell you about a legend about a Chimer sorcerer turning a dragon into stone (Dragonhead) and will tell you about a hidden cave below it which contains one of the rarest items in all of Tamriel, a soul gem with a dragon's soul. (It was either a baby dragon or a weak one). You go to retrieve it, entering an old cave with falling rocks all over the place. In the deepest room you'll find the skeleton of the wizard: it would be a custom skellie made to look like someone floating with legs crossed and hands in prayer.

DESCRIPTION:
The wizard is floating over a rift in the middle of the room. At the bottom is lava and steam spewing from the opening.

DESCRIPTION: Cave Akalaatha
Really screwed up pycave with turns in every direction including up and down. The designer should use bonecave rocks in ways that resemble bones.

In his lap is the soulgem. When the Player turns to leave, the mages are there. They were rogues all along, posing as Mage Guild members until a dumby came along. Now that the Player has cleared the dungeon, they plan on killing him and looting his body. The player has to kill them all because one of them has the key to get out (NOT the leader because that's what the Player will assume.). The dragon's soul will be the largest possible on a grand soul gem which I think is like 600.
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Post by Bloodthirsty Crustacean »

Have to say that to my ears that sounds way too uber.
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Post by Hemitheon »

how bout a dragonling (from Daggerfall) soul then.
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Post by Bloodthirsty Crustacean »

No, the entire quest. 'Secret hidden cave full of uber stuff with a floating wizard holding a dragon soul' which you are asked to find by some mage who turns out to be a mere bandit, who just somehow happened to know about this cave of uberness beneath a famous landmark before the Mages Guild/Empire/anyone else.

Not every quest has to be mindblowingly full of awesome. The kind of situation you describe would work for a pocket world scene, or some other such 'already pretty uber' situation, but for just a misc. wilderness quest, it goes a bit overboard.

The way to legitimately pull this off would be through using a less uber cave (no floating wizards, no craziness), and some situation that's more believable (e.g. a quest where the player and some treasure seeker stumble upon some really awesome thing when they thought they were just looking for something fairly mediocre (in this case a floating wizard would be justifiable)
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Post by theviking »

Maybe if you scout map2 for a decent cave that almost is similar to what you described, then you can base the quest upon that cave. And wouldn't it be cool if the soul gem containing the dragon would actually be fake...
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Post by Gnomey »

Uberness discussion aside, I don't get why the bandits would decide to rush in and kill the player. Can't they just continue with their act and ask the player to hand it over? If he disagrees, they can go crazy, but I don't see them attacking the player beforehand. They might even be expected to give the player some small reward.
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Post by Hemitheon »

ok I found a good cave: Beranus Cavern. It's on the same jut of land as the Dragonhead Point.

@Gnomey: They aren't good guys. They are crooks who wanted someone else to clear out the cave and retrieve the item.

How bout instead, the PLayer retrieves the soulgem and exits the cave. Upon exiting, the crooks are there and demand the soulgem. If Player says no, the crooks attack.
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Post by Bloodthirsty Crustacean »

I'm still not liking the crooks a) knowing where the Soul Gem is, and b) not being able to go and get it themselves if there's a whole bunch of them, and c) there being a Dragon's Soul just loitering around under Dragonhead Point in the first place. While cool for a legend, it's a bit OTT for a casual reality.

Like I say, this quest only works if it's something just stumbled upon by the player, for a 'wow' moment, rather than just casually mentioned by a group of bandits.
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Post by Theron Udraer »

I has good idea for a wildy quest! How about a band of travelers are setting up camp, when a flock of cliff racers took off with all their food! They ask you to get the sacks, which are on a cliff racer nest (they have to have nests, right?) On arriving at the nest, 5 cliff racers attack you. Kill them, and pick up the misc item sacks on the ground. Return to the travelers for your reward. Or so it seems... On opening the sacks, there is nothing inside! the cliff racers have eaten all the food. They send you with some money to a nearby town to buy some food - scrib jerky, bread, and scuttle, enough for the 6 of them. Return with their groceries, and they will thank you, but are then worried that cliff racers will come at night! They ask you to stand guard over the food until 2 hours later, when your shift changes. A cliff racer will appear about an hour in. Kill it, or let it attack the travelers. Doing so will end the quest with no reward, except the beginning's, and they will be angry at you, losing persuasion. Kill the cliff racer, and finish your shift. Once your time is up, your journal will be updated. Talk to and wake up the specified traveler, and he will wake up. Nothing happens if you try to talk to the wrong traveler. He will wake up, and shout, waking up his comrades. It turns out they were bandits, using you for their work, and then kill you. They then attack you. Kill them, and your reward is all their stuff.
if you read my location and thought "woah what a perverted old man!", then you must be a perv yourself. because i never said anything about them being strippers... heheehheehheee

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Post by Hemitheon »

I like it up until the whole they wake and attack you. That seems a bit unrealistic. Maybe it's a bunch of priests who are travelling to Ranyon-ruhn or to Necrom and their guard was killed by bandits. Now they have no food cuz the cliff racers took it. Blah, blah. Instead of the player watching guard for another cliff racer, perhaps the group of priests fear that the bandits will return. So they ask the player to protect them for the rest of the night.
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Post by Bloodthirsty Crustacean »

Nix-hounds instead of racers, and no 'twist', and this quest is good stuff.

So, yep, perhaps get a tad more structured plan up, but otherwise, good. :)
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Post by Theron Udraer »

A band of travelers (Galdasi Aravyn, Salius Aratare, Brelosa Galadavi, Eleswyn, Caroyen, Argoth the Shrewd) were setting up camp, when a pack of nix-hounds took off with all their sacks of food. They ask you to get the sacks, which are on in a small cave where the nix hounds live. On arriving at the den, 5 cliff racers attack you. Kill them, and pick up the misc item sacks on the ground. Return to the travelers for your reward. Or so it seems... On opening the sacks, there is nothing inside! The nix-hounds have eaten all the food. They send you with some money to a nearby town to buy some food - scrib jerky, bread, and scuttle, enough for the 6 of them. Return with their groceries, and they will thank you, but are then worried that cliff racers will come at night! They ask you to stand guard over the food until 2 hours later, when your shift changes. 3 nix-hounds, 2 regular and 1 Nix-Hound Alpha (a slightly pumped up version) will appear about an hour in. If you let it attack the travelers, the quest will end with no reward, except the beginning's, and they will be angry at you, losing persuasion. Kill the nix-hounds, and finish your shift, and once your time is up, your journal will be updated. Talk to and wake up the specified traveler who you were told to wake up for his shift, and he will wake up. Nothing happens if you try to talk to the wrong traveler. He will wake up, and the screen goes black. You wake up in the morning, and they forcegreet you, and give you a modest reward, gold and a weapon.
if you read my location and thought "woah what a perverted old man!", then you must be a perv yourself. because i never said anything about them being strippers... heheehheehheee

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Post by theviking »

I don't see why cliff racers would cooperate with nix-hounds, so the player should go to their lair and be attacked by nix hounds rather than cliff racers. Apart from that this is a nice quest, you might want to think about a place where this can happen in map2.
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Post by Faalen »

He meant nix hounds. That post is just copy-pasta from the first idea posted; he just forgot to change all the references to cliff racers.
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Post by Theron Udraer »

oops I thought I got all of those. heh.
if you read my location and thought "woah what a perverted old man!", then you must be a perv yourself. because i never said anything about them being strippers... heheehheehheee

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Post by theviking »

Okay then, can you find out a place for it to happen? It would finalise the design of that quest.
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Post by Theron Udraer »

for the den, there's a nice rocky hill at Helnim Fields, 28,-3

for the camp, in Helnim Fields 28,-4 , there's a rock_wg_03, and next to it would make a nice camp.
if you read my location and thought "woah what a perverted old man!", then you must be a perv yourself. because i never said anything about them being strippers... heheehheehheee

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Post by Theron Udraer »

ermm....have you missed this viking?
if you read my location and thought "woah what a perverted old man!", then you must be a perv yourself. because i never said anything about them being strippers... heheehheehheee

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Post by Bloodthirsty Crustacean »

No, we're waiting for all wilderness quests to be prepped (or at least more than we have now) before divvying up the claims.
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Post by theviking »

The first three quests are finished, so I'm gonna divide this claim already. The naked nord, immortal pigs quest and Theron Udraer's quest can be made.
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Post by Stryker »

Heh, first time to say, "Claiming." in the quests department :P
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Post by theviking »

granted, I hope they will be a good practise.
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Post by MMMowSkwoz »

With 'Which Witch?', I'd recommend re-making the NPCs, scripts and journal entries rather than modifying the existing ones. That way I can delete the originals from the map1 file and the whole thing will be much cleaner.
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Post by Stryker »

MMMowSkwoz wrote:With 'Which Witch?', I'd recommend re-making the NPCs, scripts and journal entries rather than modifying the existing ones. That way I can delete the originals from the map1 file and the whole thing will be much cleaner.
Huh, there's already journal entries, scripts and NPCs for this quest? :|
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Post by MMMowSkwoz »

It was on Map 1, but was removed for some reason. Everything is still in the file though (and causes compilation errors because scripts are referencing NPCs not placed in the game world, grr!).
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Post by Bloodthirsty Crustacean »

I swear we decided against IP's quest with the Orcs? Where was it discussed?
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Post by Stryker »

I'm not sure where it was originally discussed, I've already looked but I'm not patient enough for searching the forums :P

Either way that quest doesn't really give me enough information to know what the plan was with it.
A little more info on this one would help, or at least a link to the discussion about this quest... And now with what BC said, should I even continue with it?
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Post by Faalen »

I'd say you can go to town on the naked Nord quest for the time being while BC dukes it out with theviking over the other quest in the claim. I'm assuming no one has any objections to Which Witch.

EDIT: And just create it as though it was never implemented. The existing extraneous stuff is in the Map 1 file and this is a Map 2 quest now. MowSkwoz will deal with the cleanup of Map 1 when he gets to it.
Last edited by Faalen on Wed Jan 28, 2009 10:01 pm, edited 1 time in total.
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Post by MMMowSkwoz »

I think both IP and TU's quests need a little bit more discussion. In particular the player having to wait for two game hours in Theron's plan. The Orc quest is just a bit vague; maybe IP can clarify.
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Post by Stryker »

theviking wrote:This quest is fun and we have to have a naked nord quest in map2.
I don't think viking will let anyone have an objection to that quest :P

But I'll start with implementing that one and wait to see what happens with the other quest(s).
I have to wait for the nix hounds lair for TU's quest anyways, so that was on hold to begin with.
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Post by Stryker »

Agh, double post.
While I'm waiting for vikings word on the other quests I started on 'Which Witch?'.
theviking wrote:When the player enters this cell, s/he sees a breton woman named Rianele Sele running from a nord named Alfhed
At the moment I have an idea how to implement the rest of the quest (I haven't tried but I think I know how to). But this is the part I'm having trouble with figuring out.
I'm not really aware as to how I can properly implement this for when the player 'enters the cell' and how to make it so Alfhed is running after Rianele... So having said that, any suggestions and pointers would be appreciated. :)
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Post by MMMowSkwoz »

Interesting. I missed that the plan was for them to be running. Well, you could use ForceRun and AiTravel to make them run around, but that would be quite a lot of work to make it look good.

I would be tempted to do this:

Leave them stationary initially.
Give her a script so that when you get within a certain distance, she runs towards you. Then when she is within a smaller distance, forced greet and journal update.
Have Alfhed AiFollow her, but not be aggressive until she has forcegreeted you.

So maybe something like this:

Code: Select all

Begin TR_m2_q_12_Rianele

Short TR-map
Short control
Short controlQ
Short rianvar
Float Timer

;We only want to check GetDistance once per second because it's quite slow.
;To do this we'll create a timer to count the seconds.
;It stops working once she has greeted the player (rianvar=2)

if ( rianvar < 2 )
	Set Timer to ( Timer + GetSecondsPassed )
endif


;Every timer our timer has counted a second, we check how far away the player is.
;Initially (rianvar=0) we just want to check if the player is close enough to start the quest
;but after that (rianvar=1) we want to check if she's close enough to greet the player

if ( Timer > 1 )
	Set Timer to 0
	if ( rianvar == 0 )
		if ( GetDistance, player < 2000 )	;change these distances to whatever seems good
			Set rianvar to 1
		endif
	elseif ( rianvar == 1 )
		if ( GetDistance, player < 300 )
			Set rianvar to 2
		endif
	endif
endif


;This block handles her movement.
;When quest is activated (rianvar=1), she runs towards the player.
;We could remove the GetForceRun and GetCurrentAIPackage checks, but
;they prevent any bugs if she stops running for any reason.
;When she is close enought to greet the player (rianvar=2), we stop
;the running and make her greet the player.

if ( rianvar == 1 )
	if ( GetForceRun == 0 )
		ForceRun
	endif
	if ( GetCurrentAIPackage != 3 )
		AIFollow, player
	endif
elseif ( rianvar == 2 )
	ClearForceRun
	AIWander (her orignal settings)
	ForceGreeting
	Set rianvar to 3
endif

end
Have a journal update when Rianele greets you, then Alfhed's script would be something like:

Code: Select all

Begin TR_m2_q_12_Alfhed

Short TR-map
Short control
Short controlQ
Short alfvar

;Assuming the journal updates to 10 when Rianele greets you,
;this makes him follow her until then and attack her afterwards.
;The second part (alfvar=1) is to stop him and update the journal if
;the player tries to calm him


if ( alfvar == 0 )
	if ( GetJournalIndex "TR_m2_wil_WhichWitch" == 10 )
		StartCombat, "Rianele_ID"
		Set alfvar to 1
	elseif ( GetJournalIndex "TR_m2_wil_WhichWitch" < 10 )
		if ( GetCurrentAIPackage != 3 )
			AIFollow, "Rianele_ID"
		endif
	endif
elseif ( alfvar == 1 )
	if ( GetEffect sEffectCalmHumanoid == 1 )
		StopCombat, "Rianele_ID"
		Journal "TR_m2_wil_WhichWitch" 20
		Set alfvar to 2
	endif
endif

end
Of course, all this would need testing to make sure it looks reasonable.
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Post by Stryker »

Thanks for the scripts MowSkwoz. I haven't fully tested them out yet, I threw them in and finished up the AIFollow commands and what not. (There were no errors with 'compiling' them at least :P)
But while I get that working I wanna say I'm having issues with figuring out how to do the beginning of this quest.
theviking wrote:When Rianele gets close to the player she shouts for help (forcegreeting) "Help me! He's insane!" At this point the nord will shot back "Don't listen to her %PCRace, she's a witch! She stole my clothes and my axe, Thunderstrike!" Rianele will then say "I've never seen this man in my life! Besides, if I knew any magic I'd have cast a calm spell on him a long time ago!"
Again, one of the most simple sounding things is giving me troubles. I'm not sure how I can implement this "conversation". I figured using forcegreetings would work fine for it, but I can't figure out how to do it in sequence (As in a She said, He said, She said sort of thing). Once I have both of the problems sorted out then I should be able to really progress on this quest... But I thought that when I asked for those scripts... so -shrug-.
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Faalen
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Post by Faalen »

If the dialogue window is already open, you can't ForceGreeting another NPC, and there's no way to close the dialogue window through scripts AFAIK. The way I would approach it is this:

First off, put all relevant greetings in Greeting 1. Whenever you use forced dialogue, you don't want it to be superseded by default naked/diseased dialogue.

Put a "Goodbye" on all entries.

Use that handy-dandy local variable to determine which greeting is up. In other words, say the first forced greeting with the so-called witch has no requirements other than the quest being active. In the results for that greeting, set the Nord's variable to an active state which in his script causes him to give a ForceGreeting. In the results for that greeting, set the witch's variable to a state that in her script will cause her to give a forced greeting that is dependent on the same state of the same variable.

This will require the player to click a little bit, but it should work rather nicely. If you're confused I can post up a sample script, but I bet you can figure it out.

Sorry if I'm not being very clear. I'm listening to an ultra-boring radio interview for my English class right now so I'm a bit distracted.
Q1-77-Tel current progress:
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
Stryker
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Post by Stryker »

Geez, I still can't get this working right.
I've did just as you said, Faalen, and I get the error that 'variable alfgreeting not found, blah blah' or something to that extent.
I have 'set alfgreeting to 1' in the results area for Rianele's first dialogue entry, and I get that error message in game when trying it.
MMMowSkwoz
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Post by MMMowSkwoz »

You need to use

Code: Select all

Set object_ID.variable_ID to X
If the local variable is not in that NPC's script. So if Alfhed is speaking, you can write "Set alfvar to 1", but if Rianele is speaking, you need to write "Set TR_m2_q_12_Alfhed.alfvar to 1".

Hope that helps.
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Stryker
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Post by Stryker »

Yes it works now! :)
Thanks Faalen and MowSkwoz. Hopefully I'll have a WIP uploaded soon. I have a rough idea of how I can do the rest of the quest, so it shouldn't be too long (providing no huge errors occur).
Haū! Omochikaerī!

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